Commit graph

162 commits

Author SHA1 Message Date
Major Cooke
1620d405c6 Added OrthographicCamera actor. Arguments are:
- 0: Offset. This pushes the camera further away, going behind the camera. Default is 1.0 (converted to negative - the value cannot go lower than that).
2024-11-04 16:23:34 -03:00
Christoph Oelckers
520b960ca5 Reverted the path node system
Code reviews were unfavorable so better nix it before it finds wider use.
2024-03-15 20:24:39 +01:00
Major Cooke
81ebd8c8c4 More progress.
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.

Other changes:

- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
2024-03-05 13:44:38 -05:00
Major Cooke
b2cb4b0a6d Begin adding PathNodes. 2024-03-05 13:44:38 -05:00
Kevin Caccamo
6de9d83b81 Allow GZDoom to use custom Doom 1 E4 soundtracks
Attempt to fix #2403 by assigning E4 music to Doom 1 E4 maps, and adding a SNDINFO lump with $musicalias commands, which will use the existing songs if a custom E4 soundtrack isn't available for Doom 1.
2024-02-17 07:24:33 +01:00
nashmuhandes
c27beb0be8 Delete the light probe DoomEdNum 2023-09-16 20:10:49 +02:00
Christoph Oelckers
7b59293995 - properly deal with 'gototitle'. 2022-04-26 20:50:36 +02:00
nashmuhandes
9b853dd275 - Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
5c20a5918e Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2 2021-10-20 21:59:37 +08:00
Marisa Kirisame
58e66f4805 ReadThisMenu / MenuDelegate overriding. 2021-10-19 11:43:27 +02:00
nashmuhandes
82a3036429 Set the ZDRay-specific things to not spawn in the MAPINFO 2021-10-05 18:17:28 +08:00
nashmuhandes
52004f36b4 Add sunlight actor for ZDRay 2021-10-05 18:09:00 +08:00
nashmuhandes
70b72a2157 - Recognize the new lightmap UDMF keywords
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes
d2b8f1aaff Add light probe actor 2021-09-25 12:00:25 +08:00
Christoph Oelckers
e2e8ec8b3e - MBF21: implemented thing flags. 2021-06-29 21:08:58 +02:00
Rachael Alexanderson
e8f007c6ce - fix missing border flat on heretic shareware 2021-06-11 09:17:49 -04:00
Christoph Oelckers
8bb36bd479 - do not use M_EPI1 and M_EPI2 in any Doom 2 context.
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers
6071cf66cc - added proper string labels for Doom 2 episodes. 2021-05-17 13:02:01 +02:00
drfrag
4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Kevin Caccamo
d813425a8d Fix MAPINFO definitions for "enableskyboxao"
enableskyboxao is a map flag, so it goes in the "gamedefaults", "defaultmap", or "map" section. I decided to put it in the gamedefaults section for each game.
2020-12-31 08:18:49 +01:00
Rachael Alexanderson
df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Rachael Alexanderson
a2b8ad79ed - implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616 2020-11-17 11:29:39 -05:00
Christoph Oelckers
25485e05bc - changed border flat for Chex Quest, because at least CQ3 does not have FLOOR7_1. 2020-10-25 14:44:14 +01:00
Christoph Oelckers
79944ca76a - made status bar offset fixing unconditional.
I think it is inevitable that such status bars will appear in mods sooner or later and with the old code it is virtually impossible to create a wide status bar that displays properly but gets subjected to this code.
2020-10-24 16:59:57 +02:00
Rachael Alexanderson
0204051381 - add support for the (as of now) newest version of the Unity re-releases 2020-09-03 23:40:00 -04:00
Farkas Péter
4de8851e06
Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-24 10:58:19 -04:00
Rachael Alexanderson
e8c69d2757 - add support for xbox 360 versions of Doom/Doom2 2020-01-23 18:23:25 +01:00
Rachael Alexanderson
09016b7c05 - fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded 2020-01-18 17:55:43 -05:00
Christoph Oelckers
9bbd09b78f - precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 09:28:39 +01:00
Rachael Alexanderson
6df9e39152 - add support for new Bethesda.Net Unity Edition wads
- they can be extracted with this utility: https://github.com/kevansevans/Unity-Doom-Ripper
2020-01-10 16:36:01 -05:00
Christoph Oelckers
3e99216967 - added option to print a map author's name on the summary screen
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
2019-08-02 09:11:40 +02:00
Christoph Oelckers
56cb7cbaea - did a bit of cleanup on the MAPINFO organization
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%.
2019-07-17 01:05:58 +02:00
Christoph Oelckers
2fd170b06e - allow setting the font used for the status screen's content text.
This was needed to give Hacx's screen the proper colors.
2019-07-14 09:08:19 +02:00
Christoph Oelckers
20b6395cf0 - give UMAPINFO the ability to disable cluster-based exit texts. 2019-06-18 20:40:41 +02:00
Christoph Oelckers
2c226afff1 - implemented subtitles for intermission slideshows. 2019-05-19 10:28:07 +02:00
Christoph Oelckers
9f5b0001fe - handle generic fonts on the summary screen. 2019-04-11 02:00:51 +02:00
Christoph Oelckers
0341a3d75b - made the gross railing hack for Strife a compatibility option and restricted it to MAP04
The side effects here broke other maps and this is really too glitchy to be turned on unless really necesasary.
2019-03-26 00:38:54 +01:00
Christoph Oelckers
d9ac337d7a - fixed string table references for "No Rest for the Living." 2019-03-24 12:42:56 +01:00
Christoph Oelckers
0ff703c361 - fixed: Doom's episode names were not translatable. 2019-03-17 10:11:02 +01:00
Christoph Oelckers
ba13a540e4 - changed default graphics substitution rules to be more localization friendly.
The default was changed to replace graphics if only known content is affected.
This also required blocking the feature for Hacx, Harmony and Action Doom 2 which have no localization yet and would fall back on Doom's texts if not blocked.
2019-03-17 09:27:40 +01:00
Christoph Oelckers
f15e3c871d - did a bit more tweaking to the menu dims.
Red on red in Doom was still not good, so the colors were darkened more and made more opaque.
2019-03-03 09:08:19 +01:00
Christoph Oelckers
cac032cb1c - made the menu dim darker and a bit more opaque.
The recent localization work has made it apparent that on many images the menu was extremely hard to read because its colors often clash with the background.
The choice of a bright overlay color with extremely low opacity is simply not enough to make the menus comfortable to navigate. Chex Quest was particularly bad but the problem existed in many Doom mods as well.
This also changes the CQ dim color to something a bit more green to better fit with the theme.
2019-03-03 08:29:10 +01:00
Christoph Oelckers
48fcdacf06 - more work on graphics substitutiion
* added a CVAR that sets how localizable graphics need to be dealt with.
* pass the substitution string to OkForLocalization so that proper checks can be performed.
* increased item spacing on Doom's list menus to 18 from 16 pixels, because otherwise the diacritic letters would not fit. 20 would have been more ideal but 18 was the limit without compromising its visual style
* added a second text-only main menu because here the spacing cannot be changed. Doing so would render any single-patch main menu non-functional. So here the rules are that if substitution takes place, it will swap out the entire menu class.
* fixed some issues with the summary screen's "entering" and "finished" graphics.
2019-02-21 00:35:27 +01:00
Christoph Oelckers
5e7fb16d05 - preparation work for substituting the menu and intermission screen text graphics for localization 2019-02-19 01:22:12 +01:00
Christoph Oelckers
4bacde36c0 - moved Strife's map names to the string table. 2019-02-11 00:27:08 +01:00
Christoph Oelckers
2d90cc288b - fixed: Strife was missing the move factors. 2019-01-23 21:21:22 +01:00
Christoph Oelckers
bfbf7ff9c9 - made forwardmove and sidemove defaults configurable through the gameinfo section. 2019-01-05 08:48:57 +01:00
ZZYZX
d85e5afdfb Destructible geometry - minor fixes and 3D floor support 2018-11-07 00:12:37 +01:00
ZZYZX
b911bbc424 Single commit - destructible geometry feature 2018-10-31 17:22:09 +01:00
Christoph Oelckers
5eb898107f - now that all 2D is guaranteed to be drawn in true color, the Heretic E2 end pic can be handled with less hacks.
This removes the entire palette switch and all the special checks to ensure that no menu can be drawn over this image.
Instead it gives this texture its special palette in the texture manager so that the proper image is created right away.

I decided against exposing this as an editing feature because it is far too specific to this particular image and the raw page format it uses.
A quick check of /idgames shows no project ever replacing it - especially no ZDoom-based project - so no extended handling is needed to make this work with other texture formats.
2018-04-08 10:10:26 +02:00