Commit graph

9 commits

Author SHA1 Message Date
Christoph Oelckers
a8c47408fa - implemented 'deletelumps' feature and add Chex Quest 3 texts.
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.
2019-04-14 22:46:03 +02:00
Christoph Oelckers
b1ca746af3 - added a "DeleteLumps" list to IWADINFO
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.
2019-04-11 03:02:23 +02:00
Christoph Oelckers
c2c9126453 - replaced the XLSX parser with a CSV parser.
Since Google can export this as well it makes a lot more sense here because it is a textual format better suited for version control and does not carry along all the formatting baggage that isn't needed for a string table.
2019-03-18 10:18:30 +01:00
Christoph Oelckers
f3813c036f - filter out the BIGFONT lump in Chex Quest, now that we have a more complete font internally. 2019-03-03 07:50:10 +01:00
Christoph Oelckers
a5d9d334d2 - fixed: The lump renaming was not performed for Doom, even for those pieces where needed. 2019-03-01 20:21:15 +01:00
Christoph Oelckers
ef050d700c - Fixed loading of folder based fonts and added a config lump per font.
This is done by putting a font.inf file into the folder.
Current options are "Kerning", "Scale", "FontHeight" and "SpaceWidth"
2019-02-13 00:02:39 +01:00
Christoph Oelckers
0b8fb3ac1a - cleanup of font init to have less special cases
To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.

Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.
2019-02-12 00:19:44 +01:00
Christoph Oelckers
4d2bb11317 - reworked font loader to make adding multi-lump fonts easier.
A multi-lump font can be created by putting all characters into a subdirectory of fonts/ with the intended name. Each character needs to be named by its character index as hex number.
So far this is only active for the predefined small fonts
2019-02-07 13:12:39 +01:00
Christoph Oelckers
a1cc548af4 - moved some more code into the gamedata folder.
Two files were split:

g_level.h contained both the game data definitions and some prototypes belonging to the game logic. These were split up.
decallib.cpp contained both the data and the animation thinkers. The thinkers are now in their own file.
2019-02-01 19:20:58 +01:00
Renamed from src/w_wad.cpp (Browse further)