Commit graph

1613 commits

Author SHA1 Message Date
TehRealSalt
4ed0511013 Some cleanup
No longer save score/rings, use the Race tally as a placeholder
replacement for the butchered vanilla one
2017-10-16 20:23:26 -04:00
TehRealSalt
b5e0a80c35 Oho, here's the problem!
Too many fixed_t!
2017-10-16 17:52:42 -04:00
TehRealSalt
3e74ac2b97 Ghost scale fix 2017-10-16 07:11:48 -04:00
TehRealSalt
540bea911a First, minor steps to Record Attack support
To-Do:
- fix demo desync (desync is only super noticeable on slopes, but a
message pops up when the player starts moving regardless)
- fix ghosts not appearing
- replace that dumb level tally
- remove a bunch of things that made the assumption that race & record
attack would never mix (ex: "next map x doesn't support race mode, using
map y anyway" message)
2017-10-15 02:33:28 -04:00
ZTsukei
ba7580d8e2 = Nerfed Megas across the board.
- Rarer
 - Speed reduced from +25% to +20%
 - Getting squished doesn't last as long
= Nerfed the Banana Meta - or at least changed it
 - You don't wipeout for as long
 - You don't lose as much speed from wiping out (1/2 instead of 1/4)
= Respawning after death is faster
 - Lakitu drops you faster, only three floaty sounds instead of four
= Adjusted the camera to the values given by Sev
2017-10-13 15:44:17 -04:00
Wolfy
01126d1232 Actually run the fucking shadows this time 2017-10-11 21:31:17 -05:00
Wolfy
b27ab8f51b oops 2017-10-11 21:14:14 -05:00
Wolfy
366fe9fa91 Add TD shadows to Kart
Disclaimer: I haven't tested this and therefore am not sure whether or not it actually works. I think it does. Probably.
2017-10-11 20:54:35 -05:00
Wolfy
faf886885e Have Kart use kmd2.dat instead of md2.dat 2017-10-11 20:26:34 -05:00
ZTsukei
7c71feb274 Fixed thrown items (99% sure)
Thrown items are thrown farther now; distance based on CC.
2017-10-11 10:49:14 -04:00
ZTsukei
b95f1d568a Updated item weights
Fix attempt for thrown items
2017-10-10 21:09:38 -04:00
Alam Ed Arias
96c014deeb Merge branch 'master' into next 2017-10-07 12:44:28 -04:00
Alam Ed Arias
1b576bacf3 Build: support GCC 8 2017-09-30 23:07:47 -04:00
Alam Ed Arias
6fbdf37b18 Build: support building with clang 5.0 2017-09-30 08:54:17 -04:00
Monster Iestyn
ea372fae53 Merge branch 'master' into next 2017-09-29 17:15:57 +01:00
Monster Iestyn
c90ddbca36 Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
Makefile ports tweaks cleanup etc

See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
6c18d15b4a Merge branch 'master' into next 2017-09-28 16:55:04 -04:00
Alam Ed Arias
01602fa1f1 Build: fixup warnings in Debug builds 2017-09-28 16:54:26 -04:00
Alam Ed Arias
ec125628ab Merge branch 'master' into next 2017-09-28 10:16:35 -04:00
Alam Ed Arias
7f98c5c804 Build: do not error on fallthrough 2017-09-28 10:02:08 -04:00
Alam Ed Arias
2ccd397d11 Build: kill GCC 7's implicit-fallthrough warning 2017-09-28 09:39:47 -04:00
Alam Ed Arias
55f377ba3d Build: kill GCC 7's format-overflow warnings 2017-09-28 09:13:46 -04:00
Alam Ed Arias
bdba212b2a Makefile: add support for GCC 7.1 and 7.2 2017-09-28 09:13:01 -04:00
Alam Ed Arias
7e23014d5f Makefile: support GCC 6.4 2017-09-28 09:04:36 -04:00
Alam Ed Arias
62264901e5 Merge branch 'master' into next 2017-09-20 17:18:58 -04:00
Monster Iestyn
829328637d Merge branch 'netcode-fixes-the-sequel' into 'next'
Netcode fixes the sequel

See merge request !207
2017-09-20 15:00:09 -04:00
Monster Iestyn
7f875131ee If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
2017-09-18 18:14:05 +01:00
Monster Iestyn
b040113246 Removed the wrong endif by mistake 2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
Monster Iestyn
dcb23e01c0 SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore 2017-09-15 21:22:28 +01:00
Monster Iestyn
5fb551dd75 Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files 2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269 Removed references to console ports and WinCE in sdl/Makefile.cfg 2017-09-15 17:12:53 +01:00
Monster Iestyn
9e6ed121ba Comment out sdl12/SRB2CE/cehelp.h include in m_fixed.h
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
2017-09-14 21:29:38 +01:00
Monster Iestyn
900bab9b13 Fix includes for SDL 1.2-only ports' files 2017-09-14 21:15:38 +01:00
Monster Iestyn
5076861e0f Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders 2017-09-14 21:09:35 +01:00
Monster Iestyn
c330907dba Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway)
This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
2017-09-14 21:03:20 +01:00
Monster Iestyn
8514251ad5 fix savegamename not prepending srb2home to itself for custom mods using their own gamedata files 2017-09-09 21:19:07 +01:00
ZTsukei
b59246f413 Added Donut Plains Bushes 2017-09-04 22:32:14 -04:00
Monster Iestyn
d565cc6a2c Merge branch 'master' into next 2017-09-04 20:16:06 +01:00
ZTsukei
ee7ea5f6cb Fixed the word "ZONE" not appearing in the title 2017-09-01 18:58:12 -04:00
ZTsukei
a1f2f5b675 New level tag "ZONETITLE" can be set to replace the word "ZONE" in a level. "NOZONE" overrides it and forces no display at all. 2017-09-01 13:01:59 -04:00
ZTsukei
5d26588759 Added allllllll the old mobjs. Still need to reassign level ids. 2017-08-31 23:16:03 -04:00
Monster Iestyn
50917d2ee2 P_FloorzAtPos: Check the normal floor's slope as well as FOF slopes, silly. 2017-08-30 19:21:23 +01:00
Monster Iestyn
9c4e2eeeef Merge branch 'next' into netcode-fixes-the-sequel 2017-08-23 19:17:25 +01:00
Monster Iestyn
36977a5eda SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
2017-08-22 22:53:18 +01:00
Monster Iestyn
821a1810f7 Moved lrounding of mouse motion events to the actual point an event is made
Also did some cleanup and moving around, as well as adding comments
2017-08-21 21:38:29 +01:00
Monster Iestyn
10cbe2c82b Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
Also changed movemousex/y to INT32
2017-08-19 22:54:30 +01:00
Monster Iestyn
758e9c4558 Merge all (relative) mouse motion events into one mouse event
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
ZTsukei
a8a4f06aa3 Corrected type masking in d_clisrv.c 2017-08-10 17:37:31 -04:00
ZTsukei
fd85c536ff v1.3.19
-------
Moved the Lakitu respawn code so that it isn't console-only.
2017-08-09 23:45:13 -04:00
ZTsukei
80990da828 v1.3.18
-------
Fixed really poorly done netcode stuff. This should fix the kartstuff desyncing, maybe collision stuff too?
Fixed Megashroom's growth animation lasting too long.
2017-08-09 18:14:20 -04:00
Yukita Mayako
720987367a Prevent cvar naming conflicts from pointing Lua to the wrong internal data. 2017-08-08 14:27:02 -05:00
Monster Iestyn
2d661fef18 Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-08-07 16:44:29 -04:00
Alam Ed Arias
35404be1e0 SDL: y input is flipped 2017-08-07 16:37:03 -04:00
Alam Ed Arias
c25b2eb37f Merge remote-tracking branch 'origin/master' into SDL2_RelMouse 2017-08-07 16:33:39 -04:00
Monster Iestyn
821692fbf7 This was my fault, whoops 2017-07-24 17:53:18 +01:00
Monster Iestyn
6e5cffba5b Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
ZTsukei
8d19d18200 v1.3.17
-------
Lakitu returns from his ironically-not-pillowshaded-cloud grave
Dropboosting works on respawn
Players respawn "automatically after 2 seconds" instead of "*instantaneously* while accel is held"
2017-07-16 12:06:29 -04:00
Monster Iestyn
2350e94a9f Merge branch 'master' into next 2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85 Fix whitespace goofup of mine 2017-07-09 15:08:17 +01:00
Monster Iestyn
f0ffd691f4 Merge branch 'master' into next 2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1 Merge branch 'pwease_no_kicky' into 'master'
Pwease no kicky

Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.

This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.

See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233 Some more tweaks of my own:
*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
Monster Iestyn
e8df99c632 They didn't use V_HUDTRANS before and they probably shouldn't, my fault here 2017-07-05 22:30:18 +01:00
Monster Iestyn
815d10e15d Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8 Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level 2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff Also account for bans, pff. 2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab Don't kick Tails!
Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
Monster Iestyn
298c1af045 Merge branch 'lua-archive-value-fix' into 'next'
Lua archive value fix

This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me.

See merge request !200
2017-07-02 20:23:29 -04:00
Monster Iestyn
c751971d57 Fix integer type slipup in ArchiveValue for saving mobjinfo/state #s that LJSonic spotted
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
2017-07-02 16:50:11 +01:00
toasterbabe
9797ae31a6 Fix the springs jumping!
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.

Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
2017-07-02 16:48:58 +01:00
Monster Iestyn
8290ae9fd4 Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
I cleaned up some of Sryder's changes a little too I guess
2017-07-02 16:38:25 +01:00
ZTsukei
3cdcaa6f2f G_PlayerReborn desync fix, maybe? 2017-06-26 21:41:05 -04:00
Alam Ed Arias
1111282908 Merge branch 'master' into next 2017-06-22 19:52:42 -04:00
Monster Iestyn
b37d09df5f Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
OpenGL slope FOF lighting fix

This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P

See merge request !194
2017-06-22 19:49:42 -04:00
Monster Iestyn
44f33e6732 Merge branch 'touching_fixes' into 'next'
Fixes with respect to sector special touching and slopes

Some important stuff.

* SF_TRIGGERSPECIAL_TOUCH now actually works. Previously, it abandoned the loop early if ANY bounding sector didn't have that sector flag, which it likely didn't - only checking one extra sector's worth of FOFs. Also, the teleport handling there is more robust, and actually bails out if you teleport, instead of just awkwardly continuing through the loop.
* SF_TRIGGERSPECIAL_TOUCH now works for each time thinkers, too.
* Fixed a bug with being able to go under lava because P_CheckSolidLava doesn't take slopes into account.
* Also, P_CanRunOnWater supports slopes now too.
* Quicksand supports slopes and reverse gravity now.
* Space Countdown supports slopes now.

Also, an experiment behind a #define which currently isn't turned on:

* UNDER A #define, "SECTORSPECIALSAFTERTHINK", WHICH IS CURRENTLY TURNED OFF, BUT I WILL WANT TO TURN ON IN INTERNAL: Moved sector touch handling to P_PlayerAfterThinker (from P_PlayerThinker before movement). Allows for being able to trigger moving slope sectors that are going down, most specifically lava (didn't matter in RVZS in 2.1 because you could clip through the sides and go underneath the lava, causing damage - a sloped testwad version of that prevented going underneath.) Also fixes one-frame standing on deathpits before you die. Basically means sector triggers effectively happen one tic earlier, since it's after movement.

See merge request !131
2017-06-22 17:30:57 -04:00
Monster Iestyn
6a0329857d Merge branch 'polyobject-seg-render-fix' into 'master'
Polyobject seg render fix

This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.

This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)

See merge request !195
2017-06-22 17:29:01 -04:00
Monster Iestyn
abf92e965c Merge branch 'ping-fix' into 'next'
Ping-related code fix

Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.

I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.

See merge request !193
2017-06-22 17:27:38 -04:00
Monster Iestyn
1efd2aa770 Merge branch 'ld414-invalid-sound-fix' into 'next'
Ld414 invalid sound fix

This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.

See merge request !196
2017-06-22 17:26:58 -04:00
Monster Iestyn
da2f5fe0a2 Fix PlayerSpawn hook not being called if the player is respawned at a starpost 2017-06-20 16:18:51 +01:00
Monster Iestyn
ba6d011d7b Scale should be fixed_t not UINT16!
This is probably a leftover from how scaling worked in v2.0 I take it
2017-06-17 17:22:45 +01:00
Monster Iestyn
318d5656b5 Keeping a total of thinkers saved/loaded and print the total in netplay devmode
Not a fix for anything, probably just useful for debugging
2017-06-12 17:55:15 +01:00
Monster Iestyn
02c098574c ah, turns out the TIC n debugfile print is a remnant of when Doom Legacy printed the consistancy return value... which we'll do here now too, in that case 2017-06-10 17:09:08 +01:00
Monster Iestyn
bae55a3af4 Don't display "x set to y" messages twice in the debugfile for consvars with CV_SHOWMODIFONETIME/CV_SHOWMODIF
(can't think offhand when those flags are actually used, but oh well)
2017-06-10 16:36:52 +01:00
Monster Iestyn
b9828f78e8 Fix stupid lack of newline with this message 2017-06-09 23:22:27 +01:00
Monster Iestyn
12266e0f85 Set ack and ackreturn to 0 for local packets always
This won't really have any in-game effect, this is just so the debugfile doesn't display the ack values of the PREVIOUS sent/got packet
2017-06-09 23:15:41 +01:00
Monster Iestyn
1119ffab0f Merge branch 'master' into next 2017-06-09 22:34:20 +01:00
Monster Iestyn
997eb58c93 Fix invalid sfx numbers supplied to linedef type 414 crashing the game
Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
2017-06-07 18:24:06 +01:00
ZTsukei
6381791ca6 Swoopy Start & Lap Lakitu 2017-06-03 18:19:25 -04:00
Monster Iestyn
c3c85bb4d2 Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Monster Iestyn
3658b22a7f wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord)
Don't worry I'm not going mad, this is actually how it's supposed to be
2017-06-03 14:46:03 +01:00
Monster Iestyn
2e42c9621c Eck, potted another node/player confusion for clients reciving PT_PING 2017-06-01 20:46:44 +01:00
Monster Iestyn
fe15305df0 Merge the two NEWPING parts of NetUpdate into one block 2017-06-01 20:43:24 +01:00
Monster Iestyn
3d86e7135d Fix confusion between nodes and players in ping updating code and PT_PING packet sending code 2017-06-01 19:01:57 +01:00
Alam Ed Arias
6847a89bc2 OpenGL: check for 1.3+ or 2.0+, not just 1.3/2.X to 4.X 2017-05-29 23:04:03 -04:00
Alam Ed Arias
6be7693ecb OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime 2017-05-29 22:52:51 -04:00
Monster Iestyn
f96844b262 Fix screenshots taken in OpenGL with 1366x768 being messed up
This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
2017-05-29 21:28:36 +01:00
Yukita Mayako
9f3fda37b0 Merge branch 'next' into hotfix_thinkers.iterate 2017-05-28 15:07:20 -05:00
Alam Ed Arias
2223283208 Merge branch 'next' 2017-05-28 11:37:16 -04:00