Commit graph

21 commits

Author SHA1 Message Date
Christoph Oelckers
f346709937 - new rocket smoke sprites by Talon1024.
The old ones which are from Heretic have been removed as a consequence.
2018-01-28 08:37:56 +01:00
Kevin Caccamo
d98ed1ca69 New grenade sprites
I took these sprites from Eriguns1:
https://github.com/XaserAcheron/eriguns
2017-10-23 03:55:18 -04:00
Rachael Alexanderson
832c8f6754 - added new Ice Shards, and removed the zd_extra version 2017-10-23 03:39:44 -04:00
nashmuhandes
10429d4421 Removed all copyright-infringing dog sprites and provided a free replacement. 2017-09-30 20:09:53 +02:00
Christoph Oelckers
e5660e759a - moved amrka0.png to main gzdoom.pk3 as it poses no copyright issues. 2017-09-30 08:21:20 +02:00
Christoph Oelckers
b4a84900df - removed most placeholder sprites. It's better to leave them empty than having some random blobs of ugliness showing up.
- restored unkna0.png as this file poses no copyright issues.
- credits for maparrows.
2017-09-30 08:15:32 +02:00
Christoph Oelckers
c22c93dd51 - the pistol icon was a contribution from the forum and also does not need replacement. 2017-09-30 08:09:27 +02:00
nashmuhandes
e76ec737a9 Replaced copyrighted assets contained inside the engine PK3. 2017-09-07 04:10:14 -04:00
Christoph Oelckers
d46ba7bfb7 - added pickup sprite for Chex Quest's Mini Zorcher (i.e. pistol replacement.) 2015-04-27 10:24:49 +02:00
Christoph Oelckers
020808ff40 - updated pistol pickup sprite with one from original beta graphics. 2015-04-27 08:57:36 +02:00
Randy Heit
ef562c0341 Add dot sprites for Hexen beta flies 2015-04-02 17:53:15 -05:00
Christoph Oelckers
e28234a8b8 - replaced pistol pickup sprite. 2014-10-24 23:19:57 +02:00
Christoph Oelckers
6824605154 - added pickup sprite and editor number for Heretic's gold wand. 2014-10-24 00:06:18 +02:00
Randy Heit
68fbd75897 - Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
  4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
  to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
  FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
  out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
  DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
  first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
  FMODs, the following have been added:
  * snd_drawoutput now labels its outputs with the speakers they represent.
  * DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
    DrawText to a Unicode/non-Unicode variant.
  * The loopsound console command was added to spawn an actor at the player's location and
    have it loop a sound infinitely.
  Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
  my code, though I don't really know where to begin looking for the problem.

SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
Randy Heit
c5936c9e9e - Smaller sprites
SVN r1873 (trunk)
2009-09-24 02:51:07 +00:00
Randy Heit
f646a89216 - Size optimize PNG sprites.
SVN r1856 (trunk)
2009-09-17 22:59:20 +00:00
Christoph Oelckers
a6d9a37ef7 - Gez's misc. bugs patch:
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of 
  special1 was that I found some projectiles had this set to them, for example in 
  A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.


SVN r1847 (trunk)
2009-09-16 15:57:08 +00:00
Christoph Oelckers
9d00d4f41e - sgrna1.png was missing.
SVN r1833 (trunk)
2009-09-15 06:38:11 +00:00
Randy Heit
54158713a0 - Process new sprites with pngout+deflopt.
SVN r1829 (trunk)
2009-09-15 01:28:08 +00:00
Christoph Oelckers
4d55f01c3a - added resources needed for MBF support.
- removed unused score items from DECORATE file.
- added 2 MBF code pointers I forgot in the last commit.

SVN r1825 (trunk)
2009-09-14 23:28:24 +00:00
Randy Heit
fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00