Final weather stuff.

* Multiplied rain speed by 3, per Oni's request.
* Disable weather density - force to 1 if weather draw distance, otherwise zero
* Move the ceilingpic check into a more convenient part of the weather spawning loop.
* `drawdist_precip_cons_t` - replaces "Infinite" with "None".
* Disable the lowest normal draw distance (256), given... both kart and srb2 are basically unplayable like that.
* Disable cv_drawdist_nights entirely.
This commit is contained in:
toaster 2018-10-14 22:32:34 +01:00
parent a1e1aa81b5
commit 880e4c0631
7 changed files with 34 additions and 32 deletions

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@ -5147,7 +5147,7 @@ static void HWR_AddSprites(sector_t *sec, UINT8 ssplayer)
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS))
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{

View file

@ -10755,7 +10755,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
-24*FRACUNIT, // speed
-72*FRACUNIT, // speed -- -24*FRACUNIT originally, srb2kart x3 (nya)
1*FRACUNIT, // radius
8*FRACUNIT, // height
0, // display offset

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@ -1255,14 +1255,14 @@ static menuitem_t OP_VideoOptionsMenu[] =
{IT_STRING | IT_CVAR, NULL, "Draw Distance", &cv_drawdist, 45},
//{IT_STRING | IT_CVAR, NULL, "NiGHTS Draw Dist", &cv_drawdist_nights, 55},
{IT_STRING | IT_CVAR, NULL, "Weather Draw Distance",&cv_drawdist_precip, 55},
{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65},
{IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 75},
//{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65},
{IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 65},
{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 90},
{IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 100},
{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 80},
{IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 90},
#ifdef HWRENDER
{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 115},
{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 105},
#endif
};
@ -1275,7 +1275,7 @@ enum
op_video_gamma,
op_video_dd,
op_video_wdd,
op_video_wd,
//op_video_wd,
op_video_skybox,
op_video_fps,
op_video_vsync,

View file

@ -9744,13 +9744,12 @@ consvar_t cv_suddendeath = {"suddendeath", "Off", CV_NETVAR|CV_CHEAT, CV_OnOff,
void P_SpawnPrecipitation(void)
{
INT32 i, j, mrand;
INT32 i, mrand;
fixed_t basex, basey, x, y, height;
subsector_t *precipsector = NULL;
precipmobj_t *rainmo = NULL;
if (dedicated || !cv_precipdensity.value || curWeather == PRECIP_NONE
|| netgame) // SRB2Kart
if (dedicated || /*!cv_precipdensity*/!cv_drawdist_precip.value || curWeather == PRECIP_NONE) // SRB2Kart
return;
// Use the blockmap to narrow down our placing patterns
@ -9759,7 +9758,7 @@ void P_SpawnPrecipitation(void)
basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE;
basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE;
for (j = 0; j < cv_precipdensity.value; ++j)
//for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for kart always
{
x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
@ -9769,7 +9768,11 @@ void P_SpawnPrecipitation(void)
// No sector? Stop wasting time,
// move on to the next entry in the blockmap
if (!precipsector)
break;
continue;
// Not in a sector with visible sky?
if (precipsector->sector->ceilingpic != skyflatnum)
continue;
// Exists, but is too small for reasonable precipitation.
if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<<FRACBITS)))
@ -9780,10 +9783,6 @@ void P_SpawnPrecipitation(void)
if (curWeather == PRECIP_SNOW)
{
// Not in a sector with visible sky -- exception for NiGHTS.
if (!(maptol & TOL_NIGHTS) && precipsector->sector->ceilingpic != skyflatnum)
continue;
rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE);
mrand = M_RandomByte();
if (mrand < 64)
@ -9792,13 +9791,7 @@ void P_SpawnPrecipitation(void)
P_SetPrecipMobjState(rainmo, S_SNOW2);
}
else // everything else.
{
// Not in a sector with visible sky.
if (precipsector->sector->ceilingpic != skyflatnum)
continue;
rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN);
}
// Randomly assign a height, now that floorz is set.
rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<<FRACBITS;

View file

@ -122,11 +122,20 @@ size_t num_extra_colormaps;
extracolormap_t extra_colormaps[MAXCOLORMAPS];
static CV_PossibleValue_t drawdist_cons_t[] = {
{256, "256"}, {512, "512"}, {768, "768"},
/*{256, "256"},*/ {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
{8192, "8192"}, {0, "Infinite"}, {0, NULL}};
static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
//static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
static CV_PossibleValue_t drawdist_precip_cons_t[] = {
{256, "256"}, {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
{8192, "8192"}, {0, "None"}, {0, NULL}};
//static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
@ -164,9 +173,9 @@ consvar_t cv_translucenthud = {"translucenthud", "10", CV_SAVE, translucenthud_c
consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
//consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
//consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
// Okay, whoever said homremoval causes a performance hit should be shot.
consvar_t cv_homremoval = {"homremoval", "Yes", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -1505,10 +1514,10 @@ void R_RegisterEngineStuff(void)
if (dedicated)
return;
CV_RegisterVar(&cv_precipdensity);
//CV_RegisterVar(&cv_precipdensity);
CV_RegisterVar(&cv_translucency);
CV_RegisterVar(&cv_drawdist);
CV_RegisterVar(&cv_drawdist_nights);
//CV_RegisterVar(&cv_drawdist_nights);
CV_RegisterVar(&cv_drawdist_precip);
CV_RegisterVar(&cv_chasecam);

View file

@ -77,7 +77,7 @@ extern consvar_t cv_chasecam, cv_chasecam2, cv_chasecam3, cv_chasecam4;
extern consvar_t cv_flipcam, cv_flipcam2, cv_flipcam3, cv_flipcam4;
extern consvar_t cv_shadow, cv_shadowoffs;
extern consvar_t cv_translucency;
extern consvar_t cv_precipdensity, cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip;
extern consvar_t cv_skybox;
extern consvar_t cv_tailspickup;

View file

@ -1723,7 +1723,7 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel, UINT8 viewnumber)
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS))
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{