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- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'. Update to ZDoom r940: SBarInfo Update #18: - Simplified the DrawGraphic function in sbarinfo_display.cpp - Added xOffset, yOffset, and alpha to every drawing function in sbarinfo_display.cpp. So Strife popups can be handeled better and allow for other effects (translucent bars?). I'm thinking about making a struct for these five (also x and y) arguments so that the argument lists don't become a mess. - Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to DrawGraphic. - DrawKeyBar wasn't using screen->DrawTexture. - Added a Fade transition for popups. It takes two args fade in rate and fade out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete and so on). - Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible. - Fixed: When an instrument's envelope runs out, it does not immediately ramp to zero. Rather, it lets the remainder of the sample finish playing. - Fixed: When playing a MIDI file with EMIDI track designations to turn a track off, any ticks that had only events on the disabled track would cause the delay for that track to be thrown away, and the following notes on enabled tracks would play too soon. This could be heard quite clearly in xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing of tracks 13 and 14 (EP1 Melody and EP1 Echo). - Fixed: DFlashFader did some operations in its destructor that had to be moved to its Destroy method. - Fixed: Dropped weapons from dying players should not double ammo. - Fixed: When note_on() is called and another copy of the same note is already playing on the channel, it should stop it with finish_note(), not kill_note(). This can be clearly heard in the final cymbal crashes of D_DM2TTL where TiMidity cuts them off because the final cymbals are played with a velocity of 1 before the preceding cymbals have finished. (I wonder if I should be setting the self_nonexclusive flag for GUS patches to disable even this behavior, though, since gf1note.c doesn't turn off duplicate notes.) - Changed envelope handling to hopefully match the GUS player's. The most egregious mistake TiMidity makes is to treat bit 6 as an envelope enable bit. This is not what it does; every sample has an envelope. Rather, this is a "no sampled release" flag. Also, despite fiddling with the PATCH_SUSTAIN flag during instrument loading, TiMidity never actually used it. Nor did it do anything at all with the PATCH_FAST_REL flag. - Fixed: wbstartstruct's lump name fields were only 8 characters long and not properly zero-terminated when all 8 characters were used. - Fixed: Local sound sequence definitions caused a crash because a proper NULL check was missing. - Added translucent blending modes to FMultipatchTexture (not tested yet!) - Also changed all true color texture creation functions to use proper alpha values instead of inverted ones. - Changed FRemapTable so that all palette entries must contain proper alpha values. - Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check. - Changed: The boss brain's explosions play weapons/rocklx which is an unlimited sound. This can become extremely loud. Replaced with a new sound which is just an alias to weapons/rocklx but has a limit of 4. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
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40 changed files with 825 additions and 431 deletions
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@ -1464,7 +1464,7 @@ void M_DrawReadThis ()
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else
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{
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// Did the mapper choose a custom help page via MAPINFO?
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if (level.info->f1[0] != 0)
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if ((level.info != NULL) && level.info->f1[0] != 0)
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{
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tex = TexMan.FindTexture(level.info->f1);
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}
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@ -3513,7 +3513,7 @@ void M_Init (void)
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for (i = 0; i < 256; i++)
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{
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FireRemap.Remap[i] = ColorMatcher.Pick (i/2+32, 0, i/4);
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FireRemap.Palette[i] = PalEntry(i/2+32, 0, i/4);
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FireRemap.Palette[i] = PalEntry(255, i/2+32, 0, i/4);
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}
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}
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else
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@ -3522,7 +3522,7 @@ void M_Init (void)
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for (i = 0; i < 256; ++i)
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{
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FireRemap.Remap[i] = ColorMatcher.Pick (i/4, i*13/40+7, i/4);
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FireRemap.Palette[i] = PalEntry(i/4, i*13/40+7, i/4);
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FireRemap.Palette[i] = PalEntry(255, i/4, i*13/40+7, i/4);
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}
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}
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}
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