Commit graph

24 commits

Author SHA1 Message Date
Christoph Oelckers
84173ee09b - backend update from GZDoom.
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2022-06-06 11:45:34 +02:00
Mitchell Richters
907e0974e9 - Add GetLongName() method to FileSystem class. 2021-08-22 15:03:28 +10:00
Christoph Oelckers
218a9c84fd - removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved. 2020-07-27 19:38:41 +02:00
Christoph Oelckers
b2f794bde5 - cache QAVs outside the file system as well.
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers
5584c726ba - file system update and adjustment. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
5de7fbca37 - consolidation of music lookup code for user maps. 2020-01-27 20:53:41 +01:00
Christoph Oelckers
bbc145cbee - enabled the Blood RFS parser.
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
5dcfa1cb0c - do not use the internal SWCUSTOM.TXT from the Twin Dragon add-on.
There's a second variant without this definition, so this needs to be defined internally, and since it needs to be done internally it may receive proper localization labels.
2019-12-26 10:47:10 +01:00
Christoph Oelckers
706157d623 - converted Blood's sound system to the OpenAL sound engine.
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00
Christoph Oelckers
fa7638c446 - removed the old sound system header from Duke and RR frontends and fixed every report this produced:
* reverb/echo is not yet implemented, so there's two stub functions for now.
* RTS needs to be done differently, because the sound engine cannot play raw buffers without any control data.
2019-12-16 19:18:03 +01:00
Christoph Oelckers
30cbcb54b1 - renamed the remaining file system access wrappers in cache1d.h 2019-12-07 10:31:27 +01:00
Christoph Oelckers
749eda32c5 - moved kopenfilereader into the FileSystem class. 2019-12-07 10:14:51 +01:00
Christoph Oelckers
ddfb2223db - added a directory list function to the file system.
- fixed lookup for resources by ID - it always picked the first candidate from the hash chain without checking the actual ID.
2019-12-07 09:44:43 +01:00
Christoph Oelckers
4cf62fca77 - do not load subdirectories of the game directory. They cannot contain anything useful because the original assets never used subdirectories.
- fixed RRRA game flags.
2019-11-02 19:12:01 +01:00
Christoph Oelckers
f44d309558 - made some adjustments to the RFS parser for the file system.
It's still not active but now should produce correct results when working inside the file system.
What it is missing is a file scanner that picks the data it needs to process.
2019-11-02 10:20:32 +01:00
Christoph Oelckers
c54ae1be83 - removed the remaining parts of cache1d. The only thing left is the dummy cacheAllocateBlock function that needs to stick around until a working cache is present.
- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
2019-11-02 01:30:21 +01:00
Christoph Oelckers
8d5e665caa - various initialization related changes
* reroute several error conditions to I_Error.
* removed some soon-to-be obsolete GRP loading code.
* explicitly trigger the SetDefaults script events which depended on side effects from the config implementation.
* removed the nonsensical file system switch. All this does is create instabilities because it is non-obvious from where data is loaded. If a resource is mounted, it should be checked for content no matter what. While this may affect the stray weird mod out there it is a necessity if we want to allow transparent project repackaging.
2019-11-01 09:30:28 +01:00
Christoph Oelckers
ba00fe4e66 - hooked up the file system with Blood's resource access. 2019-10-31 20:17:49 +01:00
Christoph Oelckers
d7e183d46d - fixed compilation of file system code. 2019-10-31 18:06:05 +01:00
Christoph Oelckers
8ef40c5083 - merged most of Blood's resource manager into the file system 2019-10-31 17:13:48 +01:00
Christoph Oelckers
261af9e401 - rework of the file system code.
Made more efficient by basing the lookup on names, not strings and some additions for acting as a stand-in for Blood's resource manager.
2019-10-31 01:48:10 +01:00
Christoph Oelckers
cfd9edbe71 - added the main FileSystem class. 2019-10-29 00:15:36 +01:00