* Fix issues in ILLUSORY/ilusory1
Added some compatibility patches for Illusions of Home E1M6, E3M4, and E3M7 (this fixes minor issues to all of these maps)
E1M8 requires a MAPINFO of some sort to have work correctly in the state it's in, unfortunately.
* Minor tweak to ILLUSORY/ilusory1 fix
Didn't need the activation reset as it was already set to begin with.
* Made the fixes consistent
Made the fixes consistent with the rest of the fixes for the other WADs already in this file
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 159:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 161:
Truncation of floating point value
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
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.
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.
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
* 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.
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
Script warning, "gzdoom.pk3:zscript/ui/statscreen/statscreen.zs" line 24:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/statscreen/statscreen.zs" line 24:
Accessing deprecated function CharAt - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 64:
Call to deprecated function ToLower
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 64:
Accessing deprecated function ToLower - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 65:
Call to deprecated function ToLower
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 65:
Accessing deprecated function ToLower - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 202:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 202:
Accessing deprecated function CharAt - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 235:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 235:
Accessing deprecated function CharAt - deprecated since 4.1.0
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
This was meant for using the VGA font in the alternative HUD but this never went beyond the Kill/Item/Secret display which isn't useful for localization.
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.
This was yet another piece of code that essentially was unworkable thanks to the limited screen space with the old bitmap fonts.
With the new font there is enough screen space to do this properly.
This has to be set in the console, the default is still the regular small font. Mainly added because some mods have really hard to read fonts where it is not easy to decipher the numbers.
1. Top-level menu names are now properly handled.
2. Changing "Any or All terms" option now immediately updates the results.
3. Reformatted menu.zs to have tabs instead of spaces.
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
* added a CVAR that sets how localizable graphics need to be dealt with.
* pass the substitution string to OkForLocalization so that proper checks can be performed.
* increased item spacing on Doom's list menus to 18 from 16 pixels, because otherwise the diacritic letters would not fit. 20 would have been more ideal but 18 was the limit without compromising its visual style
* added a second text-only main menu because here the spacing cannot be changed. Doing so would render any single-patch main menu non-functional. So here the rules are that if substitution takes place, it will swap out the entire menu class.
* fixed some issues with the summary screen's "entering" and "finished" graphics.
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.