Christoph Oelckers
bf9c5849e8
- merged all useful parts from https://github.com/coelckers/gzdoom/pull/725
2019-08-08 08:09:31 +02:00
Christoph Oelckers
352d5d098d
- fixed mouse coordinate checks when using the generic VGA font with Strife conversations.
2019-08-07 20:24:45 +02:00
Christoph Oelckers
43041c21d8
- made author names work with title patches.
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Most importantly, specifying a patch may optionally disallow showing the autor's name - this is for cases where a styled patch gets used for English but text-based translations of the map name should still be possible.
2019-08-07 12:09:47 +02:00
Christoph Oelckers
be0478972a
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-08-05 19:15:16 +02:00
Christoph Oelckers
a05314968f
Made reverb editor localizable
2019-08-05 19:15:05 +02:00
Blue Shadow
5abffabb56
- moved GetSaveAmount() from the base armor class
2019-08-03 11:14:03 +03:00
Blue Shadow
479a992a3e
- fixed buggy ArmorFactor behavior when set to a value other than 1.0
2019-08-02 15:10:06 +03:00
Christoph Oelckers
3e99216967
- added option to print a map author's name on the summary screen
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For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
2019-08-02 09:11:40 +02:00
Christoph Oelckers
154af34cd9
- added an option to always display the log and the subtitles with the generic font.
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If this is on it will disable the status bar's pop screen for the log and always use the HUD overlay instead.
2019-07-31 17:02:39 +02:00
Christoph Oelckers
045025f4cf
- text update.
2019-07-31 10:08:47 +02:00
Christoph Oelckers
c36dc137ba
- made adjustments to the text placement on the summary screen.
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With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.
2019-07-30 10:53:02 +02:00
Christoph Oelckers
c577f1d743
Merge pull request #899 from khutchins/master
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Adds option to use a quicksave rotation
2019-07-28 08:44:21 +02:00
Kevin Hutchins
5cb59018e0
Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created.
2019-07-27 12:09:55 -07:00
Christoph Oelckers
1dd98a5c89
- when using the VGA font, confine the speaker's text in Strife dialogues to the backdrop picture.
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This looks a lot better. Unfortunately for the regular SmallFont this would severely reduce the available space for the text so it isn't done here, even though for shorter texts the formatting would look better as well.
2019-07-27 09:35:45 +02:00
Christoph Oelckers
b768c6877c
- text update
2019-07-27 09:00:49 +02:00
Christoph Oelckers
86d2742798
- allow switching the Strife conversation screen to the VGA font for all languages by a CVAR.
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This is for readability purposes because the styled SmallFont may be problematic for some players.
2019-07-26 20:23:46 +02:00
alexey.lysiuk
222dfd17b7
- added ability to specify display duration of subtitles
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Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box
https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 20:11:42 +02:00
Christoph Oelckers
b4aacb7be5
- fixed: The numcommands value in A_KoraxCommand needs to be decremented by one because the max parameter of the random function is inclusive.
2019-07-25 20:42:41 +02:00
Major Cooke
15eabfd055
Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
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- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.
2019-07-24 20:15:24 +02:00
Christoph Oelckers
9d66a5105a
- text update.
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This also activates Serbian and Japanese in the menu.
Note that Serbian is still missing a few characters in Hacx and Harmony!
2019-07-23 21:30:12 +02:00
Christoph Oelckers
95349822c4
- for the map name on the automap, fall back to the original SmallFont if the actual one cannot print it.
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This is mainly for mods which provide a new font but do not alter the automap texts, a good example is Hell Revealed 2.
2019-07-17 20:28:07 +02:00
Christoph Oelckers
b360f04e28
- use proper interface calls to give the initial BasicArmor to the player.
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The old code didn't check if giving the item was proper and just went ahead adding it to the inventory unconditionally.
2019-07-17 20:08:43 +02:00
alexey.lysiuk
9603a09f82
- added PSprite.bMirror flag to ZScript class definition
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https://forum.zdoom.org/viewtopic.php?t=65372
2019-07-17 12:20:05 +03:00
Christoph Oelckers
56cb7cbaea
- did a bit of cleanup on the MAPINFO organization
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What could be done has been moved into the filter directory of game_support.pk3
Unfortunately most of the rest is needed as presets even for custom games so it cannot be fully cleaned up, because the dependencies here and the filter structure do not align 100%.
2019-07-17 01:05:58 +02:00
Christoph Oelckers
77b1ebe0d7
- moved several IWAD dependent files into the game_support resource
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* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.
2019-07-17 00:54:59 +02:00
Christoph Oelckers
c64aedb262
- reimplemented the Harmony status bar in ZScript
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* the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
* the internal Harmony status bar has been removed because it only works with the now disabled Dehacked patch.
* the SBARINFO definition has been removed, instead it uses a ZScript-based status bar now which overrides the ammo display to use the new ammo types instead.
2019-07-17 00:36:38 +02:00
Rachael Alexanderson
f7c110698f
- add +ZDOOMTRANS to BFGExtra in order to force classic transparency per user setting.
2019-07-16 16:52:30 -04:00
Christoph Oelckers
38a1a05af3
- moved iwadinfo.txt to zd_extra.pk3.
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This was done for two reasons:
1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
2019-07-16 20:22:15 +02:00
Christoph Oelckers
4cc1aeadd4
- language update
2019-07-16 20:01:16 +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
cd7438c02e
- made some adjustments to the text spacing on the level summary screen.
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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.
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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
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
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
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
Christoph Oelckers
8efe18b3ba
- text update and inclusion of Czech and Polish in the menu.
2019-07-10 19:57:40 +02:00
Christoph Oelckers
8b4d85f0d7
- tested and fixed the attachable lights.
2019-07-07 09:50:02 +02:00
Christoph Oelckers
5df8919b90
Merge branch 'master' into userlights
2019-07-07 08:11:09 +02:00
Major Cooke
b66b4ae0ec
'Fixed' spacing.
2019-07-03 18:01:45 +02:00
Major Cooke
7b698b4a0e
Added RenderUnderlay.
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- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
2019-07-03 18:01:45 +02:00
Christoph Oelckers
1dcbe43d95
- User definable dynamic lights
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This hasn't been tested yet!
2019-06-28 12:35:42 +02:00
Christoph Oelckers
20b6395cf0
- give UMAPINFO the ability to disable cluster-based exit texts.
2019-06-18 20:40:41 +02:00
alexey.lysiuk
44f896174a
- restored indication of console scrolling
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https://forum.zdoom.org/viewtopic.php?t=65070
2019-06-17 10:32:13 +03:00
alexey.lysiuk
459fe74a1f
- made console cursor fill whole character box
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https://forum.zdoom.org/viewtopic.php?t=64962
2019-06-17 09:46:57 +03:00
alexey.lysiuk
d5d509ea10
- switched to unconditional level exit in scriptified actors
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Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-16 15:05:36 +02:00
alexey.lysiuk
cc5bff6c9c
- exported unconditional level exit to ZScript
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Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-16 15:05:36 +02:00
Rachael Alexanderson
764e95f34f
- compat_pointonline for doom2 map14
2019-06-15 04:57:03 -04:00
Alexander
c161635cca
localize custom menu titles in option search results
2019-06-12 17:37:29 +02:00
alexey.lysiuk
b6ada166fc
- fixed compilation of FXAA shader by macOS OpenGL
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Compile Shader 'shaders/glsl/fxaa.fp':
ERROR: 0:250: '' : syntax error: incorrect preprocessor directive
ERROR: 0:250: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:265: '' : syntax error: incorrect preprocessor directive
ERROR: 0:265: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:266: '' : Macro Redefined lumaM
ERROR: 0:301: '' : syntax error: incorrect preprocessor directive
ERROR: 0:301: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:599: '' : syntax error: incorrect preprocessor directive
ERROR: 0:599: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
https://forum.zdoom.org/viewtopic.php?t=65003
2019-06-11 08:20:24 +03:00
Gutawer
324a720d56
- added a linear transformation system to Shape2D so that things like rotations and scales can be changed without having to clear and push a large amount of data
2019-06-08 14:05:32 +02:00