Commit graph

1424 commits

Author SHA1 Message Date
Christoph Oelckers
17553cfbf6 - fixed: Line_SetBlocking and Line_SetTextureScale were not in the list
of action specials used by DECORATE or MAPINFO.
- fixed: Teleport_NoStop was not in the line special function table.


SVN r2010 (trunk)
2009-11-29 11:24:01 +00:00
Randy Heit
26f14f439b - Fixed: The FPS meter cannot use I_MSTime(), because if the game is started
with +vid_fps 1, it can need the time before the timer is ready to start.


SVN r2009 (trunk)
2009-11-29 02:57:09 +00:00
Randy Heit
a5c8b33f10 - Initialize TempRenderTexture and the back buffer to black upon creation.
SVN r2008 (trunk)
2009-11-29 02:42:20 +00:00
Randy Heit
cdb26a9b28 - Fixed: Windowed mode always needs to draw to the temporary surface, even
when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from
  it.


SVN r2007 (trunk)
2009-11-29 02:33:52 +00:00
Randy Heit
4edd51eb09 - Use the spawned class's scale as default for ScriptedMarine instead of
DoomPlayer.


SVN r2006 (trunk)
2009-11-29 01:56:22 +00:00
Christoph Oelckers
d14faa5f98 - fixed: Morph weapons weren't destroyed because the code checked for
them in the unmorphed player class.
- fixed: With padding the largest texture to fit into a page is 254x254.


SVN r2005 (trunk)
2009-11-28 07:46:30 +00:00
Christoph Oelckers
f3b19fcca2 - fixed an uninitialized variable in p_xlat.cpp .
SVN r2004 (trunk)
2009-11-27 21:45:17 +00:00
Christoph Oelckers
53a6ffee15 - fixed: The charge attack of Heretic's imp is not precisely the same
as A_SkullAttack with a different speed so A_ImpMsAttack has been
  reinstated.


SVN r2003 (trunk)
2009-11-27 13:23:02 +00:00
Randy Heit
787f00abf9 - Make the palette indexes used by FRemapTable subject to the global remap
table, just as the images they translate are.


SVN r2002 (trunk)
2009-11-26 03:16:54 +00:00
Christoph Oelckers
5d7670acc4 - Added MF4_ALLOWPARTICLES checks to blood spawning code.
SVN r2001 (trunk)
2009-11-24 22:28:38 +00:00
Christoph Oelckers
233e662a92 - Fixed: EV_DoDonut, EV_DoElevator and EV_StartWaggle did not to any 0-tag checks.
SVN r2000 (trunk)
2009-11-24 07:38:11 +00:00
Christoph Oelckers
32d9946f30 - Fixed: Doom line type 44 (lower ceiling to 8 above floor) must halt
movement if blocked which essentially means it acts like a Hexen-style
  crusher.


SVN r1998 (trunk)
2009-11-24 07:02:30 +00:00
Christoph Oelckers
f94c9ce81d - Fixed: Not all places checking for player start spots above 4 did it correctly.
The editor number for player start spot 5 is now stored in the game info
  so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles unlike Skulltag's original
  implementation.


SVN r1997 (trunk)
2009-11-24 06:55:38 +00:00
Randy Heit
53b1b7efab - Added Windows 7 (aka Windows NT 6.1) and Server 2008 identification to
I_DetectOS().


SVN r1996 (trunk)
2009-11-24 04:29:36 +00:00
Randy Heit
754fe70a79 - Fixed: ArtiPork did not use all its sprite frames.
SVN r1995 (trunk)
2009-11-24 03:14:21 +00:00
Randy Heit
f305b2f70c - Fixed: FWadCollection::AddFile() did not call FixPathSeperator(), so
savegames would hold the full file path for wads that had been specified
  with backslash characters, because GetWadName() would not trim off the
  path.


SVN r1994 (trunk)
2009-11-24 02:26:01 +00:00
Christoph Oelckers
9357ed82ed - extended Doom map format linedef translator so that it also handles the flags.
SVN r1992 (trunk)
2009-11-21 23:11:12 +00:00
Randy Heit
344dda4a1a - Replaced toint/quickertoint with the portable routines from xs_Float.h. The
former used fistp, which is not portable across platforms, so cannot be
  used in the play simulation. They were only suitable for the renderer.
  xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
  uses that now.
  (And I also learned that the FPU's round to nearest is not the rounding I
  learned in grade school but actually Banker's Rounding. I had no idea.)
  (Also, also, the only thing that could have made quickertoint faster than
  toint was that it stored a 32-bit int. I never timed them, and I doubt in
  practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
  returned as a double on the x87 stack, which the caller then needs to cast
  down to a float using fst/fld.

SVN r1990 (trunk)
2009-11-20 05:34:20 +00:00
Randy Heit
2b5f765982 - Added padding around packed textures to compensate for apparent NVidia
texture coordinate imprecision.


SVN r1988 (trunk)
2009-11-19 01:49:19 +00:00
Randy Heit
51eb6465a2 - Fixed two bugs in FMODSoundRenderer::HandleChannelDelay():
* Looping sounds that have been playing for a very long time, were evicted,
    and then were restarted need to have their positions clamped to lie
    within the bounds of the sounds. If we try to set a start position very
    far beyond the end, it will overflow inside FMOD and not work.
  * A start time of 0 is not actually valid and means the sound was never
    assigned a start time.
- The latter bug also reveals a problem with starting looped sounds evicted:
  They need to be assigned a start time so if they should have the opportunity
  to start later, they will be properly synchronized.


SVN r1987 (trunk)
2009-11-18 04:45:20 +00:00
Christoph Oelckers
424c6e8963 - fixed: P_NowayTraverse was called with a trace distance of 128 instead of
the 64 that should have been used.


SVN r1986 (trunk)
2009-11-17 23:09:21 +00:00
Christoph Oelckers
23d0d70ea6 - fixed: R_PointToAngle could overflow with very long vectors passed to
it. This caused rendering bugs on some maps. (Interestingly the only
  other port having a safeguard for this in place was PrBoom.)


SVN r1985 (trunk)
2009-11-17 13:50:46 +00:00
Christoph Oelckers
53a717673f - reverted the change that makes 0-damage projectiles call P_DamageMobj.
Both Hexen and Heretic depend on such projectiles not doing it as do many
  mods that create snow/rain effects plus any terrain splash mod.


SVN r1984 (trunk)
2009-11-17 07:18:19 +00:00
Christoph Oelckers
3a198a29dc - fixed: fullscreen images with texture scaling used the unscaled size for
positioning. To avoid future problems with them I added a new DTA_Fullscreen
  option for DrawTexture.


SVN r1983 (trunk)
2009-11-15 14:33:35 +00:00
Christoph Oelckers
6161702703 - fixed: The sky baseline position needs to take texture scaling into account.
SVN r1982 (trunk)
2009-11-15 08:11:14 +00:00
Randy Heit
6310f32843 - Do not squash skies taller than 200 into square pixels.
SVN r1981 (trunk)
2009-11-15 01:04:58 +00:00
Christoph Oelckers
d01c402755 - Added skillinfo fix by Gez.
SVN r1980 (trunk)
2009-11-14 08:50:23 +00:00
Christoph Oelckers
b57ac1aed8 - added a r_scaletallskies CVAR so that sky positioning can be checked
more easily.
- fixed: Skies with a height of exactly 200 pixels should not be stretched.

SVN r1979 (trunk)
2009-11-14 07:52:14 +00:00
Randy Heit
84fda053ba - More sky changes: Textures taller than 200 pixels but shorter than 241
are scaled to the height of a 200 pixel tall sky. Skies taller than 240
  use the same scale as a 240 tall sky but are shifted down to make the
  top of the texture align with the top of the screen when looking fully up.
  Thus, by using a sky texture with a height of 240 or more pixels, the sky
  will be drawn with square pixels instead of the vertically elongated ones
  imposed by Doom's native 320x200 resolution.


SVN r1978 (trunk)
2009-11-14 03:08:35 +00:00
Randy Heit
363dfcffbd November 12, 2009
- Improved sky stretching a bit: It now only stretches the sky as tall as it
  needs to be: 228 pixels, not 256. It no longer stretches horizontally,
  either.
  
  The reason it stretches to 228 and not 200 pixels is because Doom shifted
  its sky texture down 28 pixels. By stretching to 228 pixels, we can keep
  the sky tiled at the same height on the horizon. Skies 200 pixels tall
  (or more) will continue to tile at the center of the screen when looking
  directly ahead.


SVN r1976 (trunk)
2009-11-13 04:38:03 +00:00
Randy Heit
a0e7cdb73d - Cleaned up win32/i_system.cpp.
- Put back the previous event-driven ticker, except now the timer isn't
  started until the first time it is needed.


SVN r1975 (trunk)
2009-11-13 03:55:23 +00:00
Randy Heit
f09420fce7 - Modified the event-driven ticks to use the same code for calculating the
time as the polled timer so that the timer does not start running until the
  first time it is used.
- Removed the srand() call from D_DoomMain(), because it started the game
  timer running prematurely, and we never call rand() anywhere. (Not to
  mention, even if we did use rand(), always seeding it with 0 is rather
  pointless.)


SVN r1974 (trunk)
2009-11-12 03:45:51 +00:00
Randy Heit
7b7973c6a7 - Fixed: The framerate was not capped before starting a game.
SVN r1973 (trunk)
2009-11-12 03:14:10 +00:00
Randy Heit
30b21b2eea - Removed the one embedded DeHackEd lump restriction.
SVN r1972 (trunk)
2009-11-12 02:47:28 +00:00
Randy Heit
4fed0f8057 - Fixed: nofreeaim in P_SpawnPlayerMissile() was broken.
SVN r1971 (trunk)
2009-11-12 01:21:25 +00:00
Randy Heit
281b2f5637 - Fixed: MBF sky Y offsets were ignored. X offsets should also be applied to
the sky cylinder, not the screen like Hexen scrolling skies.


SVN r1970 (trunk)
2009-11-12 01:05:55 +00:00
Randy Heit
a0d6a47daf - Maps inside zips can now satisfy the map checks for IWAD detection.
- Fixed: F7ZFile did not delete its Archive when destroyed.


SVN r1967 (trunk)
2009-11-10 02:29:18 +00:00
Randy Heit
39bd295da8 - Fixed: The x64 Release build was configured to use the 32-bit GME, and
neither release nor debug builds built the library.


SVN r1966 (trunk)
2009-11-08 02:58:37 +00:00
Randy Heit
de8ec46c06 - Fixed: R_GetOneSkyColumn() and R_GetTwoSkyColumns are mulscaling an
unsigned integer that can use all 32 bits. They must therefore use
  the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
  variable warnings flagged by GCC.


SVN r1965 (trunk)
2009-11-08 02:51:22 +00:00
Christoph Oelckers
d8acbf71fa - fixed: The 'new format only' flag for MAPINFO options was never checked.
(ZDoom itself doesn't use it yet so it's only relevant for child ports.)



SVN r1964 (trunk)
2009-11-06 06:56:25 +00:00
Randy Heit
704895f9b9 - Fixed: S_RestartSound() cleared the evicted flag even if the sound
was not restarted because it was too close to too many other identical
  sounds that were already playing.


SVN r1962 (trunk)
2009-11-04 02:37:05 +00:00
Randy Heit
fb74d9b1ec - Added virtual status and audibility to the noise debug display.
SVN r1961 (trunk)
2009-11-04 02:07:39 +00:00
Randy Heit
f1738b0e03 - Added a command line option -warpwipe to perform the screen wipe if you
start with -warp or +map.


SVN r1960 (trunk)
2009-11-04 01:24:00 +00:00
Randy Heit
4ebfdac887 - Changed all coordinates for DrawTexture() to floating point so that the
player sprites will retain the same precision they had when they were
  rendered as part of the 3D view. (needed for propery alignment of flashes
  on top of weapon sprites) It worked just fine for D3D, but software
  rendering was another matter. I consequently did battle with imprecisions
  in the whole masked texture drawing routines that had previously been
  partially masked by only drawing on whole pixel boundaries. Particularly,
  the tops of posts are calculated by multiplying by spryscale, and the
  texture mapping coordinates are calculated by multiplying by dc_iscale
  (where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
  values, there is a significant variance. For best results, the drawing
  routines should only use one of these values, but that would mean
  introducing division into the inner loop. If the division removed the
  necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
  Or would the divide be slower than the fudging? Or would I be better off
  doing it like Build and using transparent pixel checks instead, not
  bothering with skipping transparent areas? For now, I chop off the
  fractional part of the top coordinate for software drawing, since it was
  the easiest thing to do (even if it wasn't the most correct thing to do).


SVN r1955 (trunk)
2009-11-01 01:27:33 +00:00
Randy Heit
4252cd52ad - Fixed: Sprites and decals that are drawn with addition must fade to black.
SVN r1952 (trunk)
2009-10-30 03:46:51 +00:00
Randy Heit
321ab2f686 - Make TranslateToStartSpot() set the new sector references for a polyobj's
walls so that P_CheckSwitchRange() will work with them.


SVN r1951 (trunk)
2009-10-30 03:29:15 +00:00
Randy Heit
0f96ec4a32 - Fixed: An unspecified save_dir will now save to the program directory on
Windows. (Other operating systems already use the user's home directory
  instead.)


SVN r1950 (trunk)
2009-10-30 02:42:40 +00:00
Randy Heit
50b0340a56 - Fixed: S_EvictAllChannels() must replace the channel's start time with its
position when evicting sounds, because restarting the sound system causes
  the DSP clock to restart at 0, so start times that were recorded before
  the reset are no longer applicable after the reset.
- Fixed: S_StopChannel() always set the channel's actor to NULL, eliminating
  origin information when resetting the sound system.


SVN r1949 (trunk)
2009-10-30 02:18:07 +00:00
Randy Heit
d082266365 - Added Gez's patch for IWAD detection of Blasphemer and Action Doom 2.
SVN r1946 (trunk)
2009-10-29 05:51:20 +00:00
Randy Heit
e5d6256c2d - Fixed: 0 damage projectiles did not call P_DamageMobj.
SVN r1944 (trunk)
2009-10-28 23:25:27 +00:00