Christoph Oelckers
c92aaaee20
- This is version 0.8.0
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Finally out of alpha, now that the model code is working. :)
2020-12-06 10:51:35 +01:00
Gaerzi
d644065103
- SW: Fix another bad line from 06a069750f
that was missed when doing a36c122ff1
.
2020-12-06 20:11:26 +11:00
Mitchell Richters
a36c122ff1
- SW: Fix bad copy-paste from 06a069750f
that was causing issues with SO vehicles and turrets.
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* Fixes #211 .
2020-12-06 19:16:59 +11:00
Christoph Oelckers
d4198a5b1a
- Exhumed: 'paused' should not be part of the 'in a game' check.
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Fixes #209
2020-12-06 08:39:40 +01:00
Christoph Oelckers
5fc8859342
- Blood: instead of messing around with the damage factors when toggling god mode, let the game check the actual god mode flag itself.
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This was just too volatile and prone to breakage.
Fixes #210 .
2020-12-06 08:36:54 +01:00
Christoph Oelckers
99da4151d1
- fixed duplicate "snakecam" key in Exhumed savegame
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This could cause the snake cam to be activated just by reloading a save.
Fixes #213
2020-12-06 08:22:56 +01:00
Christoph Oelckers
2f4abf93af
- fixed loading of Blood savegames.
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This was a strange case of C++ not doing what was to be expected due to hidden semantics.
Note: never assign {} to a type that has a non-default constructor!
Fixes #212
2020-12-06 08:18:03 +01:00
Christoph Oelckers
d04013066c
- build a composite texture of all the segments for sky rendering to reduce the seams between the single segments.
2020-12-04 22:29:25 +01:00
Christoph Oelckers
aba3539275
- moved dudeSlope fully into DBloodActor.
2020-12-04 18:03:02 +01:00
Christoph Oelckers
99c0b77cf2
- rerouted all accesses to gDudeSlope.
2020-12-04 18:03:02 +01:00
Christoph Oelckers
7e78bc1c14
- refactored the SEQ callback to receive an actor pointer instead of an xsprite index.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
44805e29b3
- changed parameter of aiNewState to DBloodActor
2020-12-04 18:03:01 +01:00
Christoph Oelckers
502d911a95
- refactored Blood's AI callback interface to only use a single DBloodActor parameter.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
0ac41e0b5a
- drafted a DBloodActor to wrap the multitude of arrays (12 overall!) in which an actor is split up.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
bc1adc9c51
- Blood: fixed cl_autorun affecting bobbing intensity even when no movement takes place.
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Blood uses the state of the 'run' bit as the sole information that the player is running, which leads to very different behavior with cl_autorun on or off.
Apparently Raze's semantics here do not agree with how it was handled originally and the residual bobbing when coming to a stop was more than a little bit distracting.
2020-12-04 00:06:23 +01:00
Christoph Oelckers
396e3cd524
- actually call the model animation timer somewhere.
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Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
25ef58f897
- re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine.
2020-12-01 23:57:39 +01:00
Christoph Oelckers
9a507e5d0a
- fixed model rendering.
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(What a stupid mistake... :?)
Model animations still do not work as intended, though.
2020-12-01 22:03:20 +01:00
Christoph Oelckers
b0bf51ec5c
- Duke/RR: Selecting the alternative weapon must set the proper bits in 'subweapon'.
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Otherwise the weapon cycling breaks.
Fixes #182
2020-12-01 21:07:38 +01:00
Christoph Oelckers
06a069750f
- addressed more type casting issues in SW.
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This should cover everything with coordinates.
2020-12-01 19:01:38 +01:00
Christoph Oelckers
39b67b4086
- SW: removed some very dangerous type casting.
2020-12-01 18:30:21 +01:00
Christoph Oelckers
b52668ecdf
- SW: added some simple allocation wrappers around common code sequences.
2020-12-01 16:53:29 +01:00
Christoph Oelckers
6dfe869614
- shorten the struct for puser to what actually gets used from it.
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This is preparation for making USER more serialization friendly as it was copied to puser.
2020-12-01 16:22:32 +01:00
Christoph Oelckers
dd75c8dbe4
- weaken the reverb in Duke.
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Unfortunately the entire thing is very poorly defined, not setting it for sectors but for sprites with a distance. But some of these sprites cover non-reverb sectors as well and this can produce some ugly sound field in spots where this isn't wanted at all.
2020-12-01 16:34:47 +01:00
Christoph Oelckers
1d6d58538c
- cleaned out the remains of the old savegame code.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
67dff2a863
- Exhumed: Serialize global state as JSON.
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This was the last item to be converted.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
487d62e264
- Exhumed: Bullet and Grenade.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
54eec61828
- Exhumed: Init
2020-12-01 12:58:10 +01:00
Christoph Oelckers
15579798ad
- Exhumed: bubbles and gun.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
08d8ba8fe4
- Exhumed: lighting
2020-12-01 12:58:09 +01:00
Christoph Oelckers
83ba046d04
- Exhumed: items and move.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
bb0ef6ff70
- Exhumed: Objects.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
262af72235
- Exhumed: Anims and Player.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
531d7c96b4
- Exhumed: Queen
2020-12-01 12:53:10 +01:00
Christoph Oelckers
026d355096
- serialize Ra as JSON, do not serialize Ramses.
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The Ramses intermissions cannot be safely resumed from a savegame - so saving was blocked there, meaning that this data does not need to be saved.
2020-12-01 12:53:10 +01:00
Christoph Oelckers
3c83775273
- add back the missing secret hint notification calls for Duke/RR.
2020-12-01 12:52:49 +01:00
Christoph Oelckers
92a72cef8b
- Blood: only trigger a secret if the hint system hasn't registered it.
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There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers.
Fixes #206
2020-12-01 12:52:42 +01:00
Christoph Oelckers
6475d772ca
- Exhumed: Runlist and Rand.
2020-12-01 12:19:09 +01:00
Christoph Oelckers
c1b478bf83
- Exhumed: Snake and Sequence
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# Conflicts:
# source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Christoph Oelckers
e8c56b1f9f
- Exhumed: serialize the status bar as JSON - added a helper class to handle static arrays with an attached free list more easily.
2020-12-01 12:15:43 +01:00
Christoph Oelckers
1b2895bee6
- Exhumed: wrap all serialized game data into another JSON object
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# Conflicts:
# source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Mitchell Richters
f9866f4a21
- Blood: Call resetForcedSyncInput()
after sethorizon()
in ProcessInput()
vs. playerProcess()
. Call was too early and causing player not to be able to look while synchronised input is being forced.
2020-12-01 22:02:20 +11:00
Christoph Oelckers
5850c7b284
- let SyncInput return a combination of gamesetinput and cl_syncinput - also serialize gamesetinput.
2020-11-30 23:45:21 +01:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Mitchell Richters
f429871cc6
- Blood: Promote pPlayer->angold
to binangle class.
2020-12-01 07:43:31 +11:00
Mitchell Richters
232dd5e07a
- Blood: Force synchronised input while a revolving door is busy/in-use.
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* Fixes #205 .
2020-12-01 07:43:25 +11:00
Mitchell Richters
22f7fc93f4
- Exhumed/SW: Move code to trigger synchronised input for edge cases where its needed into gamecontrol.
2020-12-01 07:31:47 +11:00
Christoph Oelckers
0b797b0ccd
- Exhumed: added JSON serialization for view and switch - also renamed the fields in the switch struct.
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Some refactoring was needed to put a plain C array into a TArray to remove the limits.
2020-11-29 23:32:28 +01:00
Christoph Oelckers
a51b77b95b
- do not statically initialize DukeGameInfo.
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Since this structure contains several large arrays it will inflate the EXE size with 800kb of empty space.
2020-11-29 22:31:02 +01:00
Christoph Oelckers
9a345bdfa7
- Exhumed: Wasp
2020-11-29 22:29:36 +01:00