Christoph Oelckers
4cc1aeadd4
- language update
2019-07-16 20:01:16 +02:00
Christoph Oelckers
f42a1dedf1
- Harmony BigFont added and SmallFont moved to its proper place.
2019-07-16 19:50:02 +02:00
Christoph Oelckers
982a98e254
- added a few missing ts with diacritics.
2019-07-16 18:43:33 +02:00
Christoph Oelckers
6290756b1e
- moved a few misplaced characters
2019-07-16 17:32:53 +02:00
Nemrtvi
8ea46320ce
Fix Hacx Ș and Ț
2019-07-16 11:48:51 +02:00
alexey.lysiuk
36ed7e5182
- fixed UMAPINFO episode parsing
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* bounds checking for accessing episode tokens
* support empty tokens in episode definition
* handle upper cased episode shortcut
https://forum.zdoom.org/viewtopic.php?t=65364
2019-07-16 12:39:36 +03:00
Nemrtvi
454fd288a0
Improved Hacx fonts
2019-07-16 10:47:08 +02:00
alexey.lysiuk
b935218dc2
- fixed: subtitles background renains visible on new game
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https://forum.zdoom.org/viewtopic.php?t=65366
2019-07-16 11:37:41 +03:00
Christoph Oelckers
9e25880aec
- Harmony SmallFont.
2019-07-15 21:49:41 +02:00
Christoph Oelckers
2d8355f519
- moved the Hacx content.
2019-07-15 21:24:18 +02:00
Christoph Oelckers
7916cebdc1
- merged the Hacx extra stuff into zd_extra.pk3 and added the ability to inject data into the resource directory after the IWAD so that the base resources can provide content that can override IWAD data if broken or not usable.
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Hacx in particular needs this to fix a handful of buggy actors and to override the IWAD's MAPINFO which is not localizable.
2019-07-15 21:23:46 +02:00
Christoph Oelckers
8177583e2f
- treat configurations which load a secondary WAD on top of a primary IWAD like SVE to consider the secondary WAD an actual IWAD as well.
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This fixes localization of the SVE menu.
2019-07-15 20:48:00 +02:00
Christoph Oelckers
7d87df25d8
- filled the last gaps in the Doom BigFonts.
2019-07-15 20:02:45 +02:00
Christoph Oelckers
7a556730af
- added the remaining 8 missing characters of the standard set to the Chex BigFont.
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Unfortunately, yet again the Ø presented the most problems because this letter is barely representable at such low resolutions with styled fonts.
2019-07-15 19:33:30 +02:00
drfrag
416f5d03b7
- Fixed compilation with MinGW.
2019-07-15 19:26:25 +02:00
alexey.lysiuk
f25e5c738c
- fixed compilation of Linux targets
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src/../libraries/gdtoa/gdtoa.h:67:19: fatal error: arith.h: No such file or directory
2019-07-14 22:29:38 +03:00
Christoph Oelckers
7346288bf5
- moved some more files.
2019-07-14 21:09:49 +02:00
Christoph Oelckers
4d35adbcd6
- unused macro removal.
2019-07-14 20:44:17 +02:00
Christoph Oelckers
7351a76404
- move sound files to sound folder.
2019-07-14 17:48:55 +02:00
Christoph Oelckers
293aa2e6da
- There's really no need anymore to dynamically load RawInput, considering it has been in Windows since XP.
2019-07-14 17:41:25 +02:00
Christoph Oelckers
79ad3e6203
- define _WIN32_WINNT to 0x600 (Vista) in the CMake project instead of littering all files with inconsistent settings for the target version.
2019-07-14 16:55:01 +02:00
Christoph Oelckers
f50e402e92
- sorted sound backend code into subdirectories.
2019-07-14 16:07:18 +02:00
Christoph Oelckers
46ec16032e
- removed fixrtext tool.
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This is no longer needed, because it was used to create self-modifiable code from assembly source, which no longer exists.
2019-07-14 15:10:37 +02:00
Christoph Oelckers
ed6ab39b2d
- moved third party library projects to a subfolder to reduce size of the root.
2019-07-14 15:06:54 +02:00
Christoph Oelckers
ec52e90e54
- moved more files out of the root src directory.
2019-07-14 14:39:21 +02:00
Christoph Oelckers
2a16fb9d28
- moved most remaining playsim code into its proper folder.
2019-07-14 13:59:16 +02:00
Christoph Oelckers
9045615a7a
- renamed g_shared folder to playsim.
2019-07-14 13:24:18 +02:00
Christoph Oelckers
cd7438c02e
- made some adjustments to the text spacing on the level summary screen.
...
With the extended fonts some parts here caused too large gaps.
2019-07-14 12:44:42 +02:00
Christoph Oelckers
32dd6b049c
- offset text in statscreen if it gets too wide.
...
German and Hungarian were creating problems in Hacx here, others could also become too wide with huge amounts of monsters.
2019-07-14 10:03:50 +02:00
Christoph Oelckers
2dc864d664
- added the missing WISLASH for Hacx.
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This was using Doom's red one which did not mix well with the rest of the screen.
2019-07-14 10:03:50 +02:00
alexey.lysiuk
053736363d
- extended list of predefined filenames for SDL2 shared object lookup
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https://forum.zdoom.org/viewtopic.php?t=65348
2019-07-14 10:52:32 +03:00
alexey.lysiuk
d1541e2cf7
- normalized line endings of HacX MAPINFO
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It had a weird mix of LF and CR+LF line endings, and the file was treated as modified right after checkout
2019-07-14 10:52:16 +03:00
Christoph Oelckers
2fd170b06e
- allow setting the font used for the status screen's content text.
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This was needed to give Hacx's screen the proper colors.
2019-07-14 09:08:19 +02:00
Christoph Oelckers
f4f53a7943
- adjustments for the level summary screen.
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The BigFont needs a kerning of -1 and a defined height so that it gets displayed properly and this sets all available font color properties to the correct colors.
2019-07-13 20:39:35 +02:00
Christoph Oelckers
b087f3f4ed
- added Hacx localization support.
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Unlike the other games this required a bit of patching of the IWAD's data with a new MAPINFO so it needs to be in a separate .pk3 file loaded after the IWAD.
Since this needs to be loaded after the IWAD it was also possible to add a small DECORATE lump which fixes a few errors inherited from the original Dehacked patch, like monster counting bugs and unintentionally shootable decorations.
2019-07-13 20:29:29 +02:00
Christoph Oelckers
28d4401f4b
- dynamic light definitions for Hacx.
2019-07-13 19:59:44 +02:00
Christoph Oelckers
2e42e4f5fb
- fixes to let Hacx load its own extended font.
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There were two issues blocking this:
* the Doom BigUpper font was loaded for all Doom-based games. It is only valid for original idgames releases and nothing more.
* Hacx.wad defines its BigFont in FONTDEFS which blocks all custom fonts. Since the Hacx font and GZDoom's base BigFont are very similar, the FONTDEFS lump now gets deleted from the WAD directory.
2019-07-13 16:20:57 +02:00
alexey.lysiuk
aba7132846
- cleaned up language detection leftovers
2019-07-13 15:47:43 +03:00
Christoph Oelckers
0eb9f18e9f
- fixed: The countdown for the subtitles display was never counted down so the messages remained forever.
2019-07-12 20:13:45 +02:00
Christoph Oelckers
89db16393e
- offset notification messages so that the accents do not get cut off.
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This essentially means that the tallest character in a font determines positioning.
2019-07-12 20:09:15 +02:00
Marisa Kirisame
bdb083f457
Shape2D drawing will gracefully abort the VM on any out of bounds access.
2019-07-12 17:44:54 +02:00
alexey.lysiuk
b7e0a8d2c7
- added validation for presence of drop item classes
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https://forum.zdoom.org/viewtopic.php?t=65307
2019-07-11 14:11:01 +02:00
Christoph Oelckers
8efe18b3ba
- text update and inclusion of Czech and Polish in the menu.
2019-07-10 19:57:40 +02:00
Christoph Oelckers
985afd0a2c
- Eastern European characters for the Chex Quest BigFont.
2019-07-10 19:47:52 +02:00
Christoph Oelckers
ce52c9dbed
- Eastern European characters for Strife's BigFont.
2019-07-10 18:55:03 +02:00
alexey.lysiuk
73ddab3a59
- do not set crouch player sprites on voodoo dolls
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https://forum.zdoom.org/viewtopic.php?t=65257
2019-07-09 22:57:24 +02:00
Christoph Oelckers
e0f52ddf8e
- Strife small font characters
2019-07-09 19:34:07 +02:00
Christoph Oelckers
386f107952
- the remaining characters for Strife's SmallFont.
2019-07-08 22:26:03 +02:00
Christoph Oelckers
b2d289bc91
- renamed E with caron to its proper code point.
2019-07-08 20:54:19 +02:00
Nemrtvi
50603686d3
Polish SMALLFONT for Strife + fixed Russian letters
2019-07-08 20:52:17 +02:00