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- added all known maps requiring inverted sprite sorting to compatibility.txt.
- added compatibility option to invert sprite sorting. Apparently Doom.exe originally sorted them differently than most source port and on some maps which depends on this it doesn't look right (e.g. Strain MAP13) SVN r2031 (trunk)
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0a4d860ec7
commit
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8 changed files with 60 additions and 4 deletions
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@ -1,3 +1,9 @@
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December 18, 2009 (Changes by Graf Zahl)
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- added all known maps requiring inverted sprite sorting to compatibility.txt.
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- added compatibility option to invert sprite sorting. Apparently Doom.exe
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originally sorted them differently than most source port and on some maps
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which depends on this it doesn't look right (e.g. Strain MAP13)
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December 17, 2009
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- Fixed: Using Transfer_Heights with the SECF_UNDERWATER and
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SECF_FAKEFLOORONLY flags applied the water effect to the ceiling and not
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@ -105,6 +105,7 @@ static FCompatOption Options[] =
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{ "mbfmonstermove", COMPATF_MBFMONSTERMOVE, 0 },
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{ "corpsegibs", COMPATF_CORPSEGIBS, 0 },
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{ "noblockfriends", COMPATF_NOBLOCKFRIENDS, 0 },
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{ "spritesort", COMPATF_SPRITESORT, 0 },
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{ NULL, 0, 0 }
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};
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@ -492,12 +492,12 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
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break;
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case 1: // Doom2.exe compatible with a few relaxed settings
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v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|
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v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT|
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COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_DEHHEALTH|COMPATF_CROSSDROPOFF;
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break;
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case 2: // same as 1 but stricter (NO_PASSMOBJ and INVISIBILITY are also set)
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v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|
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v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT|
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COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_NO_PASSMOBJ|COMPATF_LIMITPAIN|
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COMPATF_DEHHEALTH|COMPATF_INVISIBILITY|COMPATF_CROSSDROPOFF|COMPATF_CORPSEGIBS;
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break;
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@ -546,6 +546,7 @@ CVAR (Flag, compat_mushroom, compatflags, COMPATF_MUSHROOM);
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CVAR (Flag, compat_mbfmonstermove,compatflags, COMPATF_MBFMONSTERMOVE);
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CVAR (Flag, compat_corpsegibs, compatflags, COMPATF_CORPSEGIBS);
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CVAR (Flag, compat_noblockfriends,compatflags,COMPATF_NOBLOCKFRIENDS);
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CVAR (Flag, compat_spritesort, compatflags,COMPATF_SPRITESORT);
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//==========================================================================
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//
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@ -324,6 +324,7 @@ enum
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COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
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COMPATF_CORPSEGIBS = 1 << 25, // Crushed monsters are turned into gibs, rather than replaced by gibs.
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COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
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COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
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};
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// Emulate old bugs for select maps. These are not exposed by a cvar
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@ -1359,6 +1359,7 @@ MapFlagHandlers[] =
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{ "compat_mbfmonstermove", MITYPE_COMPATFLAG, COMPATF_MBFMONSTERMOVE},
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{ "compat_corpsegibs", MITYPE_COMPATFLAG, COMPATF_CORPSEGIBS},
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{ "compat_noblockfriends", MITYPE_COMPATFLAG, COMPATF_NOBLOCKFRIENDS},
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{ "compat_spritesort", MITYPE_COMPATFLAG, COMPATF_SPRITESORT},
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{ "cd_start_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end1_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end2_track", MITYPE_EATNEXT, 0, 0 },
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@ -1112,6 +1112,7 @@ static menuitem_t CompatibilityItems[] = {
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{ bitflag, "Monster movement is affected by effects", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MBFMONSTERMOVE} },
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{ bitflag, "Crushed monsters can be resurrected", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_CORPSEGIBS} },
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{ bitflag, "Friendly monsters aren't blocked", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NOBLOCKFRIENDS} },
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{ bitflag, "Invert sprite sorting", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SPRITESORT} },
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{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
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};
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@ -2047,9 +2047,22 @@ void R_SortVisSprites (bool (*compare)(vissprite_t *, vissprite_t *), size_t fir
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spritesortersize = MaxVisSprites;
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}
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for (i = 0, spr = firstvissprite; i < vsprcount; i++, spr++)
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if (!(i_compatflags & COMPATF_SPRITESORT))
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{
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spritesorter[i] = *spr;
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for (i = 0, spr = firstvissprite; i < vsprcount; i++, spr++)
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{
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spritesorter[i] = *spr;
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}
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}
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else
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{
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// If the compatibility option is on sprites of equal distance need to
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// be sorted in inverse order. This is most easily achieved by
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// filling the sort array backwards before the sort.
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for (i = 0, spr = firstvissprite + vsprcount-1; i < vsprcount; i++, spr--)
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{
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spritesorter[i] = *spr;
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}
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}
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std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
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@ -91,3 +91,35 @@ F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
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corpsegibs
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vileghosts
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}
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// invert the sorting order of overlapping sprites at the same spot
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551D6B416EB3324790BC0F0F74B49600 // Strain map13
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2F49C29691F8565F0B99B27FCF2627E6 // Astrostein 1 MAP01
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55A741F9C2955C2B06F2387E45ED6C62 // MAP02
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4E7286B735671A942C54FAC6CB52A8C3 // MAP03
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825772094FF3569FC3722145F82F820A // MAP04
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CB6CF6BE0EA4A6AB9830FBB7F9192B80 // MAP05
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AB24CCF84C2FE1A543FE033589BD1FBC // MAP06
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6BE0908B4DAFF53AA0A7493C04A608A4 // MAP07
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305275E5E07755E17AAB064981279295 // MAP08
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A8FBF3600088E79D02283C40D12B7F26 // MAP09
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A8FBF3600088E79D02283C40D12B7F26 // MAP09
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F0C95C76237DF617560577767EC21E1C // MAP10
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2A2AF2CDAB7E7A66D28AFC3AA6243DCC // Astrostein 2 map01
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0667DA831EB293D3387579565C11F0DD // map02
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76DA72420EBE0A53D861373D7123DE33 // map03
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5A4F8186580FFE41BCD80960B7F19CA8 // map04
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E3A1EE2A0A2FB27496074057E3FA82F0 // map05
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1CA60DE4062F41DC1A39396228913882 // map06
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DABC3033A734DEF402A8FEF6C2FEDCC2 // map07
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2E8211EA051EA8C3241859D1854386D6 // map08
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EAD27C506AFC856BE07DDDDED20D7ED0 // map09
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7DA47B044E2D5D17EAE2960BBFAEDE1A // Astrostein 3 map10
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46E0F4529E8E396DEDC8DB83443078A7 // map13
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2742D556921FBE753C16175F0C980091 // map14
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AB1A6C1D3898D4259C0645306939374C // map15
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0599F0D0CC1F41F52B7E8214D0348EEA // map17
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CA267398C9B3A8F79349D3394F8B2106 // map20
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{
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spritesort
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}
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