Commit graph

36 commits

Author SHA1 Message Date
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
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
Sryder13
3fbe3d38d3 OpenGL Patch Fill Fix
Patch Fill Drawing for intermission has been fixed to loop properly in
non aspect correct resolutions.
2014-03-24 20:06:13 +00:00
Sryder13
7aa960d6d5 Software Cropped Patches
Fixed the stupid error I made that was causing software to not draw
cropped patches.
2014-03-20 10:29:53 +00:00
Sryder13
ba0c93d814 MD2 & Patch drawing fixes
MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00