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