Commit graph

11338 commits

Author SHA1 Message Date
hendricks266
a34f007fe2 add weapons.con.sample, a direct port of the HUD display code to CON
git-svn-id: https://svn.eduke32.com/eduke32@1988 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:19 +00:00
hendricks266
6cbc6a1a0c add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility
git-svn-id: https://svn.eduke32.com/eduke32@1987 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:14 +00:00
hendricks266
8f55e7c94a change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter
git-svn-id: https://svn.eduke32.com/eduke32@1986 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:06 +00:00
hendricks266
4f491342b2 gut and update enhance.con.sample
git-svn-id: https://svn.eduke32.com/eduke32@1985 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:02 +00:00
hendricks266
6218f7528c update soundefs.h to match the final v1.5 DEFS.CON
git-svn-id: https://svn.eduke32.com/eduke32@1984 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:27:58 +00:00
hendricks266
6f6b7e759e add two tile labels which Todd forgot to move from GAME.CON to DEFS.CON and therefore did not make it to names.h
git-svn-id: https://svn.eduke32.com/eduke32@1983 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:27:46 +00:00
plagman
8e5bf7a89c Polymer: fix external view.
Some of the ROR code was operating under the assumption that drawasks
always correspond to one call of polymer_displarooms(), but that's not
necessarily the case; external view draws all sectors from the top
polymer_drawrooms(), which was causing crashes. Just ignore the sector
mask queues in external view mode, we already don't draw masked walls.

git-svn-id: https://svn.eduke32.com/eduke32@1982 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:06:00 +00:00
plagman
0423ff8184 Polymer: propagate lights across vertical boundaries.
Check all the bunch siblings if we get a floor/ceiling hit and walk
them if their own planes hit.

git-svn-id: https://svn.eduke32.com/eduke32@1981 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:49 +00:00
plagman
8250e5f3e8 Polymer: add preliminary support for sector masks.
When walking the sectors in displayrooms, detect floor/sector masks to
place them in a mask queue. The queues are allocated on the heap, but
a stack pointer is maintained by the displayrooms to allow it to play
nice with mirror recursion.

Right now the masks are drawn after all of drawmasks is finished; that
means you can see sprites and wall masks through sector masks, but not
the opposite. There is a slight attempt at blending far to near, but
nothing too conclusive yet; that means that in some cases some sector
masks won't be visible through other sector masks, but it should work
for trivial cases.

The next step would be to copy all the drawmasks logic into Polymer
and have it (attempt to) properly interleave sector masks where they
belong in the blending order.

git-svn-id: https://svn.eduke32.com/eduke32@1980 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:38 +00:00
plagman
e77548d42a Polymer: Don't draw 1-way walls twice.
Previously they would get counted both as 1-way walls for immediate
drawing and as mask walls for delayed drawing.

git-svn-id: https://svn.eduke32.com/eduke32@1979 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:24 +00:00
plagman
98061f3a38 Polymer: Don't bother fogcalc()ing invisible planes.
Doesn't actually matter that much.

git-svn-id: https://svn.eduke32.com/eduke32@1978 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:14 +00:00
plagman
5b379decc6 Polymer: handle floor/ceiling translucency.
Assigns the right alpha value to floor/ceiling planes if their
translucency bits are set and make sure that changing the cstat now
triggers an update of the material for editing purposes.

This doesn't do anything by itself, but will be needed to correctly
draw floor/ceiling masks.

git-svn-id: https://svn.eduke32.com/eduke32@1977 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:04 +00:00
plagman
e7fc03ed33 Polymer: Reorganize main displayrooms loop a bit.
When walking the sectors, put more drawing work between queuing and
reaping the occlusion queries to potentially make them more efficient.

git-svn-id: https://svn.eduke32.com/eduke32@1976 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:53 +00:00
plagman
936147e33b Polymer: Correct(er) TROR walking.
Enumerate the vertical siblings of each walked sector and check them
against the current frustum. No occlusion queries yet, but that should
correct any missing sectors until a flaw in that logic is discovered.

git-svn-id: https://svn.eduke32.com/eduke32@1975 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:42 +00:00
plagman
6de59ef085 Polymer skeleton cleanup.
Reorganize polymer.c a bit to match the order of prototypes from the
header, move macros from the middle into the header.

git-svn-id: https://svn.eduke32.com/eduke32@1974 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:28 +00:00
helixhorned
c8bf3682e0 disable undo/redo editor feature until I can debug the disappearing sprites
git-svn-id: https://svn.eduke32.com/eduke32@1973 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 11:54:16 +00:00
helixhorned
c0697e2e6b disable hidden switch heuristic of r1968
git-svn-id: https://svn.eduke32.com/eduke32@1972 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 11:53:52 +00:00
helixhorned
4d8d392bbf slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.
git-svn-id: https://svn.eduke32.com/eduke32@1971 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-18 22:01:18 +00:00
helixhorned
5c2be94bff Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.
git-svn-id: https://svn.eduke32.com/eduke32@1970 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-18 22:01:01 +00:00
helixhorned
5262a0f24c Various cleanup work:
- fix an earlier 'oops': make highpals load correctly again
 - maphack lights shouldn't be double-loaded now
 - slight tweak to the loading screen fadein/out timing
 - two bound checks
 - make some variables static in engine.c

git-svn-id: https://svn.eduke32.com/eduke32@1969 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:54 +00:00
helixhorned
5d79003e60 Take a stab at hidden model switch handling. There are at least two ways by
which switches have been hidden in the original and user maps. One is to make
it face a wall, and another is to 'embed' it in e.g. the floor, like the
monitor with the burning fuse in E4L1. Both kinds show up when the switches
are rendered as models, revealing the secrets that the mapper sought to hide.
My proposal, implemented in this commit, is to apply a heuristic for such
switches at premap and make them invisible (set cstat bit 32768). The
conditions are re-checked during the game in case there is a switch coming
out of the floor, for example. A new spriteext bit is used for this feature.

git-svn-id: https://svn.eduke32.com/eduke32@1968 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:16 +00:00
helixhorned
ff5c3b660f * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.
The two bugs are:
    - RPG projectiles don't pass through water
    - can't emerge from slime in bobsp2
* Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

git-svn-id: https://svn.eduke32.com/eduke32@1967 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-16 19:17:45 +00:00
helixhorned
6e7a13448d fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.
git-svn-id: https://svn.eduke32.com/eduke32@1966 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-15 15:46:42 +00:00
plagman
58ba283c45 Fix colored fog in Polymer.
This fixes a ridiculous interaction problem between non-black fog and
additive lighting passes. Plagman is stupid.

git-svn-id: https://svn.eduke32.com/eduke32@1965 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-15 03:41:42 +00:00
terminx
b996f92c28 Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t
git-svn-id: https://svn.eduke32.com/eduke32@1964 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-12 15:40:28 +00:00
terminx
0cb474f6be ENet 1.3.3
git-svn-id: https://svn.eduke32.com/eduke32@1963 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-12 06:07:21 +00:00
helixhorned
1dbcae56d5 fix rotscrnang weirdness for any r_usenewaspect
git-svn-id: https://svn.eduke32.com/eduke32@1962 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-11 21:49:18 +00:00
helixhorned
fbb6cc5e7e make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.
git-svn-id: https://svn.eduke32.com/eduke32@1961 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-10 11:58:59 +00:00
helixhorned
a3443cd1dd * fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk
* fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access

git-svn-id: https://svn.eduke32.com/eduke32@1960 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-10 11:47:23 +00:00
helixhorned
26a25bdce5 * Address http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__103306
by using setspritez() instead of setsprite() for the sectnum updating.
* Change 'yax-nextwall(0/1)' to 'upwall/downwall' in the corruption checker, makes it much nicer to read.

git-svn-id: https://svn.eduke32.com/eduke32@1959 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-09 16:03:56 +00:00
helixhorned
3ca7ed1c2e don't crash wall alignment with void-tiled walls
git-svn-id: https://svn.eduke32.com/eduke32@1958 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-08 19:30:24 +00:00
helixhorned
b6d729a553 * skip grayed out sectors when changing tags in 2d mode
* make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode
* make r_usenewaspect enabled by default

git-svn-id: https://svn.eduke32.com/eduke32@1957 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-06 11:50:45 +00:00
helixhorned
54f345f78f Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).
git-svn-id: https://svn.eduke32.com/eduke32@1956 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:46 +00:00
helixhorned
aa8b2e4e05 Lots of M32script tweaks:
* fix breaking out of 'switch' blocks and compilation of the 'default' case
* Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them.
* new branching command 'ifinteractive', true if a state runs from the menu mentioned above.
* new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags>

See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

git-svn-id: https://svn.eduke32.com/eduke32@1955 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:25 +00:00
helixhorned
cbf122fa80 fix a typo that made TROR-nextwall corruptions only detected for the ceiling and write an auto-correction routine for inconsistencies with them.
git-svn-id: https://svn.eduke32.com/eduke32@1954 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-01 19:04:41 +00:00
helixhorned
80d9badb9b Patch up this issue:
http://forums.duke4.net/topic/4685-glitch-on-keyboard-customization-page/
by setting the key_names[] characters in the non-ASCII range to '?' on Windows

git-svn-id: https://svn.eduke32.com/eduke32@1953 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-30 20:36:04 +00:00
helixhorned
0713c44219 * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)
* helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback.
* when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed.
* more Makefile.deps updating

git-svn-id: https://svn.eduke32.com/eduke32@1952 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-30 13:03:07 +00:00
helixhorned
4124618874 update Makefile.deps
git-svn-id: https://svn.eduke32.com/eduke32@1951 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:08:02 +00:00
helixhorned
85fba8755b maint 2: refactor bits of code that twiddle/untwiddle pointers for persistent storage into a G_Util_PtrToIdx() function
git-svn-id: https://svn.eduke32.com/eduke32@1950 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:49 +00:00
helixhorned
864cc11463 maint 1: refactor 3 redundant instances of the same code into G_ResetInterpolations()
git-svn-id: https://svn.eduke32.com/eduke32@1949 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:28 +00:00
hendricks266
e9b15edd25 move tiles.cfg out of eduke32/samples/ into eduke32/ and update synthesis.sh to reflect that
git-svn-id: https://svn.eduke32.com/eduke32@1948 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-28 21:12:02 +00:00
hendricks266
e64b1714d1 minor change in duke3d.def.sample to link to the wiki, but it still needs a major overhaul
git-svn-id: https://svn.eduke32.com/eduke32@1947 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-28 21:10:59 +00:00
hendricks266
4aba6785b4 fix shrinker/expander glowing bug
git-svn-id: https://svn.eduke32.com/eduke32@1946 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-28 21:09:24 +00:00
helixhorned
2f6f395ee6 add 'gametics' to the 'dncoords' display, this gives a feeling for how often things are updated wrt the game clock
git-svn-id: https://svn.eduke32.com/eduke32@1945 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-27 19:59:09 +00:00
helixhorned
13dde60ccd More fog/visibility tweaking. This makes Polymost's not depend on the screen width.
git-svn-id: https://svn.eduke32.com/eduke32@1944 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 18:40:10 +00:00
helixhorned
7e9b2eae0f * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.

* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected;  Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).

* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.


git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 15:15:57 +00:00
helixhorned
793aadebc5 Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.
git-svn-id: https://svn.eduke32.com/eduke32@1942 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-22 22:00:53 +00:00
helixhorned
d4f234b09f A bit of cleanup with memory issues.
First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate.

Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.


git-svn-id: https://svn.eduke32.com/eduke32@1941 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-22 13:32:01 +00:00
plagman
0e727f01d3 Update synthesis with pending versioning changes by TerminX that have been running
without problems for a while.



git-svn-id: https://svn.eduke32.com/eduke32@1940 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 23:45:12 +00:00
hendricks266
38879d58ab fix my earlier keep.me fix to not print a newline so that the produced files match the svn copy
git-svn-id: https://svn.eduke32.com/eduke32@1939 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 23:40:01 +00:00