- Darkened the console background a little after finding out that on

very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.
- Added GZDoom's MAPINFO fog parameters as no op dummies so I can use
  WADs that contain them without constantly having to edit the MAPINFO.
  It also allows using them to optimize hardware fog for WADs that should
  run with ZDoom as well.


SVN r649 (trunk)
This commit is contained in:
Christoph Oelckers 2007-12-27 11:25:25 +00:00
parent 834e4bef32
commit f1241099f8
5 changed files with 21 additions and 2 deletions

View file

@ -1,3 +1,12 @@
December 27, 2007 (Changes by Graf Zahl)
- Darkened the console background a little after finding out that on
very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.
- Added GZDoom's MAPINFO fog parameters as no op dummies so I can use
WADs that contain them without constantly having to edit the MAPINFO.
It also allows using them to optimize hardware fog for WADs that should
run with ZDoom as well.
December 26, 2007 December 26, 2007
- Changed the way gamma works for D3DFB: In windowed mode, the display is - Changed the way gamma works for D3DFB: In windowed mode, the display is
drawn to a texture, then that texture is copied to the real back buffer drawn to a texture, then that texture is copied to the real back buffer

View file

@ -297,7 +297,7 @@ void C_InitConsole (int width, int height, bool ingame)
if (conback <= 0) if (conback <= 0)
{ {
conback = TexMan.GetTexture (gameinfo.titlePage, FTexture::TEX_MiscPatch); conback = TexMan.GetTexture (gameinfo.titlePage, FTexture::TEX_MiscPatch);
conshade = MAKEARGB(80,0,0,0); conshade = MAKEARGB(120,0,0,0);
conline = true; conline = true;
} }
else else

View file

@ -301,6 +301,9 @@ static const char *MapInfoMapLevel[] =
"noinfiniteflightpowerup", "noinfiniteflightpowerup",
"allowrespawn", "allowrespawn",
"teamdamage", "teamdamage",
"fogdensity",
"outsidefogdensity",
"skyfog",
NULL NULL
}; };
@ -443,6 +446,9 @@ MapHandlers[] =
{ MITYPE_CLRFLAG, LEVEL_INFINITE_FLIGHT, 0 }, { MITYPE_CLRFLAG, LEVEL_INFINITE_FLIGHT, 0 },
{ MITYPE_SETFLAG, LEVEL_ALLOWRESPAWN, 0 }, { MITYPE_SETFLAG, LEVEL_ALLOWRESPAWN, 0 },
{ MITYPE_FLOAT, lioffset(teamdamage), 0 }, { MITYPE_FLOAT, lioffset(teamdamage), 0 },
{ MITYPE_INT, lioffset(fogdensity), 0 },
{ MITYPE_INT, lioffset(outsidefogdensity), 0 },
{ MITYPE_INT, lioffset(skyfog), 0 },
}; };
static const char *MapInfoClusterLevel[] = static const char *MapInfoClusterLevel[] =

View file

@ -174,6 +174,10 @@ struct level_info_s
char soundinfo[9]; char soundinfo[9];
char sndseq[9]; char sndseq[9];
char bordertexture[9]; char bordertexture[9];
int fogdensity;
int outsidefogdensity;
int skyfog;
FSpecialAction * specialactions; FSpecialAction * specialactions;
float teamdamage; float teamdamage;

View file

@ -258,7 +258,7 @@ public:
#define PROP_Alpha(x) ADD_LONG_PROP(ADEF_Alpha,x) #define PROP_Alpha(x) ADD_LONG_PROP(ADEF_Alpha,x)
#define PROP_RenderStyle(x) ADD_BYTE_PROP(ADEF_RenderStyle,x) #define PROP_RenderStyle(x) ADD_BYTE_PROP(ADEF_RenderStyle,x)
#define PROP_RenderFlags(x) ADD_WORD_PROP(ADEF_RenderFlags,x) #define PROP_RenderFlags(x) ADD_WORD_PROP(ADEF_RenderFlags,x)
#define PROP_Translation(x,y) ADD_WORD_PROP(ADEF_Translation,((x)<<8)|(y)) #define PROP_Translation(x,y) ADD_LONG_PROP(ADEF_Translation,((x)<<16)|(y))
#define PROP_MinMissileChance(x) ADD_BYTE_PROP(ADEF_MinMissileChance,x) #define PROP_MinMissileChance(x) ADD_BYTE_PROP(ADEF_MinMissileChance,x)
#define PROP_MeleeRange(x) ADD_FIXD_PROP(ADEF_MeleeRange,x) #define PROP_MeleeRange(x) ADD_FIXD_PROP(ADEF_MeleeRange,x)
#define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x) #define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x)