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https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-25 11:50:50 +00:00
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.
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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)
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// Handle all things in sector.
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// If a limit exists, handle things a tiny bit different.
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if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
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if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS))
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{
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for (thing = sec->thinglist; thing; thing = thing->snext)
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{
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@ -10755,7 +10755,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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-24*FRACUNIT, // speed
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-72*FRACUNIT, // speed -- -24*FRACUNIT originally, srb2kart x3 (nya)
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1*FRACUNIT, // radius
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8*FRACUNIT, // height
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0, // display offset
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12
src/m_menu.c
12
src/m_menu.c
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@ -1255,14 +1255,14 @@ static menuitem_t OP_VideoOptionsMenu[] =
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{IT_STRING | IT_CVAR, NULL, "Draw Distance", &cv_drawdist, 45},
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//{IT_STRING | IT_CVAR, NULL, "NiGHTS Draw Dist", &cv_drawdist_nights, 55},
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{IT_STRING | IT_CVAR, NULL, "Weather Draw Distance",&cv_drawdist_precip, 55},
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{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65},
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{IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 75},
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//{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65},
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{IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 65},
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{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 90},
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{IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 100},
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{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 80},
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{IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 90},
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#ifdef HWRENDER
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{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 115},
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{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 105},
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#endif
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};
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@ -1275,7 +1275,7 @@ enum
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op_video_gamma,
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op_video_dd,
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op_video_wdd,
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op_video_wd,
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//op_video_wd,
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op_video_skybox,
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op_video_fps,
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op_video_vsync,
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23
src/p_mobj.c
23
src/p_mobj.c
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@ -9744,13 +9744,12 @@ consvar_t cv_suddendeath = {"suddendeath", "Off", CV_NETVAR|CV_CHEAT, CV_OnOff,
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void P_SpawnPrecipitation(void)
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{
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INT32 i, j, mrand;
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INT32 i, mrand;
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fixed_t basex, basey, x, y, height;
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subsector_t *precipsector = NULL;
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precipmobj_t *rainmo = NULL;
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if (dedicated || !cv_precipdensity.value || curWeather == PRECIP_NONE
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|| netgame) // SRB2Kart
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if (dedicated || /*!cv_precipdensity*/!cv_drawdist_precip.value || curWeather == PRECIP_NONE) // SRB2Kart
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return;
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// Use the blockmap to narrow down our placing patterns
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@ -9759,7 +9758,7 @@ void P_SpawnPrecipitation(void)
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basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE;
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basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE;
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for (j = 0; j < cv_precipdensity.value; ++j)
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//for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for kart always
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{
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x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
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y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
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@ -9769,7 +9768,11 @@ void P_SpawnPrecipitation(void)
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// No sector? Stop wasting time,
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// move on to the next entry in the blockmap
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if (!precipsector)
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break;
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continue;
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// Not in a sector with visible sky?
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if (precipsector->sector->ceilingpic != skyflatnum)
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continue;
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// Exists, but is too small for reasonable precipitation.
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if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<<FRACBITS)))
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@ -9780,10 +9783,6 @@ void P_SpawnPrecipitation(void)
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if (curWeather == PRECIP_SNOW)
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{
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// Not in a sector with visible sky -- exception for NiGHTS.
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if (!(maptol & TOL_NIGHTS) && precipsector->sector->ceilingpic != skyflatnum)
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continue;
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rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE);
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mrand = M_RandomByte();
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if (mrand < 64)
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@ -9792,13 +9791,7 @@ void P_SpawnPrecipitation(void)
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P_SetPrecipMobjState(rainmo, S_SNOW2);
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}
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else // everything else.
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{
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// Not in a sector with visible sky.
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if (precipsector->sector->ceilingpic != skyflatnum)
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continue;
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rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN);
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}
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// Randomly assign a height, now that floorz is set.
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rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<<FRACBITS;
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23
src/r_main.c
23
src/r_main.c
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@ -122,11 +122,20 @@ size_t num_extra_colormaps;
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extracolormap_t extra_colormaps[MAXCOLORMAPS];
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static CV_PossibleValue_t drawdist_cons_t[] = {
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{256, "256"}, {512, "512"}, {768, "768"},
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/*{256, "256"},*/ {512, "512"}, {768, "768"},
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
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{8192, "8192"}, {0, "Infinite"}, {0, NULL}};
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static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
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//static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
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static CV_PossibleValue_t drawdist_precip_cons_t[] = {
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{256, "256"}, {512, "512"}, {768, "768"},
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
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{8192, "8192"}, {0, "None"}, {0, NULL}};
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//static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
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static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
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static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
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@ -164,9 +173,9 @@ consvar_t cv_translucenthud = {"translucenthud", "10", CV_SAVE, translucenthud_c
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consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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//consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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//consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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// Okay, whoever said homremoval causes a performance hit should be shot.
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consvar_t cv_homremoval = {"homremoval", "Yes", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -1505,10 +1514,10 @@ void R_RegisterEngineStuff(void)
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if (dedicated)
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return;
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CV_RegisterVar(&cv_precipdensity);
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//CV_RegisterVar(&cv_precipdensity);
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CV_RegisterVar(&cv_translucency);
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CV_RegisterVar(&cv_drawdist);
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CV_RegisterVar(&cv_drawdist_nights);
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//CV_RegisterVar(&cv_drawdist_nights);
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CV_RegisterVar(&cv_drawdist_precip);
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CV_RegisterVar(&cv_chasecam);
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@ -77,7 +77,7 @@ extern consvar_t cv_chasecam, cv_chasecam2, cv_chasecam3, cv_chasecam4;
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extern consvar_t cv_flipcam, cv_flipcam2, cv_flipcam3, cv_flipcam4;
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extern consvar_t cv_shadow, cv_shadowoffs;
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extern consvar_t cv_translucency;
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extern consvar_t cv_precipdensity, cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
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extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip;
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extern consvar_t cv_skybox;
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extern consvar_t cv_tailspickup;
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@ -1723,7 +1723,7 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel, UINT8 viewnumber)
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// Handle all things in sector.
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// If a limit exists, handle things a tiny bit different.
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if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
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if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS))
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{
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for (thing = sec->thinglist; thing; thing = thing->snext)
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{
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