Commit graph

54 commits

Author SHA1 Message Date
Jaime Passos
2a9db29c58 fix showfps with st_translucency 2019-11-23 18:41:28 -03:00
James R
4439d29ed7 Shift showping display up a bit 2019-11-17 18:54:23 -08:00
James R
22421b1031 Snapping for showping, so it doesn't jump way up on non-green 2019-11-17 18:52:05 -08:00
Steel Titanium
2584241a44
Better ping implementation. 2019-11-17 20:22:47 -05:00
toaster
67f5b2245f Secret stuff. (I intend to keep candid discussion of this outside of any commits; you'll see me write up a comment describing what's going on here soon.) 2019-11-01 15:48:50 +00:00
James R
52c5d49215 Apply HUD translucency to ping and FPS counters 2019-10-22 21:54:09 -07:00
Jaime Passos
f1cc17ea02 Enable usage of R_DrawSpan_8_MMX if drawing a flat with powers-of-two dimensions 2019-09-10 17:25:21 -03:00
Jaime Passos
0cc553be5f Merge remote-tracking branch 'jimita/flats-png' into flats-png_port 2019-09-06 19:20:45 -03:00
toaster
47554b57e4 * Made the evaluation screen even more attractive.
* Fixed an unused variable warning in lua_skinlib.c.
- fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic)
Also with apologies to MI:
- golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green
- fixed closed captions for replaced player sounds being incorrect
- fixed closed captions overlapping tutorial text
2019-07-29 14:55:36 +01:00
Jaime Passos
714c997aac Support for patches and textures to be used in place of sector flats
Still a work in progress.
2019-05-21 00:28:52 -03:00
mazmazz
075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
MPC
9c2197db17 Software plane fixes 2018-12-14 14:08:25 -03:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
mazmazz
74da082c75 Merge remote-tracking branch 'origin/master' into HEAD 2018-11-20 23:19:36 -05:00
Monster Iestyn
224c0fccdb Merge branch 'public_next'
# Conflicts:
#	src/Makefile.cfg
#	src/d_clisrv.c
#	src/p_setup.c
#	src/r_segs.c
#	src/r_things.c
2018-11-20 14:33:10 +00:00
Monster Iestyn
e9fe0ebae1 Fix OpenGL's HUD not being scaled the same way as Software's, by removing an old OpenGL-specific hack for fdupx/fdupy 2018-11-13 18:14:59 +00:00
Monster Iestyn
e4f157786c Merge branch 'public_next'
# Conflicts:
#	src/Makefile
#	src/doomtype.h
#	src/hardware/hw_clip.c
#	src/hardware/hw_main.c
#	src/sdl12/sdl_sound.c
2018-11-10 19:18:34 +00:00
Monster Iestyn
0bdbdd1b1e Remove FUNCMATH from functions with a void return value or args, or examine variables other than their args (which could be modified) 2018-11-08 16:26:55 +00:00
Monster Iestyn
b9b0a8110c Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
...that was a mouthful
2018-10-11 17:05:13 +01:00
Monster Iestyn
4083ee9df7 Apparently I am blind and missed that splitscreen only CC offset that overrides the code for the other offset below 2018-08-30 20:08:17 +01:00
Monster Iestyn
73a66d22df At toaster's suggestion, have 2p control whether closed captioning is moved up if the powerup display is 1st person only 2018-08-28 20:57:43 +01:00
Monster Iestyn
1af8d3ac02 Merge branch 'master' into hud-n-menu-tidbits
# Conflicts:
#	src/m_menu.c
#	src/screen.c
#	src/st_stuff.c
2018-08-28 20:51:46 +01:00
toaster
8f318871eb * Make the OpenGL loading screen work with the fades better.
* Make the closed captions not mess with fades, and improve their movement calculation.
2018-06-14 22:23:20 +01:00
toaster
6e07631cc9 MONSTER COMMIT.
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...

NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)

SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif

NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif

RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 22:41:54 +01:00
toasterbabe
3f427d0161 * Improve devmode text.
* Make sure showfps never covers anything relevant to the base game.
* Tweak spectator text for raising/lowering.
* Minor code-smell squishes.
2018-04-06 18:40:08 +01:00
toasterbabe
98601dc757 A lot!
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
2018-03-26 23:53:09 +01:00
toasterbabe
24c017564e Mammoth commit!
* Make TIME part of HUD count down in a bunch of circumstances where it was otherwise some other seperate thing.
* Make race countdown happen in a bunch of appropriate circumstances.
* Refactor race countdown.
* Remove a lot of useless stuff from H&S/Tag UI.
* Make co-op/competition/race end-of-act countdown use the race countdown and bigger HUD font.
* Remove useless PLAYING/SPECTATE text from lives element.
* Merge lap counter into lives element.
* Move some other text around.
2018-03-21 18:18:45 +00:00
toasterbabe
8372bde91b Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into more_about_menus 2017-10-18 21:02:50 +01:00
Monster Iestyn
7481ffef2a Wiped out Wii (and Wii Linux) 2017-09-29 21:03:28 +01:00
Monster Iestyn
f4e535a64d Burned Dreamcast port at the stake 2017-09-29 18:19:34 +01:00
toasterbabe
f0ce22edb6 Fix issue #72 (where closed captioning jingles didn't account for pausing). 2017-09-27 15:37:52 +01:00
toasterbabe
dd57e47574 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into titlemap
# Conflicts:
#	src/r_main.c
2017-05-08 23:58:44 +01:00
toasterbabe
1e051a8893 Improve captions code clarity, and also make music captions flash before they disappear. 2017-04-30 11:16:31 +01:00
toasterbabe
e0d7b1ae24 Music symbol for music. (requires patch.dta) 2017-04-29 17:18:19 +01:00
toasterbabe
73f1550242 There are now captions for specific types of music! (Currently signified with an M, but I'll change that in a bit...) A whole lotta things needed to be modified for this, though.
* 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.
2017-04-29 16:27:52 +01:00
toasterbabe
94add11fab Updated captions to:
* be more efficient
* fade away early if they stop playing
* make their current max stick-around time longer
* make the fade time/etc easier to modify
2017-04-29 12:58:40 +01:00
toasterbabe
deba4dcf0d Made updating the captions a part of S_UpdateSound(), not SCR_ClosedCaptions() (which really should have been render-only all along). 2017-04-28 22:46:21 +01:00
toasterbabe
8ae91de9db Per Inu's request, semi-broken (both game mechanically and engineering wise) directional information has been removed from the Captions. It's now "in-level" (dot) and "sourceless" (no dot) only. 2017-04-25 16:03:51 +01:00
yellowtd
068c9d6294 titlemap - skipintro bugfix
game crash with -skipintro enabled, hopefully fixes it and causes no issues anywhere else
2017-04-24 12:52:51 -04:00
toasterbabe
314870bdc2 Support captions for player 2 in 2-player. (You can't tell which screen the sounds are coming from without visual cues normally, so there isn't two seperate caption lists.) 2017-04-17 22:21:16 +01:00
toasterbabe
08e7a7cb4d Clean up captions code to allow for different numbers defined at compile time. 2017-04-17 18:15:42 +01:00
toasterbabe
3551509ed8 * Remaster the sound stacking methodology such that the same sound effect updates its previous position rather than heading to the bottom.
* 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.
2017-04-17 14:38:56 +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
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
Alam Ed Arias
0b572b6eee CMake: split inline AMS code from vid_copy.s code 2017-01-06 15:48:19 -05:00
Monster Iestyn
2941521806 Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
...that was a mouthful
2016-11-16 18:43:25 +00:00
toasterbabe
eb310cc9c7 On MI's reccomendation, swapped FPS and %d/35's position so that only the description "FPS" moves. http://imgur.com/a/rQogE 2016-09-30 20:44:51 +01:00
toasterbabe
a2560c5217 Some tweaks to the devmode overlay.
* Plays nicely with showfps on - see http://imgur.com/a/7GzDM for the various cases.
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
2016-09-30 19:40:30 +01:00
Alam Ed Arias
4d6a3e3398 FUNCMATH fun 2016-06-12 16:08:48 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00