Christoph Oelckers
c4fbbfa033
- fixed edge case where both Mancubus and Arachnotron have the same replacement and trigger a boss action.
2020-11-01 00:26:49 +01:00
Christoph Oelckers
1c32d22b3e
- fixed fullscreen scaling for narrow aspect ratios.
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# Conflicts:
# src/v_draw.cpp
2020-11-01 00:26:47 +01:00
Christoph Oelckers
274ac25223
- default to fullscreen mode 3.
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The option still remains for cases where it does not work but the cases where mode 3 causes real problems are rare.
All I could find were a handful of poor intermission pics in some old mods which aren't worth keeping this artificial limitation.
2020-11-01 00:26:44 +01:00
Christoph Oelckers
51f9e158f2
- made the vertical scroller widescreen aware as well.
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# Conflicts:
# src/intermission/intermission.cpp
2020-11-01 00:26:42 +01:00
Christoph Oelckers
fbd2b05d36
- adapt the bunny scroller to widescreen images.
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This only concerns the actual horizontal scroller. The vertical one still needs work and the "The End" screen only works if the second picture of the scroller is the full widescreen image because this page is done as a regular single image page which does not know anything about widescreen asset replacements.
2020-11-01 00:26:40 +01:00
Christoph Oelckers
4fd9765a18
- removed the limiter flags again and addressed the underlying problem properly.
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The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.
# Conflicts:
# src/common/audio/sound/oalsound.cpp
2020-10-29 12:10:49 +01:00
alexey.lysiuk
dc2d5d7d36
- removed duplicated line of code
2020-10-28 10:39:06 +01:00
Christoph Oelckers
bef153d3b6
- enable OpenAL's sound volume normalizer.
2020-10-28 01:02:09 +01:00
Marisa Kirisame
31bb394abf
Linetrace properly reports 3D line hits as "middle" part ( #1228 )
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* Linetrace properly reports 3D line hits as "middle" part, as was intended.
* Typo fix
2020-10-26 12:18:20 +01:00
Christoph Oelckers
3dc03f923c
- fixed: Crushing generic floors must use crush mode 2.
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This is how Doom always worked. Mode 1 is not useful for one-time crushing effects.
# Conflicts:
# src/p_lnspec.cpp
2020-10-26 12:18:18 +01:00
Nikolay Ambartsumov
84041bb67d
Fix crossing multiple lineportals on same tic
2020-10-19 10:41:24 +02:00
drfrag
b752e0ad9b
- Version 3.87a.
2020-10-18 21:28:12 +02:00
drfrag
9a121d1271
- Cosmetic change.
2020-10-18 10:20:53 +02:00
Christoph Oelckers
a20c0a0e02
- fixed infinite loop with list menus that have no selectable item.
2020-10-17 18:57:16 +02:00
drfrag
e88706542c
- Fixed compilation: error C4984: 'if constexpr' is a C++17 language extension
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(Thanks Gutawer)
2020-10-17 18:57:15 +02:00
Christoph Oelckers
b8496b6def
fixed side_t::SetSpecialColor.
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This never set the needed flags to make the color appear.
2020-10-17 18:44:10 +02:00
Christoph Oelckers
5ed6e07b84
- clear intermediate entries when inserting an object beyond the end of an array.
2020-10-17 18:44:07 +02:00
Christoph Oelckers
dabfd221e3
- fixed: Array.Insert must zero all elements before the new one if something gets inserted outside the existing range.
2020-10-17 18:44:05 +02:00
Christoph Oelckers
bbbbc6885f
- ensure that sfxinfo_t is always fully initialized, regardless how the setup is performed.
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The recent pitch additions did not do this on all possible paths.
# Conflicts:
# src/sound/s_advsound.cpp
2020-10-17 18:44:03 +02:00
Christoph Oelckers
7a5c34730b
- moved game specific data out of the sound backend.
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In Raze I already had a user data array for that so this gets used here, too, now.
Also copied a few other fixes.
# Conflicts:
# src/sound/s_soundinternal.h
2020-10-17 18:44:00 +02:00
Christoph Oelckers
79140f3c7c
- minor sound code cleanup
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# Conflicts:
# src/sound/backend/oalsound.cpp
# Conflicts:
# src/sound/s_environment.cpp
# src/sound/s_sound.cpp
2020-10-17 18:43:58 +02:00
Christoph Oelckers
7a93eeace5
- added missing decal assignments to the medium macs spheres for Heretic.
2020-10-17 10:56:44 +02:00
Christoph Oelckers
75b90cdbf2
- disabled negative gravity check.
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According to reports on the forum this does not cause bad behavior.
2020-10-17 10:56:42 +02:00
drfrag
6ba3eba4d3
- Include cleanup in the libraries folder.
2020-10-16 14:28:48 +02:00
Wohlstand
877f6be22e
libADLMIDI and libOPNMIDI: Fixed an infinite loop caused the stuck
2020-10-16 11:55:34 +03:00
Wohlstand
1f6a197bbb
libOPNMIDI: Small fix of the build
2020-10-15 13:44:34 +03:00
Wohlstand
2d5fa2bba6
libADLMIDI: Apply the set of recent bugfixes
2020-10-15 13:41:56 +03:00
drfrag
d97ec56b8e
- This is 3.87.
2020-10-12 14:53:05 +02:00
Wohlstand
51079ac0cb
libADLMIDI & libOPNMIDI: Apply the important fix
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Fixed an incorrect timer processing when using a real-time interface.
This bug does directly affect the case of ZMusic which does use of RealTime API of both libraries.
2020-10-11 10:28:35 +02:00
drfrag
2ca095543f
- Add some missing functions to menus.
2020-10-10 15:04:59 +02:00
alexey.lysiuk
698886e5db
- converted level global variable into real pointer
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# Conflicts:
# src/g_levellocals.h
2020-10-10 15:04:56 +02:00
alexey.lysiuk
039bc65615
- fixed: next secret map was ignored in ending sequence
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https://forum.zdoom.org/viewtopic.php?t=70132
# Conflicts:
# src/g_level.cpp
2020-10-10 13:53:04 +02:00
drfrag
7137e39e0a
- Hacked a level member into thinkers.
2020-10-10 13:53:02 +02:00
Player701
d764412121
- Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area.
2020-10-09 20:15:40 +02:00
Player701
d3f023013b
- Force node rebuilding for Double Impact E1M3 (bad subsector)
2020-10-09 14:48:35 +02:00
Player701
eaa96c16c4
- Force node rebuilding for Akeldama MAP26 (bad subsectors) ( #1206 )
2020-10-09 14:48:33 +02:00
Player701
a1f566f7b8
- Do not error out if some states are missing in an abstract weapon class
2020-10-06 20:29:31 +02:00
drfrag
d6775e9322
- Different fix for the previous bug, better safe than sorry.
2020-10-06 01:53:57 +02:00
drfrag
e3ed066b82
- Fixed: NetServerInfo was not being saved after the exit cleanup.
2020-10-05 17:57:11 +02:00
drfrag
d597a3919d
- Missing strings.
2020-10-04 12:50:46 +02:00
drfrag
bc6c4467e3
- Bump LASTRUNVERSION.
2020-10-04 12:50:43 +02:00
Christoph Oelckers
ceaea1548d
- added config migration handling for the changes to adl_volume_model.
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# Conflicts:
# src/gameconfigfile.cpp
2020-10-04 12:50:42 +02:00
Wohlstand
586c2a2093
Added new parameters in favor of libADLMIDI and libOPNMIDI update
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# Conflicts:
# wadsrc/static/language.csv
2020-10-04 12:50:40 +02:00
Wohlstand
b07330c428
libADLMIDI: Fixed a mistake with Volume Model setup
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Don't set a bank number instead of a volume model!
2020-10-04 12:50:38 +02:00
Wohlstand
15eb7bc110
Re-compute all sound delays inside of GENMIDI.GS.wopl
2020-10-04 12:50:36 +02:00
Wohlstand
58b65837b5
Added a short ReadME for all banks
2020-10-04 12:50:34 +02:00
Wohlstand
81d3814ebf
Updated the set of extra FM banks
2020-10-04 12:50:32 +02:00
Wohlstand
7d2a670d6e
Updated default xg.wopn bank
2020-10-04 12:50:30 +02:00
Vitaly Novichkov
daf6321dbc
ADLMIDI: Set the different gain per volume model
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Different volume models were means louder or quiter sounding of the rest of notes in the song. And to avoid the mess between volume models, let's use different gain factor for each volume model?
2020-10-04 12:50:28 +02:00
Wohlstand
d4bd1a369f
ADL & OPN: Added SysEx calls
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They are supported by those engines and needed for XG and GS specific controls: GS custom drums are working and supported!
2020-10-04 12:50:26 +02:00