Alam Ed Arias
2bd11120b5
Appvenyor: disable OBJDUMP
2017-06-19 14:17:58 -04:00
Monster Iestyn
ab0445ae28
Merge branch 'ghost-scale-fix' into 'next'
...
Record Attack ghosts scale fix
This fixes how changes to the player's scale are recorded in Record Attack demos, so ghosts of your demos don't disappear when they attempt to change to scales >= FRACUNIT (if they didn't change scales at all they were unaffected).
Have some gifs for comparison:
* A demo recorded without the fix: https://dl.dropboxusercontent.com/s/tk9x8nptzhw7yb1/srb20106.gif
* A demo recorded with the fix: https://dl.dropboxusercontent.com/s/b4h4iuiwbh0voos/srb20107.gif
See merge request !197
2017-06-18 09:43:25 -04:00
Monster Iestyn
ba6d011d7b
Scale should be fixed_t not UINT16!
...
This is probably a leftover from how scaling worked in v2.0 I take it
2017-06-17 17:22:45 +01:00
Monster Iestyn
1119ffab0f
Merge branch 'master' into next
2017-06-09 22:34:20 +01:00
Monster Iestyn
997eb58c93
Fix invalid sfx numbers supplied to linedef type 414 crashing the game
...
Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
2017-06-07 18:24:06 +01:00
Monster Iestyn
32e6bfeaab
Merge branch 'opengl-screenshot-fix' into 'master'
...
Fix for screenshots taken in OpenGL with resolution 1366x768
Fix for this bug: https://mb.srb2.org/showthread.php?t=39882 (also reported here: https://mb.srb2.org/showthread.php?p=793077#10 )
This is basically porting GZDoom's own fix for the same issue (I stumbled on a Zandronum thread about the same issue from google images, and one user mentioned GZDoom had fixed it): d31a0b77fd
See merge request !192
2017-06-04 17:20:40 -04:00
toasterbabe
faabca552f
Okay, I guess this DID need to be done. (Something from the old nights fixes branch which I didn't port over initially.)
2017-06-04 00:48:32 +01:00
toasterbabe
1eaf35854d
Fixed that issue with spectators not being able to go above FOFs. I guess it just wasn't getting initialised properly on first join!
2017-06-04 00:43:34 +01:00
toasterbabe
9d0212b9ec
Console messages for the new cvars, ala other stuff in d_netcmd.c.
2017-06-03 22:43:35 +01:00
toasterbabe
5136bf4404
* Make shared lives counter greyed out if you can't respawn, to counteract the fact that it's lit up for lives in use.
...
* More splitscreen tweaks.
2017-06-03 22:27:40 +01:00
toasterbabe
a872f1c68f
I'm starting to actually test this via netgame instead of just in splitscreen!
...
* 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.
2017-06-03 22:14:20 +01:00
Monster Iestyn
0dcc878028
gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
...
This fixes GFZ2's mysterious flying flats at the ramp to the big room
2017-06-03 21:40:41 +01:00
toasterbabe
8d8ae2b538
Renamed again, and this time I'm happy with it.
...
* "playstyle" to "coopstarposts"
* "lifedistribution" to "cooplives"
2017-06-03 17:55:03 +01:00
Monster Iestyn
c3c85bb4d2
Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
...
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Monster Iestyn
3658b22a7f
wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord)
...
Don't worry I'm not going mad, this is actually how it's supposed to be
2017-06-03 14:46:03 +01:00
toasterbabe
ae3441659e
Unrelated to the branch, but I was messing around with heights and shadow.wad and figured I might as well tweak it whilst I remember.
2017-06-03 13:47:08 +01:00
toasterbabe
f3cad19184
* Renamed "steallives" to "lifedistribution".
...
* 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.
2017-06-03 12:26:42 +01:00
toasterbabe
25a1ffe02a
Make it such that you only flash on game join in Co-op, not on all spawns.
2017-06-01 22:21:02 +01:00
toasterbabe
51f0d6f2e2
Import some NiGHTS stuff from some-more-nights-fixes, so I can delete that old branch.
2017-06-01 22:20:36 +01:00
Monster Iestyn
2e42c9621c
Eck, potted another node/player confusion for clients reciving PT_PING
2017-06-01 20:46:44 +01:00
Monster Iestyn
fe15305df0
Merge the two NEWPING parts of NetUpdate into one block
2017-06-01 20:43:24 +01:00
Monster Iestyn
3d86e7135d
Fix confusion between nodes and players in ping updating code and PT_PING packet sending code
2017-06-01 19:01:57 +01:00
toasterbabe
3857b720cd
* Make music reset when game over is dealt with more consistent.
...
* 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.
2017-06-01 18:44:19 +01:00
Monster Iestyn
10b835e799
Whoops, this broke my non-NEWCLIP test build
2017-05-31 17:17:08 +01:00
toasterbabe
464699fce2
* Make handling of life theft more consistent.
...
* 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.
2017-05-31 17:07:24 +01:00
Monster Iestyn
cefd92fc8e
Merge branch 'master' into opengl-improvements
2017-05-31 15:18:42 +01:00
Monster Iestyn
3f9bebd05e
Merge branch 'public_next'
...
# Conflicts:
# src/doomdef.h
# src/lua_thinkerlib.c
2017-05-31 15:18:05 +01:00
Monster Iestyn
5264f4ce08
Merge branch 'next' into public_next
2017-05-31 15:09:37 +01:00
toasterbabe
4353fa65a2
* Spectatoring for game over supported.
...
* Don't lose lives when you die as a spectator.
2017-05-30 20:31:51 +01:00
toasterbabe
9fbcd6e883
Accidentially broke game overs. Fixed now.
2017-05-30 17:07:37 +01:00
Alam Ed Arias
6847a89bc2
OpenGL: check for 1.3+ or 2.0+, not just 1.3/2.X to 4.X
2017-05-29 23:04:03 -04:00
Alam Ed Arias
6be7693ecb
OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime
2017-05-29 22:52:51 -04:00
toasterbabe
947e9ed34f
Stop rolling sound spam by not doing some stuff that probably shouldn't be happening.
2017-05-29 22:43:22 +01:00
toasterbabe
ff7ee4aa12
...forgot to check in these changes
2017-05-29 22:19:31 +01:00
toasterbabe
2f3e4c3c65
* Per Mystic's request, made lives for 100 rings individual.
...
* P_GiveCoopLives bundles the coop lives reward for everyone versus reward for one person in other gametypes thing into one function. Available in Lua.
2017-05-29 22:18:02 +01:00
toasterbabe
fd873185ae
* Respawn players that are spectators if it's not a special stage.
...
* No need to call a function for changing the number of lives when we're within bounds.
2017-05-29 21:59:24 +01:00
Monster Iestyn
f96844b262
Fix screenshots taken in OpenGL with 1366x768 being messed up
...
This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
2017-05-29 21:28:36 +01:00
toasterbabe
da05371e69
woops
2017-05-29 21:24:09 +01:00
toasterbabe
726cd9757b
Spectators in new Coop instead of staring at a dead screen all the time!
...
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.
2017-05-29 21:23:00 +01:00
Alam Arias
315611927b
Merge pull request #191 from Yukitty/hotfix_thinkers.iterate
...
Hotfix: Lua thinkers.iterate
2017-05-28 19:38:12 -04:00
toasterbabe
964df31ee5
* Combine cv_sharedstarposts and cv_respawntype into cv_playstyle (Individual, Sharing, Together).
...
* Put steallives on menu.
2017-05-29 00:03:46 +01:00
toasterbabe
4239036cec
Life theft! No menu item, but anything is possible with zombocom.
...
cv_steallives, defaults to "On"
2017-05-28 21:55:41 +01:00
toasterbabe
f9120e3a44
Some corrections.
2017-05-28 21:43:53 +01:00
Yukita Mayako
9f3fda37b0
Merge branch 'next' into hotfix_thinkers.iterate
2017-05-28 15:07:20 -05:00
toasterbabe
2765868940
* Add new cvars to menu.
...
* Don't try to respawn on a checkpoint if you don't have any lives.
2017-05-28 18:09:05 +01:00
toasterbabe
ce181da83c
...i am fool
2017-05-28 17:08:41 +01:00
toasterbabe
965e1f6b45
* Make 100 rings give everyone a oneup in New Coop.
...
* Make oneup boxes only give everyone a oneup in New Coop.
2017-05-28 17:07:20 +01:00
Alam Ed Arias
2223283208
Merge branch 'next'
2017-05-28 11:37:16 -04:00
toasterbabe
c508695c5a
LF2_NORELOAD support
2017-05-28 16:05:55 +01:00
toasterbabe
3723eff9f7
The start of the Co-Op revamp! Not tested over netplay yet, but uses TD's implementation of various Co-op friendly things as a reference (or in one place an outright code steal, thanks Sryder!)
...
* 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.
2017-05-28 15:33:35 +01:00