alexey.lysiuk
eaa7e392d7
- fixed FLineTraceData scripting definition
...
https://forum.zdoom.org/viewtopic.php?t=67795
# Conflicts:
# src/scripting/thingdef_data.cpp
2020-03-14 19:15:27 +01:00
Christoph Oelckers
9fe9552023
- fixed A_FireCGun.
2020-03-11 20:18:45 +01:00
Christoph Oelckers
4e40c4dfa9
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 20:18:43 +01:00
Alexander Kromm
c91c542c23
fix Dictionary and DictionaryIterator memory leaks
...
# Conflicts:
# src/version.h
2020-03-09 00:33:48 +01:00
Major Cooke
c467539014
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
...
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-09 00:28:05 +01:00
Major Cooke
8712d7c237
Added Pre(Un)Morph and Post(Un)Morph functions.
...
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-09 00:28:03 +01:00
Rachael Alexanderson
673e52f02f
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-04 09:46:09 +01:00
Rachael Alexanderson
c9476e6188
- remove addition from deprecated A_PlaySound
2020-03-03 10:58:50 +01:00
Rachael Alexanderson
4625925a69
- ported over Nash's startTime for A_StartSound
2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc
Added A_StopSounds(int chanmin, int chanmax).
...
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd
Added A_StopAllSounds.
2020-02-29 20:02:17 +01:00
drfrag
797037fcde
Oops, fixed default bindings not being loaded from pwads.
...
# Conflicts:
# src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
bf8a5621eb
- Missed bindings for other games.
2020-02-28 16:31:06 +01:00
drfrag
fa5902b538
- Add support for several control layouts.
2020-02-28 12:44:13 +01:00
Major Cooke
116a935b71
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-11 00:55:21 +01:00
Zain Aamer
44ea61a280
Clearscope Index()
...
For Vertex, Side, Line and Sector
2020-02-11 00:55:17 +01:00
alexey.lysiuk
b8395e5b59
- fixed wrong arguments of a few A_StartSound() calls
...
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 15:20:35 +01:00
Rachael Alexanderson
76fffe288c
- add support for xbox 360 versions of Doom/Doom2
...
# Conflicts:
# wadsrc_extra/static/iwadinfo.txt
2020-01-24 15:20:21 +01:00
3saster
5a3e04e2e3
Plutonia 2 Compatibility Fixes ( #1026 )
...
* Plutonia 2 MAP20 fix
* Plutonia 2 MAP27 fix
* Plutonia 2 MAP05 fix
* Plutonia 2 MAP23 fix
* Plutonia 2 MAP24 fix
2020-01-22 12:27:53 +01:00
alexey.lysiuk
7d7bf3dee9
- fixed resetting of music volume after closing dialogue
...
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-21 12:17:56 +01:00
alexey.lysiuk
7d0df9fe3f
- exposed Level.MusicVolume to ZScript
2020-01-21 12:17:54 +01:00
Rachael Alexanderson
f058d62b62
- fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded
2020-01-19 01:33:51 +01:00
Christoph Oelckers
8ffadb64b5
- precache a few sounds being referenced in common game code.
...
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 11:23:24 +01:00
Alexander Kromm
dd40d4f6f6
make enter key toggle Option Search mode too
2020-01-17 13:02:12 +01:00
drfrag
004b48d62f
- Blind attempt at adding support for 4 XInput controllers.
2020-01-13 13:19:34 +01:00
Rachael Alexanderson
07bc5d233e
- implement player setup background by Enjay
2020-01-12 20:51:41 +01:00
Christoph Oelckers
0c2ee0ffea
- added missing render style constants to ZScript.
2020-01-12 12:59:46 +01:00
Rachael Alexanderson
ad4770a803
- add support for new Bethesda.Net Unity Edition wads
...
- they can be extracted with this utility: https://github.com/kevansevans/Unity-Doom-Ripper
# Conflicts:
# wadsrc_extra/static/iwadinfo.txt
2020-01-12 00:46:44 +01:00
Christoph Oelckers
37db863bab
- fixed: menu sounds no longer got the CHANF_UI flag.
2020-01-07 19:55:55 +01:00
Christoph Oelckers
286cda2bb5
- bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.
...
# Conflicts:
# wadsrc/static/zscript.txt
2020-01-07 19:37:00 +01:00
Christoph Oelckers
5229a84047
- deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
...
# Conflicts:
# wadsrc_extra/static/filter/harmony/decorate.txt
2020-01-07 19:36:57 +01:00
Christoph Oelckers
ce1f4427cc
- cleaned up the parameters of A_StartSound.
...
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-07 19:36:52 +01:00
Christoph Oelckers
41d192ed98
- fixed two missing commas in DEHSUPP.
2020-01-06 21:57:06 +01:00
Christoph Oelckers
16bd5e9619
- added the Dehacked extensions from Crispy/Doom Retro.
...
All empty placeholders for mods to fill in, no new functionality.
2020-01-06 21:57:04 +01:00
Alexander Kromm
032c6a534b
export dictionary iterator
2020-01-06 21:57:02 +01:00
Cacodemon345
5ed070964c
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
...
# Conflicts:
# src/hwrenderer/scene/hw_weapon.cpp
# src/r_data/models/models.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2020-01-06 21:50:14 +01:00
Chronos Ouroboros
b021befba8
Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
2020-01-06 19:49:28 +01:00
Alexander Kromm
4f5218cc8f
add Dictionary.Remove(String key) function
2020-01-06 19:49:25 +01:00
Christoph Oelckers
7919c86f3e
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2020-01-06 19:49:18 +01:00
Alexander Kromm
a7e6552f0f
export TMap<FString, FString> to ZScript
...
# Conflicts:
# src/CMakeLists.txt
# src/serializer.h
2020-01-06 19:18:22 +01:00
Rachael Alexanderson
98b00b0c79
- add vid_scalemode 6 to the menu
...
# Conflicts:
# wadsrc/static/menudef.txt
2020-01-06 18:23:29 +01:00
alexey.lysiuk
69d39bcd44
- move setting status bar defaults to proper location
...
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:35 +01:00
alexey.lysiuk
47fd36d6ed
- set meaningful defaults on initialization of BaseStatusBar
...
https://forum.zdoom.org/viewtopic.php?t=66339
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:32 +01:00
Christoph Oelckers
25288d5cea
- renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
2020-01-06 15:08:26 +01:00
Christoph Oelckers
c3759f389c
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
...
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
# Conflicts:
# src/bbannouncer.cpp
# src/fragglescript/t_func.cpp
# src/g_shared/a_lightning.cpp
# src/p_effect.cpp
# src/p_mobj.cpp
# src/p_switch.cpp
# src/playsim/p_spec.cpp
# src/sound/s_doomsound.cpp
# src/sound/s_doomsound.h
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/intermission/intermission.cpp
# src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
8adf2c34cd
- continued refactoring on sound code.
...
The game independent part of the code has been mostly isolated.
# Conflicts:
# src/sound/s_doomsound.cpp
# src/sound/s_sound.cpp
# src/sound/s_sound.h
# Conflicts:
# src/sound/s_sound.cpp
2020-01-06 13:45:19 +01:00
alexey.lysiuk
1ca7786650
- added 'damageonland' property to terrain definition
...
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor
https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 20:35:44 +01:00
drfrag
e4c1b1413e
- Replaced the useless 160x200 scale preset with widescreen 356x200.
2019-12-12 12:57:35 +01:00
Ed the Bat
bc089ebb2b
More compat fixes for Swan Fox maps ( #982 )
...
* More compat fixes for Swan Fox maps
Found some more issues on maps that already have compat fixes in place
* Missed a dud line
At least I'd commented it out so it was benign, but still...
2019-12-09 21:06:48 +01:00
Rachael Alexanderson
5c4d75e081
- add line_horizon on HOM line in Sapphire.wad
2019-12-09 21:06:46 +01:00
drfrag
efb3465921
- Add option to reset controls to defaults.
2019-12-07 22:23:02 +01:00
drfrag
996ce44d2a
- Missing strings.
2019-12-07 00:42:48 +01:00
drfrag
30ced415ce
- Delay monster respawning in nightmare Heretic.
2019-12-01 11:21:02 +01:00
Christoph Oelckers
d4a71e3d20
- added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
2019-12-01 10:59:09 +01:00
alexey.lysiuk
332cd0690b
- fixed monster teleportation on Ancient Aliens MAP23
...
Particular combination of teleport lines and monster radius requires vanilla behavior of P_PointOnLineSide()
https://forum.zdoom.org/viewtopic.php?t=66504
2019-11-29 12:46:23 +01:00
drfrag
4030d22d97
- Swap skill levels, don't replace nightmare anymore.
2019-11-29 12:43:40 +01:00
alexey.lysiuk
ff4924bf8f
- made most of AltHud class functions virtual
...
This allows arbitrary customization of alternative HUD
2019-11-26 16:48:04 +01:00
Christoph Oelckers
10c5b0588b
- fixed redundant map name display on alternative HUD's automap HUD.
...
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/alt_hud.zs
2019-11-26 16:47:59 +01:00
alexey.lysiuk
1a4f62c54f
- added ability to set custom alternative HUD
...
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud
https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 16:47:54 +01:00
Rachael Alexanderson
ed654150eb
- add cvar 'cl_customizeinvulmap' - changes the invulnerability… ( #972 )
...
* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow
* - add menu option for cl_disableinvertedcolormap
* - added customization for invulnerability colormap
* - fixed custom colormap being calculated incorrectly
* - disable custom invulnerability map before the main game loop
# Conflicts:
# src/d_main.cpp
2019-11-26 14:53:19 +01:00
drfrag
75a8091002
- Remove UM skill from the menu now that i've added the real thing with 2xmonsters in RUDE, still works with skill 4.
...
https://github.com/drfrag666/chocolate-doom/releases
2019-11-25 20:34:23 +01:00
alexey.lysiuk
7160219b63
- exported several Wads.GetLump...() methods to ZScript
...
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps
https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 18:16:42 +01:00
Ed the Bat
b47e331c15
More level_compatibility map fixes
...
These maps have actors not marked for any game mode (single, cooperative, deathmatch). That works in Zandronum, but GZDoom requires this fix.
2019-11-25 12:11:06 +01:00
Rachael Alexanderson
818d9764c5
- fixed a compatibility fix that used 'FlipLine'
2019-11-25 12:11:04 +01:00
Rachael Alexanderson
bbe64ac8c6
- rename 'FlipLine' to 'FlipLineVertexes' to clarify what it does
...
- add function 'FlipLineCompletely' which calls both 'FlipLineVertexes' and 'FlipLineSideRefs'
2019-11-25 12:11:01 +01:00
Player701
d7542a8cd9
- Implemented scale parameter for BaseStatusBar::DrawString
...
# Conflicts:
# src/g_statusbar/shared_sbar.cpp
# Conflicts:
# src/g_statusbar/shared_sbar.cpp
2019-11-25 12:10:58 +01:00
Ed the Bat
6b70b7d83a
Compatibility fixes for Clavicula Nox
...
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/clavnoxr
This Vavoom mod was unplayable in G/ZDoom without cheating, due to how swimmable water was implemented. This finally fixes it to work.
2019-11-23 01:10:07 +01:00
Ed the Bat
bfcc4b7be6
Update level_compatibility.zs ( #973 )
...
* Update level_compatibility.zs
Map fixes for some older mods
* Formatting changes
Spaces around commas and comment markers, to better match the rest of the file
2019-11-21 18:03:59 +01:00
drfrag
4977e6af1f
- add native FlipLineSideRefs(line)
...
- FlipLineSideRefs should only work on single-sided lines
(patch by Rachael)
2019-11-16 14:01:47 +01:00
Rachael Alexanderson
4878da381b
- new zscript function 'SetLineVertexes(line, v1, v2)'
...
- scriptify 'FlipLine' completely using new function, remove native version
# Conflicts:
# src/maploader/postprocessor.cpp
2019-11-13 19:34:39 +01:00
drfrag
c6105a1e3f
- Missing string.
2019-11-13 19:34:36 +01:00
3saster
7b454ef6c2
Added 'nocheats' CVAR ( #969 )
...
This CVAR disables all classic cheats (i.e. keyboard cheats). This prevents keypresses from being eaten due to attempting to read cheats
2019-11-13 19:34:34 +01:00
Marisa Kirisame
50a7db6fa3
Localize level/author strings on intermission startup, fixes misalignments.
...
# Conflicts:
# wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-11-13 19:34:31 +01:00
drfrag
44aeb56932
- add 'FlipLine' to 'LevelPostProcessor'
...
(patch by Rachael)
2019-11-13 19:34:28 +01:00
alexey.lysiuk
05f36cafc8
- extended level post-processing with special string arguments
...
# Conflicts:
# src/maploader/maploader.cpp
2019-11-13 19:34:26 +01:00
alexey.lysiuk
dca15d56c8
- extended level post-processing with thing IDs
...
# Conflicts:
# src/maploader/maploader.cpp
2019-11-13 19:34:23 +01:00
alexey.lysiuk
814483f5b8
- level post-processor cleanup
...
# Conflicts:
# src/maploader/maploader.cpp
2019-11-13 19:34:21 +01:00
alexey.lysiuk
7f1166e833
- level post-processor can now add new things
...
# Conflicts:
# src/maploader/maploader.cpp
2019-11-13 19:34:18 +01:00
alexey.lysiuk
05f0b76f8e
- extended level post-processing with specials and arguments
...
# Conflicts:
# src/maploader/maploader.cpp
2019-11-13 19:34:16 +01:00
alexey.lysiuk
09e7fe5fb4
- extended level post-processing with editor numbers and angles
...
# Conflicts:
# src/maploader/maploader.cpp
2019-11-13 19:34:13 +01:00
alexey.lysiuk
20098ca90b
- added things related getters to level post-processing
...
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields
# Conflicts:
# src/maploader/maploader.cpp
2019-11-13 19:34:11 +01:00
drfrag
91859bc6fa
- added generic level post-processing script class
...
It was extracted from LevelCompatibility class, and native code was moved accordingly
(original patch by _mental_)
# Conflicts:
# src/compatibility.cpp
2019-11-13 19:33:49 +01:00
drfrag
033f0ca43e
Revert "- add 'flipline' function to levelcompatibility"
...
This reverts commit 1a85206983
.
Revert "- implement the following functions under LevelCompatibility:"
This reverts commit 6537eca669
.
2019-11-13 19:31:42 +01:00
alexey.lysiuk
81010b4fbf
- fixed missing fullbright for Berserk
...
https://forum.zdoom.org/viewtopic.php?t=66307
2019-11-06 17:51:03 +01:00
alexey.lysiuk
c41a44176f
- fixed broken walkthrough of Restoring Deimos MAP07
2019-11-02 21:22:19 +01:00
drfrag
9ea43c4b14
- Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key.
...
Thanks randi!
2019-10-31 17:05:33 +01:00
alexey.lysiuk
941a5f37a5
- fixed missing frames for axe attack without mana
...
The target state to jump is S_FAXEATK_5 in the original Hexen, but we were jumping to S_FAXEATK_7
5329fb5d75/src/hexen/info.c (L1298-L1299)
https://forum.zdoom.org/viewtopic.php?t=66216
2019-10-26 12:14:58 +02:00
drfrag
0907972c2f
Revert "- allow the language table to supersede the title patches, if appropriate"
...
This reverts commit 2b51e8d5dd
.
# Conflicts:
# src/g_hub.cpp
# src/g_level.cpp
# src/p_setup.cpp
# src/wi_stuff.cpp
# src/wi_stuff.h
# wadsrc/static/zscript/ui/statscreen/types.zs
Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"
This reverts commit 4a563f449d
.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed compilation."
This reverts commit 149a294a49
.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed game finales not being shown after the intermission."
This reverts commit 55af0b11c6
.
All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
2019-10-25 16:23:42 +02:00
PaulyB
c9075cc481
Scythe MAP22 Compatibility fix
2019-10-22 10:59:19 +02:00
Christoph Oelckers
f15a52b1e7
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
2019-10-22 10:59:13 +02:00
alexey.lysiuk
af3fce739d
- fixed broken walkthrough of Skulldash MAP04
2019-10-20 11:31:57 +02:00
alexey.lysiuk
f41c0eca12
- fixed broken walkthrough of Restoring Deimos MAP03
...
# Conflicts:
# wadsrc/static/zscript/level_compatibility.zs
2019-10-20 11:31:53 +02:00
alexey.lysiuk
0b16eb2cbb
- fixed: pickup flash didn't fade out if player was killed by pickup
...
https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 20:56:41 +02:00
Major Cooke
60b6b31542
Added compatibility for Hellbound MAP29
...
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
2019-10-12 14:35:31 +02:00
drfrag
d25557597b
- Added missing string and removed blank line in menu.
2019-09-30 21:49:33 +02:00
Alexander
a44f80c19d
add m_quickexit option for quick exit in game menu
...
Default: off (false)
When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.
# Conflicts:
# wadsrc/static/menudef.txt
2019-09-30 21:38:51 +02:00
Alexander
b4d10d2f5b
fix bug when down arrow gave no result after mouse move in main menu
...
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.
Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.
Repeated Down arrow pressing doesn't give any result, either.
If on step 4 Up arrow is pressed, the last element in the menu is selected.
2019-09-30 21:38:48 +02:00
alexey.lysiuk
df05187229
- fixed inventory scroll arrows in alternative HUD
...
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 18:16:10 +02:00
Rachael Alexanderson
6537eca669
- implement the following functions under LevelCompatibility:
...
GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle
# Conflicts:
# src/maploader/compatibility.cpp
2019-09-28 15:01:23 +02:00
Rachael Alexanderson
1a85206983
- add 'flipline' function to levelcompatibility
...
# Conflicts:
# src/maploader/compatibility.cpp
2019-09-28 14:56:12 +02:00