With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.
The old behavior (`crosshairhealth 1`) is still the default.
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 159:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 161:
Truncation of floating point value
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
Most importantly, specifying a patch may optionally disallow showing the autor's name - this is for cases where a styled patch gets used for English but text-based translations of the map name should still be possible.
This looks a lot better. Unfortunately for the regular SmallFont this would severely reduce the available space for the text so it isn't done here, even though for shorter texts the formatting would look better as well.
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box
https://forum.zdoom.org/viewtopic.php?t=65379
What could be done has been moved into the filter directory of game_support.pk3
Unfortunately most of the rest is needed as presets even for custom games so it cannot be fully cleaned up, because the dependencies here and the filter structure do not align 100%.
* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.
* the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
* the internal Harmony status bar has been removed because it only works with the now disabled Dehacked patch.
* the SBARINFO definition has been removed, instead it uses a ZScript-based status bar now which overrides the ammo display to use the new ammo types instead.
This was done for two reasons:
1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
Unlike the other games this required a bit of patching of the IWAD's data with a new MAPINFO so it needs to be in a separate .pk3 file loaded after the IWAD.
Since this needs to be loaded after the IWAD it was also possible to add a small DECORATE lump which fixes a few errors inherited from the original Dehacked patch, like monster counting bugs and unintentionally shootable decorations.
There were two issues blocking this:
* the Doom BigUpper font was loaded for all Doom-based games. It is only valid for original idgames releases and nothing more.
* Hacx.wad defines its BigFont in FONTDEFS which blocks all custom fonts. Since the Hacx font and GZDoom's base BigFont are very similar, the FONTDEFS lump now gets deleted from the WAD directory.
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
Script warning, "gzdoom.pk3:zscript/ui/statscreen/statscreen.zs" line 24:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/statscreen/statscreen.zs" line 24:
Accessing deprecated function CharAt - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 64:
Call to deprecated function ToLower
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 64:
Accessing deprecated function ToLower - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 65:
Call to deprecated function ToLower
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 65:
Accessing deprecated function ToLower - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 202:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 202:
Accessing deprecated function CharAt - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 235:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 235:
Accessing deprecated function CharAt - deprecated since 4.1.0
The episode titles required a workaround because the CQ3 episodes do not contain names in text form: If this is the case, the patch name will be used as a string table identifier to get a matching text for localization.
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
This is for IWADs that contain content which clashes with the engine and must be removed. The primary reason are the unimplemented characters in Raven's BigFont.
This was meant for using the VGA font in the alternative HUD but this never went beyond the Kill/Item/Secret display which isn't useful for localization.
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
It's "doom.id.doom1/2" instead of "doom.doom1/2" now.
The config file's content will be renamed and for lump filtering a fallback has been added - note that you cannot combine both naming schemes! The old one has to be considered deprecated now.
This also removes the duplicated content necessitated by the old naming scheme.