Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
* Crash prevention if total somehow becomes zero.
* Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
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
*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
* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
* Make the default value of cv_playersforexit "All".
* Correct the greying out of the lives counter for cv_cooplives == "Single pool" to only be when you can't respawn.
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.
OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.
MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
* Don't attempt to respawn anybody when changing cv_coopstarposts and nobody CAN be respawned.
* Make Rings transparent (and not flash) when you're a spectator.
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
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
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.
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
- MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
- MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
- MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
- angle: tag of controlling linedef
- parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
- line dx: number of chain links
- line dy: speed (in FU)
- frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
- frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
- frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
- frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
- backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
- backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
- backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
- backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
----
- ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
- ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
- ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
- ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
- ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****
Whooh. Requires new patch.dta for sprites.
OpenGL papersprites
I don't know if anyone actually tested Sryder's original OpenGL papersprites support before it was merged in, but there was some issues with the papersprites themselves "wobbling" about in a sort of weird way depending on the angle you view it from or where you are. It's easiest to see what I mean if you just load up sawb.wad, and strafe about when viewing one of the sawblades.
Thankfully all I really needed to do was tweak the way angles work for papersprites. I also cleaned up Sryder's original code a little, not that I really needed to do so though.
See merge request !96
"MapThingSpawn" hook for Lua
A hook for adding special stuff to mobjs spawned via a map thing on level load, like special features depending on the map thing's flags, angle, z position, extrainfo, or anything else I didn't think of.
**Function syntax:**
`functionname(mobj, mapthing)`
where `mobj` is the spawned mobj (type mobj_t obviously), and `mapthing` is its corresponding map thing (type mapthing_t also obviously). Note that `mapthing.mobj` will not yet be set to `mobj` at this point (it's set afterwards, provided you don't remove the mobj or something stupid).
Returning `true` overrides features in place for existing mobj types (currently not all existing features are overridden, I may change this; see the source code for what IS overridable for now), returning `false` runs them as normal.
**Hook syntax:**
`addHook("MapThingSpawn", functionname, MT_OBJECTTYPE)`
where `MT_OBJECTTYPE` is the object type to apply the hooked function for. As usual, if this argument is omitted or set to MT_NULL, the function runs for all object types.
**Test resources and where to find them:**
* srb2win-mapthingspawn.exe, my folder on the FTP - test exe, obviously
* luatest-mapthingspawn.lua, same place - a simple Lua script that changes the scale of MT_GFZFLOWER1 (the orange flower) based on the map thing's angle (0 degrees is normal, 90 degrees is 2x bigger, 180 is 3x bigger, 270 is 4x, etc etc)
See merge request !83
MI code cleanup once again
Code prettification branch 12472849127, no real changes to gameplay except a bunch of outdated SOC features have been removed or disabled (most notably, Callum's old texture/patch SOC implementation). Though the changes here might also speed up game startup a teensy bit I suspect, possibly?
See merge request !102
* Make swinging (as opposed to spinning) maces play the activesound at the peak of their speed.
* Decouple the tilt of all maces from the angle.
* Improve DBG_GAMELOGIC message.
* Refactor.
* Refactor of the unbundling to not involve modifying the next/prev links.
* Make the booleans in vissprite_t use flags stored in sprite->cut instead.
* Make the linkdrawn sprites much more linked - ie, same brightness (unless independently fullbright), same colormap, and don't draw if the tracer isn't being drawn.
* Other minor corrections.
I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
Of particular note: Standing in shallow pools of water as Smiles will now reliably associate the bottom half of the tails following mobj with the underwater portion of Smiles' body, and the flicking ends with his un-submerged head.
Deliberately engineered to only affect objects with MF2_LINKDRAW applied.
-Colormaps, palettes and other stuff are properly loaded now. It was a bug related to the generation of the lump name with files in the root of the PK3.
Known issues:
-Map WADs' REJECT and BLOCKMAP are still not loaded.
*removed Texture/Patch SOC implementations, since they weren't used in the end
*removed remnants of AnimTex and some Spritename thing
*none of the save* arrays in DEH_LoadDehackedFile were being used, so I removed all related code disabled or otherwise
*DEH_LoadDehackedFile doesn't need a "wad" param anymore since only the Patch block was using it
"pmData" was originally declared in the files in the (non-SDL) OS2 source subfolder, last known to be present in Demo 4.1's source code ...said folder has not been around for over a decade, so this would definitely fail to compile if you tried compiling for OS2 without SDL anyway
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
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
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
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
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
* Fixed oversight where late joiners may not actually get lives.
* Fixed oversight where zero-livers could spawn in.
* Reinstated flashing because a crawla walked onto one of the spawnpoints and we immediately got a game over.
* Rejiggered the overlay drawer so the printing was consistent between normal spectatorship and game overness.
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).
* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
* Make setting steallives to true respawn every game overed spectator.
* Make a minimum on the number of lives GetLives can get you.
* Add "You'll steal a life on respawn" to spectator screen.
* Make sure that a life theft always takes you from 0 (or less) lives to 1 life.
* Fix a bracket level typo that meant new Co-op style respawning was being done for all gametypes.
* P_GiveCoopLives bundles the coop lives reward for everyone versus reward for one person in other gametypes thing into one function. Available in Lua.
Needs a bunch of changes to HUD rendering, especially in splitscreen, which doesn't try to show spectator stuff whatsoever. Also, if you're the player whose respawn determines when the map reloads, you'll see the spectator text during the front half of the fade. Unless, of course, it's 2-player mode.
-Folders aren't loaded as lumps anymore
-Can now load an arbitrary number of TEXTURES lumps in PK3s. Name them textures.gfz, textures.thz, ..., for example.
* cv_sharedstarposts - Makes everyone share starposts, defaults to "On"
* cv_respawntype - Defaults to "Starpost". If set to that, people respawn at the starpost you just hit (assuming cv_sharedstarposts is on - may have to combine the two variables later, but seperate for testing for now). The other option is the old, unrestricted spawning. We COULD add TD bubble spawning at a later time using this variable, though.
The level DOES reset if everyone dies, but not in a way which allows for Mystic Realm style non-resetting resets. I'll handle that later.
Ignore askinfoviams
Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself)
See merge request !191
Netcode hotfix
Various netcode fixes are included in this branch. Most important of all of course is a fix for the Net_CloseConnection invalid node -32769 detected message thing, or rather what actually caused that to occur.
It's a merge to master since everything here should be compatible with 2.1.18: the only main changes are related to recieving packets (whether you're the host of a netgame or a client), which AFAIK shouldn't cause desyncs if you played with these fixes on a 2.1.18-hosted netgame (or hosted a netgame with the fixes and 2.1.18-using players join you).
See merge request !185
A bunch of bugfixes about too many wads in netgames
Fixes:
* Having bunch of music WADs added and then breaching the file limit(s) through joining a server with important files added. http://mb.srb2.org/showthread.php?t=42662
* Having a bunch of music WADs added, joining a server, and then breaching the file limit(s) when the server adds a file. https://mb.srb2.org/showthread.php?t=34664
* Informing the adminplayer whenever they try to send a request addfile net command but the file limit(s) are reached.
Done into next because I might as well be 100% safe, even though this could probably work on master as well.
See merge request !187
Missiles 'n slopes
Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix compared to non-slopes - missiles still like stepping up over the borders of sloped sectors and will continue going as long as they never touch that ground again, whereas they can never step up on flat ones - but this fixes the most egregrious issue.
See merge request !181
* if you sent it to a client rather than the server, game over, your connection is closed
* if files that don't exist or are too large are requested are listed, game over, your connection is closed (they should have been checked on YOUR side beforehand, silly)
* if the server has downloading disabled anyway, ...yeah, you get the idea
Don't worry, I made sure Got_RequestFilePak cleaned up the full file request list for the node in case of failure
This removes exactly one feature in exchange for a greater number of files to be loaded. I asked around, and people don't actually like what it currently does (load unimportant server-side files if you can findfile it locally), so.
Can be reverted if requested.
-Removed code duplicity on map resource reading.
-Fixed all known PK3-related bugs so far except for the ones mentioned below.
Issues:
-Blockmap and reject matrix still aren't loaded yet when using a map WAD.
-Palettes and colormaps aren't loaded (by extension, TRANS tables might not work either).
SRB2's built-in action types will now all be pushed as META_ACTION, state_t.action can be assigned META_ACTION and return it
getUserdataType returns "action" for META_ACTION variables
Nojumpspin fix
MI can attest to this being a problem that's now solved.
To test, check out root/!LatestSRB2Files/srb2win_branch_jumpfixes.exe and root/MonsterIestyn/robohood.wad.
See merge request !95
-Now can load map WAD files inside Maps/ directory, but they must only contain map data explicitly!
Known problems:
-There's an issue causing a crash with palettes and colormaps in PK3s.
-SS_START and SS_END don't work now. Will check later.
-Standalone lumps for maps in the Maps/ folder don't work anymore; perhaps I should keep that functionality?
Notes:
-It's now a mashup of something dumb that I wanted to do and yet piling hacks again.
-A lot of code duplicity with map lump loading functions.
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
<Alam_Squeeze> p_floor.c:2932: warning: 'widthfactor' might be used uninitialized in this function
<Alam_Squeeze> p_floor.c:2932: warning: 'heightfactor' might be used uninitialized in this function
<Alam_Squeeze> m_menu.c:1907: error: initializer element is not constant
<Alam_Squeeze> m_menu.c:1907: error: (near initialization for `OP_ScreenshotOptionsDef.drawroutine')
<Alam_Squeeze> m_menu.c:9353: warning: 'M_DrawScreenshotMenu' defined but not used
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/m_menu.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
* Search case is now handled via cvar instead of assumed based on system.
* filemenusearch (previously strsystemstr) uses static char[] to prevent stack suffering.
* New cvar for searching from start of string instead of anywhere in it!
* Menu tweaked for the above.
* Reverted slash from pathsep.
* Clean up titlemapinaction so that it isn't true when you're playing
* Don't print "SPEEDING OFF TO [ZONE] [ACT 1]..." on screen if it's a titlemap - keep a nice and pretty black screen
Level specials setup stuff
Some changes to level setup, largely inconsequential for gameplay but maybe helpful for Lua scripting:
* gravity, weather, and some other internal variables are set to their defaults before loading things, so their values from a previous level don't affect mobj spawning potentially
* Tag lists are also initialised before loading things, so that tag-based search functions (such as P_FindSpecialLineFromTag) can be used internally for the maces and particle generator. This should probably extend to Lua as well
* the level header "forcecharacter" no longer recognises "255" as "None" anymore. This is because it no longer takes skin numbers (as of whenever that change was added... version 2.0?), and level headers are auto-cleared when edited anyway.
See merge request !88
* Improved layout of addons menu.
* Disabled input for 5 tics after a console-touching enter key command on the menu, so that weird stuff doesn't happen.
* Added Add-on options.
* cv_addons_option - chooses save location. A little smaller in scope than the weird Default/HOME/SRB2/Custom thing for screenshots - now it's SRB2 Folder and Custom.
* cv_addons_folder - goes with Custom for above.
* cv_addons_md5 - chooses whether to identify files on the addons menu with name comparison only, or with checksum comparison as well (more intensive hence not default).
* cv_addons_showall - chooses whether to show just supported file extensions, or all
* Some minor other refactors.
Bad:
* Screenshot options menu crashes on access for some reason (to do with itemOn not being valid?????) looking into
-DEFLATE-compressed lumps work properly now.
-All "big" lumps are supported now with the exception of WAD maps.
Notes:
-Compiler spits out a shitload of warnings still.
-Individual lump reading clashes with folders of the same name (see TEXTURES lump, and the Textures/ folder).
Signed-off-by: Nevur <apophycens@gmail.com>
New User Experiences - Menus, Closed Captioning, and other non-substantial tweaks
Hello! I'm going to words.
* Menu stuff!
* Scrolling menus when there's lots of options instead of doing lots of nestling!
* Video Options, Server Options, and Screenshot Options have been updated to take advantage of this.
* Headings are prettier in general to match the level platter's headers!
* Expose a bunch of stuff Mystic wanted exposed, without iundating the player!
* Little arrows!
* Better, clearer control menus!
* I know this is probably related to the above, but whatever.
* Very organised with lots of renaming and magical clarifying context headings!
* Killed the analog-only Camera L/R keys in favour of merging them with the regular turn keys in that context!
* Also little arrows!
* Statistics!
* One page instead of two, loses a lot less info than you'd expect!
* The benefit of having them on one page is greater than the loss of being able to individually discern which of your Score/Time/Rings is incomplete.
* ALSO also little arrows!
* Secrets checklist!
* Scrolls vertically!
* Allows for autogeneration of conditions based off conditionset, which allows for names of required levels to be hidden if you haven't played them yet!
* Still allows overriding condition string per traditional checklist.
* This allows us to show every secret's condition without letting it be spoiled or overflowing the everything.
* Also ALSO also little arrows!
* Closed captioning!
* Console command "closedcaptioning on/off".
* Shows stuff in the bottom right hand corner of the screen.
* sfxinfo[sfx_name].caption = "Butt.".
* S_StartMusicCaption(string, tics, optional player) allows for a caption to play without being anchored to a specific sound.
* Color Profile!
* Using only the best in advanced cube-based majyks.
* cv_gamma now goes from -15 to +5!
* cv_saturation - from 0 to 10!
* A new menu for modifying the hue, saturation and gamma of specific corners of the cube (RYGCBM) independently of the master options!
* Screenshots/Video Mode now supports turning on/off circumstantial color profile alterations (cv_screenshot_colorprofile).
* Spring cleaning!
* cv_allcaps is dead.
* Sudden death and old match scoring (25 points for shield damage as the only change??) is dead
* A few things are taken off the menu because they're not that relevant to have.
* cv_competitionboxes now applies to race as well.
* Failed teleports go nuh-uh.
* Question mark boxes don't have doomednums anymore, so they can't be placed in singleplayer and used to get free lives by playing with the tv_extralife etc stuff.
* Other tidbits!
* HUD offsets are tweaked to give one digit less space to score and one digit more space each to time and rings to match up the right edges.
* Emerald tokens show up on the level complete screen and are loaded into a coin slot at the end of the tally.
* Speaking of Emerald tokens, they now give score all the time, and continues instead of 50 rings when you have all Emeralds.
* Moved Race HUD down, and made it go bing bing bing BONG.
* V_DrawCroppedPatch now properly handles topdeltas.
* Minor tweak to GFZ3 eggmobile's pinch to be more lenient.
* Hudnames for skins now replace full stops with katakana dots. We could make it replace a different character instead if we really wanted to, but I figure this matches what is desired.
Check out ```<root>/!LatestSRB2Files/srb2win_branch_deeznux.exe``` to try it out.
See merge request !91
-Expanded folder recognition for PK3s. Some resources are still not loaded from them yet.
-Took a glimpse at how maps are loaded, since the flat recognition is rooted somewhere there; did nothing yet about it though.
-Working towards "generalizing" how new resources are handled. Some var and functionality redundancy is still present.
* Menu shuffling for addons. Shows up on main menu and MP pause menu if you're host/admin (not encouraged in SP).
* The menu yells at you in red text if you're playing, warning of issues.
https://gfycat.com/DizzyEnergeticCygnet
I will make it prettier.
(Also: stristr. Since the Windows (and others?) standard library doesn't have it for some reason, I modified code someone put on StackExchange as a stopgap; once I'm ready to get on IRC for the day, we'll discuss attribution/rewriting.)
* M_StartMessages when file loading goes wrong! (Determined by CONS_Alerts of warning level CONS_WARNING and CONS_ERROR happening after W_LoadWadFile has been called.)
* Now actively tries to keep your place on the menu if files are deleted between calls to preparefilemenu().
* More enums! DIR_ (for if you want to try embed more metadata in the dirmenu strings) and REFRESHDIR_ (for refreshing the menu and handling warnings).
* Handle changing size menu between calls to opendir() better.
* Don't crash on draw/enter attempt if one of the dirmenu's is null.
* Moved the addons menu to OP_MainMenu instead of MainMenu for now so it can be tested in MP without needing to mess with several menus.
* Display the amount of space used for serverinfo_pak's fileneeded on the addons menu, both visually and with a percentage.
* Instead of needing to press backspace, going back is now handled via an "(up arrow) UP..." entry in the table.
* Maximum depth is now #define'd instead of dotted around everywhere.
* Enums!
* Exec for .txt (with confirmation dialog) and .cfg (without)!
* Complaints about folders and etc now mention the folder names.
* A shrinking folder now prevents dir_on[] from going beyond its end.
Basic as fuck UI, and the controls for manipulating it suck, but the basic elements of the feature set I'm looking for have been implemented in some form or another. More at a later time.
MI, be glad I didn't do this in deeznux ;P
Skybox improvements
Some improvements to skyboxes and new features for them:
* *The Thing's Z position now determines the relative z position of a skybox viewpoint from the ground, the Thing's angle no longer affects the Z position at all.* This should also fix objectplace breaking skyboxes after you place a Thing, and allow Z heights to be more easily controlled by custom skybox mobjs set by Lua's `P_SetSkyboxMobj`.
* The skybox viewpoint Thing's "Parameter" value (or the multiple of 4096 added to the Thing type, if you're still using SRB2DB) determines the ID number for a viewpoint or centerpoint, a value between 0 and 15. By default the game uses the viewpoint and centerpoint using ID 0. Note: this ID system does not apply to custom skybox mobjs set by Lua, only to `MT_SKYBOX` mobjs spawned by Things for a map.
* **Linedef type 448** has been added as a linedef executor special for changing the skybox viewpoint and/or centerpoint used, making use of the new ID system mentioned above:
* By default, only the *viewpoint* will be changed. The front x offsets set the ID of the new viewpoint to use; if the number is out of range (numbers accepted are 0 to 15), the game will simply not use any viewpoint at all.
* If the "*Block Enemies*" flag is set, the centerpoint will be changed as well. In this case the front y offsets set the new centerpoint ID to use.
* If the "*Solid Midtexture*" flag is set, the viewpoint will **not** be changed at all. Combine this with Block Enemies to make the linedef type change only the centerpoint if needed (otherwise the linedef will do nothing lol).
* By default, only the player who triggered the linedef will see the skybox being changed. If a player did not trigger the linedef executor directly, no change will be seen by anyone. If the "*Not Climbable*" flag is set, the skybox change will be "global", i.e. it will be seen by all players in the map.
In my folder on the FTP I've made a subfolder called "skybox improvements", and in it are the following files:
* srb2win-skyboximprov.exe - the test exe for this branch I've compiled myself
* skyboxchange-test.wad - an edit of my test map for my skybox change Lua script release on the MB, to test out the new skybox change linedef type.
See merge request !89
-Moved the MD5 check for added files up so it avoids unnecessary work when you mess up and re-add a file.
-Using compression enum for compressed lumps now.
-Vastly improved central directory seeking algorithm, big files are read fine now. Thanks a lot JTE!
-Improved remaining central directory navigation algorithm, we know and expect what data is coming from now on, after all.
-TX_ textures and sounds are replaced, but textures crash the game on mapload, and sounds are simply mute when replaced. Might have to do something with caching, I don't know yet.
Admin ban fix
Okay, THIS time admin bans should work properly. Turns out the relevant code for banning did not properly consider the case of admins doing the banning, at least until now.
Unlike my last attempt at fixing admin bans (!165), this one would require both host and admin to have the fix exe assuming everyone else would be using 2.1.17, so I'm merging to next instead of master.
See merge request !167
Allowteamchange fix
Fixes "allowteamchange no" to actually work properly and NOT desync you from the game in most cases. You can now switch TO spectator freely (as intended it turns out), and switching FROM spectator is prohibited. The "Enter Game" menu option in Match/Tag now displays one of those blue window notices just like with "Change Teams" in CTF/Team Match if you cannot change teams right now. Everything else works as you'd expect.
The de-sync issue was originally reported here https://mb.srb2.org/showthread.php?p=789965#85
See merge request !168
Used instead of pLocalPalette when attempting to determine objective truths, such as "the colours of this gif without color profile modification" and "what indicies should this colormap remap to".
Also, made f_wipe.c's paldiv only get calculated once.
-Removed a redundant boolean related to texture loading in P_AddWadFile.
-Started working on handling PK3s differently, except that I'm not sure about what I'm doing.
I don't know what to do from now on for today, so I'll leave it here for now.
-PK3 files are now properly loaded as files.
-PK3 lumps are still being treated the same way as WAD files. It means they're dependant on markers, if that makes any sense in the context of a ZIP file (it doesn't). I haven't worked out this part yet but I obviously intend to do so.
-I don't know if the lumps' position address is correct, we'll figure out when I fix the thing from above.
-Tweaked compression conditional to a switch-case format, looking towards adding several comrpession algorithms; haven't removed the previous "compressed" boolean yet.
-Added dynamically allocated name strings for lumps; haven't removed the previous name field.
-Added rudimentary PK3 central directory recognition; nothing is actually loaded in the end.
* Serious refactor of - and internal exposure of - what has become S_StartCaption().
* Renaming of a few existing captions.
* The prevention of access to - or writing over - sfx_None's stuff in SOC or Lua.
* The new Lua wrapper function S_StartMusicCaption(string, tics, optional player), which essentially allows custom music captions to be created. (This is best used for stuff like final lap music in SRB2 Kart or bonus time in a thokker-like game, not a comprehensive Now Playing expy. That'd be a different kettle of fish.)
Also, updated all the lock-on stuff to use P_IsLocalPlayer instead of rolling my own.
A less memetic message: On permission of Mystic, rejiggered a few things such that Race uses cv_competitionboxes, allowing the menu to be nicer.
Also:
* disabled the doomednum for ? boxes
* made A_MixUp play sfx_lose if you're in a gametype that can't use it
* Removed the all-teleporters option from cv_competitionboxes. It could just be done by tweaking the random monitor toggles, anyways.
This means setting the skybox view angle is no longer stupid, objectplace no longer breaks skyboxes, and Lua-defined skybox mobjs can actually set a Z position more easily now.
Falling rocks fix
This fixes the rock spawners' rocks not being removed if they rolled down to the ground from a slope rather than bouncing (see https://mb.srb2.org/showthread.php?t=41963)
See merge request !162
This allows tag lists, gravity, weather, and the "CheckFor" vars to be initialised before running P_LoadThings or P_ResetDynamicSlopes, in case they could affect mobj spawning or cause a netgame desync somehow by carrying over the previous level's values
No doubling texture heights plz
If you didn't know, apparently SRB2 was hardcoded to double the height of 64x64 textures created using TX_START/TX_END. This has frustrated some a lot. This branch removes this hack at last (there doesn't appear to be any visual issues resulting from removing it, anyway).
srb2win-nodoubletexheight.exe can be found in my FTP folder.
See merge request !85
First person HUD drown numbers fix
This branch fixes the following issues with the first person HUD when drowning:
* "0" turning into Sonic's drown sprite, since both sprites happen to be named DRWNA0
* SF_MACHINE's special drowning numbers from 3rd person not being used
See merge request !80
Basically in preperation of supporting colourblindness modes I implemented the following link when loading palettes.
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
This basically means I can do whatever the hell I want to the colour profile of incoming paletties, and nobody can stop me. Muahahahaha etc.
Also, I added a saturation feature to show off its full potential, converted gamma from a table to a factor of the calculation, tweaked some menus and made the default value of cvars show up on sliders. Because that's how I roll.
MI's unimportant code cleanup
Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).
See merge request !71
MI minor refactoring
Just moving the locations of some consvar externs from d_netcmd.h to other header files in which I think they should REALLY belong. Ultimately this should not affect gameplay whatsoever, it's just code cleanup.
See merge request !81
* Put brackets around the sound names on the reccomendation of a friend who works with disability in gaming.
* Update a bunch of sound names to better match what they actually do in SRB2.
* Provides a helpful description for the hearing impaired, whether permanent, temporary or situational.
* Consvar "closedcaptioning", with on/off values available.
* Only works if sounds are on. This is frustrating. I will see what I can do to allow it to work with sounds off in future, but for now it's dependent in order to properly accept or decline sounds.
* Thanks to MI for making that wiki page a lot more comprehensive a few days ago.
* Weapon ring is now a seperate sfx_wepfir instead of doubling up on sfx_thok.
* Also, made V_StringWidth work with V_NOSCALESTART.
* Made it possible to switch statistics pages using left and right arrows. Their previous functionality has been given to Page Up and Page Down.
* Swap over header style to the new version for everything.
* Move Master Server into Data Options, since it needs to be exposed somewhere.
* Show resolution on main Video page.
* Optimise by using V_RightAlignedString instead of V_DrawString with V_StringWidth.
* Revamp sliders. (Requires a new patch.dta I'll upload in a little bit in order to be perfect, but does pretty well w/o replacement graphics too.)
* Revamped base video menu and moved all the relevant stuff from the Game Options Menu onto it. Still mulling on where to put the Master Server reference.
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
Recreated my previous code using floats in case the issue was overflowing that could be mitigated using floating point precision - but still doesn't work. Pulling my hair out.
Command-line skin selecting fix
Fixed http://mb.srb2.org/showthread.php?t=42312.
Also, fixed being able to change your skin colour during credits/cutscenes in singleplayer.
See merge request !158
Revamped Level Select (platter view)
Seriously revamped every level select instance in the game to use a more attractive and easier to navigate platter view, including:
* Game CLEAR! save (Title/Pause menus)
* Secrets Menu (including custom ones)
* Record Attack/NiGHTS Mode
* Server creation (Online/2P)
* MP Pause level select (Online/2P)
As a result, the layout of the last three above menus has been changed to varying degrees of difference.
Also, bonus feature: using level select (or MAP MAPxx without -force) in Co-op multiplayer won't reset your score, will keep any lives you have above the startinglives variable, and will not take away all your emeralds. The -force thing prevents both warping directly to special stages to rack up the emeralds AND ensures there IS a way to start a new game.
Check out <root>/!LatestSRB2Files/srb2win_branch_levelselect.exe with the latest patch.dta to see more.
Also, LF2_WIDEICON lets you do this. https://gfycat.com/MenacingClearAngora
See merge request !68
Suggested default settings
Making a merge request for suggested new default settings, because saying "hey, I think this would be a better default, you guys should try it" in IRC won't actually get people to give you opinions on them ;p
Camera distance is 160 now, height is 25, and speed is 0.3 (previously 128, 20, 0.25, respectively). Mouse sensitivity on both axes is now 12, previously 35. The default move/look/jump/spin keys is Mystic's proposed scheme from the New Player Experiences topic (https://mb.srb2.org/showthread.php?t=42095).
Camera settings also now can save to your config.cfg, and they won't try resetting back to the default at every chance it gets. (~~As a side effect, analog mode won't have higher cam_dist anymore. Poor analog mode, no one cries for you.~~ Now increases cam_dist in analog mode by x1.2!) This makes it so everything that's different can be easily reverted back to the older setting.
Test exe in my folder, <root>/TehRealSalt/srb2win_changed-defaults.exe
See merge request !75
* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
Lets modders set how the game should be saved. Likely useless for
vanilla, but helpful for other mods. This was spawned out of selfishness
for SUGOI to make it only save at the hub, but mods like Boss Mayhem,
which has a hidden map and an act 3 (without any other acts) in the
normal SP campaign, and other mods where the default is detrimental
would benefit as well.
0 for default, 1 for always, 2 for never (no constants because bonustype
doesn't have them either). Won't save if the game is modified, if using
a no-save slot, if playing ultimate mode, or if in a special stage, even
if savemode is set to always.
Analog mode's camera is now x1.2 of your actual cam_dist setting,
instead of being strictly 192. "analog on" seems to reset this modifier
every once in a while, but "useranalog on" prevents this. The wiki
itself says that you should only change useranalog though, so it
shouldn't be too big of a deal.
Camera settings: distance from 128 to 160, height from 20 to 32, speed
from 0.25 to 0.3
Mouse sensitivity from 35 to 12
Default control setup is Mystic's proposed scheme from the New Player
Experiences topic (https://mb.srb2.org/showthread.php?t=42095)
Also, camera settings now save to config, and they no longer try to
reset back to the default at every chance it gets (you can die, start a
new game, or exit, all while still keeping your preferred setting)
* Fixed bug with the magnet shield homing attack and charability homing attack not properly updating the player's target/tracer.
* Made flashing of lockon/got flag icons slower.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
Simple port of something I made for a 2.1 exe mod that Mystic mentioned
needed doing on the 2.2 Priorities topic
(http://mb.srb2.org/showpost.php?p=790613&postcount=4). Adds emblem type
"map", which gives you an emblem upon beating the map it's for. Var sets
more specific conditions; 1 for all emeralds completion, 2 for Ultimate
mode completion, 3 for Perfect Bonus completion. (These can be easily
removed if requested; these were added simply because it was easy to
implement for modders.)
Criticism on the way it's coded and/or how it is implemented is highly
encouraged. Test wad is <root>/TehRealSalt/levelemblems.wad,
pre-compiled exe is <root>/TehRealSalt/levelemblems.exe.
* Swapped usage of player->spinitem to player->revitem for bullet type selection, since spinitem is used coming out of zoom tubes (which are universal).
* Switched the optional boolean for "bullet" in the Lua wrapper for P_LookForEnemies to be false by default.
* Allowed CA2_GUNSLINGER users to target Detons.
* Cleaned up some code here and there.
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.
* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.
* Mildly hacky proof of concept! Will de-hack later.
* Charge up your ability!
* You can only damage others if it's at full power.
* Fires directly at enemies/bosses when at full power. Does NOT aim at players.
* Fixed a major hack from when I SPR2ised NiGHTS by spawning in a null object.
* Made P_LookForEnemies better in preperation for the future.
* Changed some defaulting characteristics of P_GetMobjSprite2.
* Fixed CA_DOUBLEJUMP potentially counting as a float.
* Killed some extremely small boolean functions and replaced them with #defines.
Transparent patch support in TEXTURES
Adds transparent patch functionality for the TEXTURES format.
Duplicates source-to-cache column drawer functions and adds extra functionality which uses trans tables.
Changes how the column drawer is picked so it's done once per patch instead of per column.
See merge request !72
* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
* Made it so (player->availabilities & 1 << skinnum) is only true if skins[skinnum] DOES have an availability method, and always false otherwise.
* This means that setting your availabilities to INT32_MAX is no longer the equivalent of having gotten all skins.
* This means we can detect and kick cheat engine script kiddies who try to fool the server that they can use everything.
* This means availabilities of 0x00 is now valid, so make it all F's for an invalid not-in-game.
There's an outstanding issue - you can set forceskin to whatever you want to as the host. This needs to be fixed, but I'm commiting my successes first.
* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
Crumble fof
Basic (but kind of WIPish still) support for remote falling of FOFs by linedef execs or Lua. Originally started for Nev3r to use his dark magic on.
Making this MR so people actually remember I was doing something regarding crumbling FOFs, it's been months since I did stuff for this now mind...
* linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns
* *No Climb*: the FOF *doesn't* respawn
* *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return)
* *Block Enemies + No Climb*: inverted version of above
* EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])`
* *controlsec* is the FOF's control sector
* *rover* is the FOF itself
* (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise)
* (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil
* (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha
* (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise)
* the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind
See MonsterIestyn/crumble-fof on the FTP for a test exe (srb2win-crumblefof.exe), a test map for the linedef, and a test lua script for EV_StartCrumble (which can also be tested in the map).
See merge request !55
Lua more stuff
More new Lua features and fixes:
* Most Lua functions that deal with stuff that exists only in levels now should spout Lua errors instead of crashing the game if you try to use them outside of levels. Likewise, accessing any of the tables that contain level-only stuff (players, sectors, lines, etc etc) spouts Lua errors too outside of levels.
* `userdataType(variable)` now exists: this function simply returns the type of the userdata variable given as a string (e.g. `userdataType(players[0])` returns "player_t", `userdataType(sectors[0])` returns "sector_t"). This also includes "minor" userdata types for array members of other userdata types, such as .powers of player_t variables or .lines of sector_t variables (which would give the strings "player_t.powers" and "sector_t.lines" respectively).
* The Lua hook "MobjMoveBlocked" now exists: functions for this hook are called whenever a mobj attempts to move horizontally but is blocked by a wall or solid mobj (or whatever else can cause P_TryMove to return false, assuming it doesn't remove the mobj). In theory this hook could be very useful for behaviour such as sliding or bouncing off walls without the need of flags like MF_SLIDEME or MF_BOUNCE etc. Format for use is just like most generic mobj hooks: `addHook("MobjMoveBlocked", functionname, MT_OBJECTTYPE)`, where `functionname` is a function that takes a single mobj_t argument.
See MonsterIestyn/lua-more-stuff on the FTP for a test exe (srb2win-lua-more-stuff.exe) and some test scripts for the above changes.
See merge request !67
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
Add a vertical flip variant for the translucent column drawer.
Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
This is used by Command_Addfile in the MD5 calculation code, so that it can search subfolders properly and allow addfile in netgames to treat them the same way as in SP