Since the code is extremely volatile I changed the setup so that the save is a zip file with the regular snapshot plus all added data as separate entries.
This allows compressing everything properly without savegame breaking interference.
Blood does not yet load its savegames, need to check.
Conmsidering how hard it is in Duke Nukem based games to modify the level music, there is now a setting for this in mussetting.txt to make the job easier and even allow setting level music in Redneck Rampage without replacing game data.
- Added dynamic dispersion for custom dude
- Added dynamic attack distance for custom dude
- Added dynamic damage resistance scale for custom dude
- There was some refactor actions performed
- Added player RX channels for triggering the players
- Updates for modern types
- There was added player control modern type which can do a lot things. It's
still WIP
- Other updates and fixes mainly related to gModernMap
Note that your save games will be no longer compatible
# Conflicts:
# source/blood/src/actor.h
# source/blood/src/aiunicult.h
# source/blood/src/db.h
# source/blood/src/player.h
# source/blood/src/triggers.h
# source/blood/src/weapon.cpp
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
Unfortunately this means that the keybinding menus in all games except Blood are shot to shit right now because of how they passed the data on to its destination.
These menus are not fixable, this will have to wait until the replacement is up.
* moved the binding commands to osd.cpp. They were in the global namespace already and this way everything to be tossed out is in the same place when the time comes.
* removed support for the OSDs native CVARs. The only ones left were some internal ones I won't need until this code can be replaced.
* same for the custpmization code the games added. Duke Nukem was the only one anyway to have a decent font for it.
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.
- 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.
* saving of demos and savegames no longer mindlessly writes to the mod directory. All such access is now being rerouted through the special paths interface so that the game data can reside in write protected locations.
* refactored all occurences of klistpath except fnlist_getnames.
* do not allow CON scripts to write to arbitrary files. This is a massive exploit and can be used to cause real damage if someone knows how to play this thing - it's far easier than people may think! It will now write any such data to a special section in the main config which is safe and cannot be manipulated to write to random locations on the hard drive.
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
* 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.
When doing this during startup it can be done by regular cleanup measures.
This also moves two larger chunks of networking code out of game.cpp.
Nevertheless, the fact that enet is a very dirty library which directly depends on Windows types is a big problem because it bleeds Windows definitions everywhere thanks to poor abstraction in all relevant layers.
The idea here is to completely merge the resource management into the file system so that Blood's DICTNODE is merely an alias to the internal FResourceLump.
A two-tiered resource system is not something I consider worthwile, it made sense to get around Builds crappy cache but in the long term this is not a good solution for a multi-game port to have a resource management system in the backend and another one put over it in the front end, both with their own caching logic that might interfere with each other. Better merge it into one that can handle everything.
The Steam/GOG path getters were taken out of the frontends.
This also switches the Windows directory reader touse the wide string version to get Unicode file names.
Some paths were added to the config file instead of hard coding them.
Some part are not done yet, and the file system data is currently ignored - there's no way to properly set this up with the file system code Build came with.
This removes all unused parts of the implementation and moves the rest to the InputState class for easier replacement later. All MACT is doing now here is to call the UpdateStatus function, the internal workings are no longer relevant.
- write the console log to the folder returned by M_GetDocumentsPath and not to the root game directory.
- removed G_ExtPreInit because it has become redundant. The search path setup will have to be redone anyway.
- Added QAV scene player (playing user animation instead of weapon)
- Added trigger event intiator for sprites (WIP and experimental)
# Conflicts:
# source/blood/src/actor.h
# source/blood/src/player.h
Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(
Hopefully most of the affected code here can be tossed out soon, it's not pretty.
This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/actor.h
# source/blood/src/globals.cpp
# source/blood/src/globals.h
# source/blood/src/player.h
# source/blood/src/sound.cpp
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
# source/blood/src/weapon.h
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.