Commit graph

184 commits

Author SHA1 Message Date
toasterbabe
4e0d015803 Good:
* 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
2017-05-07 17:14:57 +01:00
Monster Iestyn
a2915bbb5d Merge branch 'Deez_NewUserXperiences' into 'master'
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
2017-05-06 17:53:41 -04:00
Monster Iestyn
c4e7bef01a Merge branch 'public_next' 2017-05-01 17:38:35 +01:00
Monster Iestyn
0dabef730d Merge branch 'allowteamchange-fix' into 'next'
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
2017-04-30 21:04:07 -04:00
toasterbabe
9affcd98cb Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences 2017-04-30 10:46:53 +01:00
toasterbabe
2d9c37d800 MONITORS IS UNFUCKED
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.
2017-04-28 22:45:17 +01:00
Monster Iestyn
5608c4b4e7 Merge branch 'public_next' 2017-04-26 16:17:29 +01:00
Monster Iestyn
c16ae57f91 Merge branch 'addfile-directories-fix' into 'next'
Addfile directories fix

This is a fix for this bug: https://mb.srb2.org/showthread.php?t=42279

See merge request !166
2017-04-24 20:46:38 -04:00
toasterbabe
8b46ee76ff Disable colour profile influence on screenshots and gifs if you want. 2017-04-20 18:59:27 +01:00
toasterbabe
c3840ba01d Colour Cube Calibration Menu! (called "Advanced Color Settings" because No Fun Allowed...)
https://cdn.discordapp.com/attachments/237798387070664724/304343382073933824/aa.png

Also, a "Reset all" button for the Monitor toggle menu, a ton of new cvars to match up with the colour cube calibration, and a bunch of variable renames related to colour cube operations.
2017-04-19 22:24:28 +01:00
toasterbabe
83e16da83b Introducing the Colour Cube! https://cdn.discordapp.com/attachments/293238104096112641/304015171385294850/aa.png
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.
2017-04-18 23:21:10 +01:00
toasterbabe
3e29ee3f01 Closed captioning!
* 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.
2017-04-17 01:09:47 +01:00
toasterbabe
85b71aa685 End to old match scoring toggle. 2017-04-14 20:51:25 +01:00
toasterbabe
174921c1e1 End to sudden death. 2017-04-14 20:46:48 +01:00
toasterbabe
8f9ee2da30 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
# Conflicts:
#	src/dehacked.c
#	src/p_setup.c
#	src/r_things.c
2017-04-07 15:37:22 +01:00
Monster Iestyn
bfaf60ceef Merge branch 'public_next' 2017-04-05 21:05:57 +01:00
toasterbabe
3efa66d537 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/m_menu.c
2017-04-04 21:03:35 +01:00
toasterbabe
9fd09c07f3 <Rob> The host should not be able to switch their skin if skin switching is locked
<Rob> That is completely unfair
2017-03-19 17:18:41 +00:00
toasterbabe
1582aee909 No more switching characters in forcecharacter maps! 2017-03-19 13:48:54 +00:00
toasterbabe
842c27e78b Let's not use terms like this so plainly, right? 2017-03-18 14:20:42 +00:00
toasterbabe
096921cbbf Added a bit of a fun limitation.
* 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.
2017-03-18 13:03:29 +00:00
toasterbabe
87ba3411a4 * Fixes forceskin causing desynchronisations, baby! Checks only when attempting to send.
* Makes the forceskin print more consistent with the skin print.

* Disabled the printing of availabilities.
2017-03-18 00:41:40 +00:00
toasterbabe
0060caaf1a Fixed synchronisation of skin changes and forceskin.
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.
2017-03-17 23:11:32 +00:00
toasterbabe
60a2e26569 First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary. 2017-03-16 18:57:42 +00:00
Monster Iestyn
b837d5b23d Fix teamchange/teamchange2 to block changing FROM spectator rather than changing TO spectator
This way they're consistent with Got_Teamchange, which is the cause of the "illegal team change" desyncs
2017-03-02 14:25:46 +00:00
Monster Iestyn
84727f4205 Created W_OpenWadFile for opening WAD files with the path correction code.
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
2017-02-16 21:55:17 +00:00
toasterbabe
d670189c89 * Fixed the Mode Attack cv_nextmap issue Salt found.
* Improved the defaulting system to work cross-gametype.
* Cleaned up the code. Less hacks!
2017-02-05 21:20:32 +00:00
toasterbabe
05ebc93f6c After discussion with Mystic and Rob, you now keep your lives, score and emerald count when changing maps in Co-op mode. Reset when you declare -force. 2017-02-01 21:31:35 +00:00
toasterbabe
a23da9ae43 * Level Platter system added to Record/NiGHTS Attack modes.
* Made quality-of-life improvement for starting the player off on the "right" map more reliable.
2017-01-28 13:13:03 +00:00
toasterbabe
d2d88a919b * Allowing for changing skins on command line startup again.
* Fixing an inconsistency with being able to change skin colours when you shouldn't be able to, much like the previous skin change issue that was fixed.
2017-01-26 12:47:47 +00:00
toasterbabe
0ddb8b0b33 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch 2017-01-20 13:54:42 +00:00
Monster Iestyn
1935a2ffa6 Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/doomdef.h
#	src/p_map.c
2017-01-19 16:54:47 +00:00
toasterbabe
299ba49161 Introducing skin patching! (Also, DELFILE is super dead.)
* Create a normal skin, but replace the S_SKIN lump with an almost empty one named P_SKIN.
* Provide "name = existing skin name as one of the first line (comments allowed)
* Reset individual spritenames back to zero sprite2s (or one for SPR2_STND to prevent complete removal) via "reset = SPR2_****" statements.
* No support for changing skin properties that are non-visual at the moment, but I don't really feel like it's wise to have those changable with patch alone. (Hello, tons of "modern Sonic" wadfiles which just change vanilla Sonic's ability to CA_HOMINGTHOK!)
* Sprites patch over.

To see an example in action, look at <root>/toaster/smilespatch.wad.
2017-01-17 00:16:23 +00:00
Monster Iestyn
c0fb3fce73 Merge branch 'master' into next 2017-01-14 19:23:31 +00:00
Louis-Antoine
e9cb6d0331 -Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size
-If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded
-Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases
-File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic
-The reason is now properly shown when the server refuses connection
-Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1)
-Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
2017-01-13 20:53:52 +01:00
Monster Iestyn
12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
be21588761 Merge branch 'master' into next 2017-01-03 16:06:50 +00:00
Monster Iestyn
0e6e52eabe Start mobjnums at 1 instead of 0, so that the first found mobj can be relinked as a target etc to other mobjs properly
This fixes Brak's electric barrier disappearing for joiners to ERZC. There seems to be some issues with the lava falls there too I've found, but the electric barrier actually stays around now at least
2017-01-01 17:03:13 +00:00
Louis-Antoine
d4f153d3ca Random changes in the netcode lol 2016-12-31 19:26:33 +01:00
Monster Iestyn
6ae2c24484 Merge branch 'public_next'
# Conflicts:
#	src/p_user.c
2016-12-14 18:53:00 +00:00
toasterbabe
31d569a15b No more changing skins when you're in singleplayer and manage to enter a hole in the gamestate defenses! 2016-10-29 18:12:41 +01:00
Monster Iestyn
0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
toasterbabe
c5f6ae8aaa Fixed forceskin to not always allow due to bad logic. 2016-07-14 13:24:57 +01:00
toasterbabe
2ee22fc40a Dedicated servers have all skins unlocked for the purpose of forceskin.
Meanwhile, a sneaky sneaky for hiding hidden characters further.
2016-07-13 20:14:07 +01:00
toasterbabe
80a3d79d4d Some hacks added to forceskin to:
* support hidden characters
* take the skin->name, not the number
* display the skin->name in the menu

Also, minor tweaks to other things.
2016-07-12 14:40:20 +01:00
toasterbabe
b5108afe16 Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.

Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 03:15:58 +01:00
Alam Ed Arias
c23b40fa9c Merge branch 'public_next' into master 2016-06-02 18:39:08 -04:00
Alam Ed Arias
35b254feaa D_MD5PasswordPass, fixup 2016-05-28 19:51:10 -04:00
Alam Ed Arias
3aea4a7601 replace strcpy with memmove in D_MD5PasswordPass() 2016-05-28 19:48:52 -04:00
Alam Ed Arias
d9aa430817 use memmove in D_MD5PasswordPass() and drop noreturn 2016-05-28 19:42:38 -04:00
Monster Iestyn
9007904a72 Merge branch 'master' into damage-control
# Conflicts:
#	src/p_inter.c
#	src/p_mobj.c
2016-05-25 15:33:09 +01:00
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Inuyasha
bd935a6a5c that should be skin2, not skin 2016-05-04 05:45:18 -07:00
Inuyasha
652ddfef9a invalid skins when starting a local game no longer break
see https://mb.srb2.org/showthread.php?t=41370
2016-05-04 03:23:29 -07:00
Alam Ed Arias
be63e6b860 Merge branch 'public_next' into private 2016-04-30 11:51:55 -04:00
Monster Iestyn
8fd8f2c316 Disable "splats" command unless WALLSPLATS is enabled
apparently it was never used for what exists of floor splats' code, huh
2016-04-29 18:01:05 +01:00
Alam Ed Arias
fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Inuyasha
ac03ce39c8 *_Random is now *_RandomByte.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.

P_SignedRandom was moved to a macro. Nobody cared.

# Conflicts:
#	src/p_inter.c
2016-03-29 16:27:55 -07:00
Monster Iestyn
f9c4b877ca Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into damage-control 2016-03-13 20:37:43 +00:00
Inuyasha
c956b498c8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha
8fc484cea9 Just a few more changes to TUNES, nothing special
(cherry picked from commit 63a9c66317)
2016-02-09 02:48:35 -08:00
Inuyasha
04d112276e Fixed some oddities with TUNES.
(cherry picked from commit a4d05350f7)
2016-02-09 02:48:35 -08:00
Inuyasha
8c17dac589 The concept of "music slots" doesn't exist anymore.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.

(cherry picked from commit 025ca413a2)

# Conflicts:
#	src/p_user.c
2016-02-09 02:48:33 -08:00
Inuyasha
06dea3ab78 Branch and revision information in builds
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-01-14 07:46:27 -08:00
Inuyasha
752d97dfb3 Branch and revision information in builds
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-01-14 04:31:48 -08:00
Monster Iestyn
6bc1a5fdef Okay, major overhaul time!
*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched

Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though

Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
MonsterIestyn
9b0e09877e gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:42:12 -05:00
MonsterIestyn
e83fa3dc43 Partial damage system overhaul: P_DamageMobj, P_KillMobj, P_HitDeathMessages and P_RingDamage now all take a "damagetype" variable that determines what type of damage was dealt. Does not replace the "damage" variable, we'll have to see if that is worth keeping another time?
Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:18 -06:00
MonsterIestyn
ab78b722d5 gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:55 -06:00
Alam Ed Arias
73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Ed Arias
d6c29e19ab SRB2 2.1.10 release 2014-08-05 19:59:40 -04:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
f03e591f64 change SDL into HAVE_SDL 2014-07-25 19:10:24 -04:00
Alam Ed Arias
02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias
32de698f5e SRB2 2.1.6 release 2014-03-24 22:17:59 -04:00
Alam Ed Arias
15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias
ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Alam Ed Arias
2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias
a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00