Christoph Oelckers
4201c4fbb5
- fixed A_FireCGun.
2020-03-11 19:47:23 +01:00
Christoph Oelckers
a638cfbd6e
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Alexander Kromm
3607ffaf66
fix Dictionary and DictionaryIterator memory leaks
2020-03-08 18:46:37 +01:00
Major Cooke
70f9b649aa
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
...
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00
Major Cooke
33b343ef31
Added Pre(Un)Morph and Post(Un)Morph functions.
...
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-08 15:29:09 +01:00
Rachael Alexanderson
178cf40428
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-03 22:50:01 -05:00
Rachael Alexanderson
3d3a29979b
- remove addition from deprecated A_PlaySound
2020-03-02 22:15:37 +01:00
Rachael Alexanderson
1b80b7bf2f
- ported over Nash's startTime for A_StartSound
2020-03-02 22:15:37 +01:00
Major Cooke
4cf7c6351d
Added A_StopSounds(int chanmin, int chanmax).
...
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 19:42:21 +01:00
Major Cooke
55284d46bf
Added A_StopAllSounds.
2020-02-29 19:19:51 +01:00
Chronos Ouroboros
bb42d58427
Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items."
...
This reverts commit e781cb4043
.
2020-02-10 15:38:12 -03:00
Major Cooke
e781cb4043
Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items.
2020-02-09 19:07:52 +01:00
Major Cooke
39a9a48ad6
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-09 19:07:52 +01:00
Chronos Ouroboros
b453c87b72
Merge pull request #683 from ZippeyKeys12/clearscopeindex
...
Clearscope Index()
2020-02-08 03:07:06 -03:00
alexey.lysiuk
081cf814b0
- fixed wrong arguments of a few A_StartSound() calls
...
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 11:57:01 +02:00
3saster
729ff8fa8f
Plutonia 2 Compatibility Fixes ( #1026 )
...
* Plutonia 2 MAP20 fix
* Plutonia 2 MAP27 fix
* Plutonia 2 MAP05 fix
* Plutonia 2 MAP23 fix
* Plutonia 2 MAP24 fix
2020-01-22 07:47:17 +01:00
alexey.lysiuk
3b8ddb6b9b
- fixed resetting of music volume after closing dialogue
...
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-20 22:05:15 +01:00
alexey.lysiuk
0d758014dd
- exposed Level.MusicVolume to ZScript
2020-01-20 22:05:15 +01:00
Alexander Kromm
1f011cda7f
make enter key toggle Option Search mode too
2020-01-16 17:53:28 +01:00
Christoph Oelckers
3e9a43d7f0
- added missing render style constants to ZScript.
2020-01-12 12:02:26 +01:00
Christoph Oelckers
4646273569
- fixed: menu sounds no longer got the CHANF_UI flag.
2020-01-04 19:36:22 +01:00
Christoph Oelckers
c0b9bb6e76
- bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.
2020-01-04 14:25:56 +01:00
Christoph Oelckers
4a67bfcddb
- deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
2020-01-04 14:25:55 +01:00
Christoph Oelckers
b7e1a35e6f
- cleaned up the parameters of A_StartSound.
...
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
Alexander Kromm
60026ba4f2
export dictionary iterator
2020-01-01 08:39:25 +01:00
Christoph Oelckers
f647f3c132
- added the Dehacked extensions from Crispy/Doom Retro.
...
All empty placeholders for mods to fill in, no new functionality.
2019-12-31 21:13:18 +01:00
Chronos Ouroboros
b4ba7dfec2
Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
2019-12-30 12:37:33 -03:00
Alexander Kromm
bd1892120d
add Dictionary.Remove(String key) function
2019-12-30 14:57:37 +01:00
Cacodemon345
7fd27bc925
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
2019-12-30 13:05:38 +01:00
Christoph Oelckers
d08bb93b84
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2019-12-30 09:47:25 +01:00
Alexander Kromm
703686beee
export TMap<FString, FString> to ZScript
2019-12-29 13:37:38 +01:00
Christoph Oelckers
77469e0512
- fixed the colorization parser.
2019-12-29 12:11:16 +01:00
Christoph Oelckers
9b9fd35107
- hooked up the colorization feature.
...
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
2019-12-29 11:30:37 +01:00
Christoph Oelckers
bb8db9422f
- scaled down the texture colorization feature for easier usability.
...
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
3a249cb06f
- added high level interface to the new properties, i.e. UDMF and ZScript.
2019-12-20 18:02:42 +01:00
alexey.lysiuk
59f09d4893
- move setting status bar defaults to proper location
...
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
2019-12-18 15:40:39 +02:00
Christoph Oelckers
136ab4f48a
- renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
2019-12-17 09:58:50 +01:00
Christoph Oelckers
e82565373f
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
...
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
alexey.lysiuk
1a19dbb52f
- added 'damageonland' property to terrain definition
...
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor
https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 15:14:30 +01:00
Ed the Bat
f1a0345c57
More compat fixes for Swan Fox maps ( #982 )
...
* More compat fixes for Swan Fox maps
Found some more issues on maps that already have compat fixes in place
* Missed a dud line
At least I'd commented it out so it was benign, but still...
2019-12-09 07:51:02 -05:00
Rachael Alexanderson
d44a4f428e
- add line_horizon on HOM line in Sapphire.wad
2019-12-09 01:56:42 -05:00
Christoph Oelckers
b9582cc98e
- continued refactoring on sound code.
...
The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00
Christoph Oelckers
6023b69693
- added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
2019-11-30 22:04:26 +01:00
alexey.lysiuk
e21c9e0ef8
- made most of AltHud class functions virtual
...
This allows arbitrary customization of alternative HUD
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef
- added ability to set custom alternative HUD
...
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud
https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
alexey.lysiuk
20d3752fdd
- exported several Wads.GetLump...() methods to ZScript
...
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps
https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 17:37:56 +02:00
Ed the Bat
4d8dfd2437
More level_compatibility map fixes
...
These maps have actors not marked for any game mode (single, cooperative, deathmatch). That works in Zandronum, but GZDoom requires this fix.
2019-11-24 23:55:52 +01:00
Rachael Alexanderson
2e0f7a0979
- fixed a compatibility fix that used 'FlipLine'
2019-11-24 06:42:03 -05:00
Rachael Alexanderson
2489ea2e45
- rename 'FlipLine' to 'FlipLineVertexes' to clarify what it does
...
- add function 'FlipLineCompletely' which calls both 'FlipLineVertexes' and 'FlipLineSideRefs'
2019-11-24 06:40:01 -05:00
Player701
db1359f98e
- Implemented scale parameter for BaseStatusBar::DrawString
2019-11-24 10:45:07 +01:00
Ed the Bat
f941c98c1e
Compatibility fixes for Clavicula Nox
...
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/clavnoxr
This Vavoom mod was unplayable in G/ZDoom without cheating, due to how swimmable water was implemented. This finally fixes it to work.
2019-11-22 17:47:11 +01:00
Ed the Bat
826c3c4221
Update level_compatibility.zs ( #973 )
...
* Update level_compatibility.zs
Map fixes for some older mods
* Formatting changes
Spaces around commas and comment markers, to better match the rest of the file
2019-11-20 14:02:14 -05:00
Rachael Alexanderson
4d66e9a8bb
- remove SetLineSideRefs - this actually cannot be exported right now, due to the fact that both sides and lines have backreferences to themselves and their ancestry, and that linedefs have forward references to the sectors on their respective sides.
...
- made FlipLineSideRefs native, due to the SetLineSideRefs removal
- fixed a bug with FlipLineSideRefs that rendered upper and lower textures incorrectly due to incorrect sector references
- FlipLineSideRefs now should only work on single-sided lines
2019-11-14 14:32:20 -05:00
Rachael Alexanderson
b0751db552
- add native SetLineSideRefs(line, side1idx, side2idx)
...
- add scripted FlipLineSideRefs(line)
2019-11-14 09:20:16 -05:00
Rachael Alexanderson
21a74dfb13
- new zscript function 'SetLineVertexes(line, v1, v2)'
...
- scriptify 'FlipLine' completely using new function, remove native version
2019-11-12 08:08:35 -05:00
Marisa Kirisame
12bbb5b6f9
Localize level/author strings on intermission startup, fixes misalignments.
2019-11-10 18:14:42 +01:00
Rachael Alexanderson
1098a13fdb
- add 'FlipLine' to 'LevelPostProcessor'
2019-11-10 09:04:30 -05:00
alexey.lysiuk
82c248854d
- extended level post-processing with special string arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
00ff4083d2
- extended level post-processing with thing IDs
2019-11-10 11:37:02 +02:00
alexey.lysiuk
098b1c5973
- level post-processor cleanup
2019-11-10 11:37:02 +02:00
alexey.lysiuk
c5237ce58f
- level post-processor can now add new things
2019-11-10 11:37:02 +02:00
alexey.lysiuk
1e29444152
- extended level post-processing with specials and arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
79880b2bd9
- extended level post-processing with editor numbers and angles
2019-11-10 11:37:02 +02:00
alexey.lysiuk
a2a50f34d5
- added things related getters to level post-processing
...
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields
2019-11-10 11:37:02 +02:00
alexey.lysiuk
59bdebb20a
- added generic level post-processing script class
...
It was extracted from LevelCompatibility class, and native code was moved accordingly
2019-11-10 11:37:02 +02:00
alexey.lysiuk
093901a561
- set meaningful defaults on initialization of BaseStatusBar
...
https://forum.zdoom.org/viewtopic.php?t=66339
2019-11-09 15:00:03 +02:00
alexey.lysiuk
ad89f1381c
- fixed missing fullbright for Berserk
...
https://forum.zdoom.org/viewtopic.php?t=66307
2019-11-05 15:32:00 +02:00
alexey.lysiuk
857d0175b5
- fixed broken walkthrough of Restoring Deimos MAP07
2019-11-02 14:38:41 +02:00
alexey.lysiuk
10078f519a
- fixed missing frames for axe attack without mana
...
The target state to jump is S_FAXEATK_5 in the original Hexen, but we were jumping to S_FAXEATK_7
5329fb5d75/src/hexen/info.c (L1298-L1299)
https://forum.zdoom.org/viewtopic.php?t=66216
2019-10-26 11:32:27 +03:00
PaulyB
a601350db6
Scythe MAP22 Compatibility fix
2019-10-21 08:19:17 +02:00
Christoph Oelckers
8b10d231cd
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
2019-10-20 14:02:28 +02:00
alexey.lysiuk
1dd08a73ed
- fixed broken walkthrough of Skulldash MAP04
2019-10-20 10:00:44 +03:00
alexey.lysiuk
3d557b68b0
- fixed broken walkthrough of Restoring Deimos MAP03
2019-10-20 10:00:44 +03:00
alexey.lysiuk
89ecd7a964
- fixed: pickup flash didn't fade out if player was killed by pickup
...
https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 18:13:01 +03:00
MajorCooke
8bf4522174
Compatibility for Hellbound MAP29 ( #951 )
...
* Added compatibility for Hellbound MAP29
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
* Remove the cyberdemons instead of raising the ceilings.
2019-10-11 10:10:37 -04:00
Colton G. Rushton
3a54b10697
Remove Illusory E3M7 key door changes
...
Removed the red key door compat patch for Illusions of Home E3M7 because a switch (the computer panel, rather) already opened that door as it was, therefore the original change was unnecessary.
2019-10-10 09:04:05 -04:00
Alexander
0c2ed71cdd
fix bug when down arrow gave no result after mouse move in main menu
...
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.
Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.
Repeated Down arrow pressing doesn't give any result, either.
If on step 4 Up arrow is pressed, the last element in the menu is selected.
2019-09-30 20:04:44 +02:00
alexey.lysiuk
ef7a356644
- fixed inventory scroll arrows in alternative HUD
...
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 16:07:25 +03:00
Marisa Kirisame
bcef440511
Squashed commit of the following:
...
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 28 22:02:19 2019 +0200
Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export
commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Fri Jul 12 15:43:25 2019 +0200
Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags
commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 20:25:31 2019 +0200
Add bounds checks to Get3DFloor/GetAttached
commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 17:13:44 2019 +0200
Correct handling of 3d floor plane texture getting.
commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 16:14:45 2019 +0200
Implemented requested changes to F3DFloor exports.
* Getters for ffloors/attached arrays.
* Getter for 3D floor top/bottom texture.
commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sat Jul 6 13:42:52 2019 +0200
Renamed exported extsector pointer in Sector struct to something more descriptive.
commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Apr 29 12:40:44 2019 +0200
Merge branch 'master' into f3dfloor_export
commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Apr 21 16:56:18 2019 +0200
Merge branch 'master' into f3dfloor_export
commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Feb 4 17:47:25 2019 +0100
Export F3DFloor structure and related data.
Small changes to Trace code to better use this struct.
2019-09-11 08:19:19 +03:00
PaulyB
0535961a7a
Added Armor to Hexen fullscreen display
...
Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:02:39 +02:00
PaulyB
223b62aa59
Wrong offset on Fighter's Fist
2019-09-10 18:52:17 +02:00
alexey.lysiuk
31ebeaf833
- removed useless conditions from options menu
2019-09-08 10:01:10 +03:00
alexey.lysiuk
526a576d89
- fixed VM abort when entering search menu
...
https://forum.zdoom.org/viewtopic.php?t=65833
2019-09-08 09:52:16 +03:00
alexey.lysiuk
37fa2e1b67
- fixed initial setup for dynamic light actors
...
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them
https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 12:20:13 +02:00
Alexander
d6396e79fb
add empty line after standard options
...
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
StaticText ""
Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.
But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.
This simple edit allows mods to not add a space, still be separated from
standard options.
2019-08-31 21:34:09 +02:00
PaulyB
7de1b796ba
Level compatibility additions for Scythe 2 and Hell Revealed
2019-08-31 20:29:39 +02:00
PaulyB
78c5a8ae92
Fix typo in Heretic status bar
2019-08-31 03:46:05 -04:00
Colton G. Rushton
07f8b7f61a
Fix ILLUSORY/ilusory1 E3M7 some more ( #918 )
...
* Fix ILLUSORY/ilusory1 E3M7 some more
2019-08-28 18:16:24 +02:00
Colton G. Rushton
5a3441a2c6
Fix tag for ILLUSORY/ilusory1 E3M4 patch ( #917 )
...
The tag was set incorrectly in the E3M4 patch for Illusions of Home, and this PR fixes that. This ties into #916 .
2019-08-27 13:49:22 +02:00
Colton G. Rushton
d80816a0d9
Fix issues in ILLUSORY/ilusory1 ( #916 )
...
* Fix issues in ILLUSORY/ilusory1
Added some compatibility patches for Illusions of Home E1M6, E3M4, and E3M7 (this fixes minor issues to all of these maps)
E1M8 requires a MAPINFO of some sort to have work correctly in the state it's in, unfortunately.
* Minor tweak to ILLUSORY/ilusory1 fix
Didn't need the activation reset as it was already set to begin with.
* Made the fixes consistent
Made the fixes consistent with the rest of the fixes for the other WADs already in this file
2019-08-27 12:19:38 +02:00
Rachael Alexanderson
9456eeb8ec
- oops, this didn't get through
2019-08-23 05:56:10 -04:00
PaulyB
179e526981
Let Hexen Cleric and Mage use unique health chains
...
- (changed slightly by Rachelle)
Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-23 05:54:39 -04:00
Marisa Kirisame
14dc288f22
Allow custom status bars to override notifications, centered prints and chat prompt.
2019-08-19 11:19:36 +02:00
alexey.lysiuk
1bd249677b
- fixed core script warnings with developer CVAR set to 2 or greater
...
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
2019-08-13 14:48:40 +03:00
Rachael Alexanderson
c029f02b90
- add missing break statements
2019-08-11 03:23:50 -04:00
Rachael Alexanderson
9c3cdd1462
- fix a couple issues with sigil.wad:
...
- 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
2019-08-11 03:22:00 -04:00
Christoph Oelckers
cf74118d53
- fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
...
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.
2019-08-11 09:00:29 +02:00
alexey.lysiuk
07a2331ca3
- exposed Append() method to ZScript dynamic array
...
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-10 16:37:40 +03:00
Christoph Oelckers
34c2c65bb6
- fixed: Do not use BasicArmor's save percentage when no armor present.
...
This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 08:26:55 +02:00
Christoph Oelckers
3b4184816b
- do not blur the background for portrait-less conversations.
2019-08-09 15:22:52 +02:00
Christoph Oelckers
bf9c5849e8
- merged all useful parts from https://github.com/coelckers/gzdoom/pull/725
2019-08-08 08:09:31 +02:00
Christoph Oelckers
352d5d098d
- fixed mouse coordinate checks when using the generic VGA font with Strife conversations.
2019-08-07 20:24:45 +02:00
Christoph Oelckers
43041c21d8
- made author names work with title patches.
...
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.
2019-08-07 12:09:47 +02:00
Zain Aamer
3447904541
Clearscope Index()
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For Vertex, Side, Line and Sector
2019-08-06 12:32:24 -05:00
Christoph Oelckers
be0478972a
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-08-05 19:15:16 +02:00
Blue Shadow
5abffabb56
- moved GetSaveAmount() from the base armor class
2019-08-03 11:14:03 +03:00
Blue Shadow
479a992a3e
- fixed buggy ArmorFactor behavior when set to a value other than 1.0
2019-08-02 15:10:06 +03:00
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
154af34cd9
- added an option to always display the log and the subtitles with the generic font.
...
If this is on it will disable the status bar's pop screen for the log and always use the HUD overlay instead.
2019-07-31 17:02:39 +02:00
Christoph Oelckers
c36dc137ba
- made adjustments to the text placement on the summary screen.
...
With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.
2019-07-30 10:53:02 +02:00
Christoph Oelckers
1dd98a5c89
- when using the VGA font, confine the speaker's text in Strife dialogues to the backdrop picture.
...
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.
2019-07-27 09:35:45 +02:00
Christoph Oelckers
86d2742798
- allow switching the Strife conversation screen to the VGA font for all languages by a CVAR.
...
This is for readability purposes because the styled SmallFont may be problematic for some players.
2019-07-26 20:23:46 +02:00
alexey.lysiuk
222dfd17b7
- added ability to specify display duration of subtitles
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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
2019-07-26 20:11:42 +02:00
Christoph Oelckers
b4aacb7be5
- fixed: The numcommands value in A_KoraxCommand needs to be decremented by one because the max parameter of the random function is inclusive.
2019-07-25 20:42:41 +02:00
Major Cooke
15eabfd055
Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
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- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.
2019-07-24 20:15:24 +02:00
Christoph Oelckers
95349822c4
- for the map name on the automap, fall back to the original SmallFont if the actual one cannot print it.
...
This is mainly for mods which provide a new font but do not alter the automap texts, a good example is Hell Revealed 2.
2019-07-17 20:28:07 +02:00
Christoph Oelckers
b360f04e28
- use proper interface calls to give the initial BasicArmor to the player.
...
The old code didn't check if giving the item was proper and just went ahead adding it to the inventory unconditionally.
2019-07-17 20:08:43 +02:00
alexey.lysiuk
9603a09f82
- added PSprite.bMirror flag to ZScript class definition
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https://forum.zdoom.org/viewtopic.php?t=65372
2019-07-17 12:20:05 +03:00
Christoph Oelckers
c64aedb262
- reimplemented the Harmony status bar in ZScript
...
* 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.
2019-07-17 00:36:38 +02:00
Rachael Alexanderson
f7c110698f
- add +ZDOOMTRANS to BFGExtra in order to force classic transparency per user setting.
2019-07-16 16:52:30 -04:00
Christoph Oelckers
cd7438c02e
- made some adjustments to the text spacing on the level summary screen.
...
With the extended fonts some parts here caused too large gaps.
2019-07-14 12:44:42 +02:00
Christoph Oelckers
32dd6b049c
- offset text in statscreen if it gets too wide.
...
German and Hungarian were creating problems in Hacx here, others could also become too wide with huge amounts of monsters.
2019-07-14 10:03:50 +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
8b4d85f0d7
- tested and fixed the attachable lights.
2019-07-07 09:50:02 +02:00
Christoph Oelckers
5df8919b90
Merge branch 'master' into userlights
2019-07-07 08:11:09 +02:00
Major Cooke
b66b4ae0ec
'Fixed' spacing.
2019-07-03 18:01:45 +02:00
Major Cooke
7b698b4a0e
Added RenderUnderlay.
...
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
2019-07-03 18:01:45 +02:00
Christoph Oelckers
1dcbe43d95
- User definable dynamic lights
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This hasn't been tested yet!
2019-06-28 12:35:42 +02:00
alexey.lysiuk
d5d509ea10
- switched to unconditional level exit in scriptified actors
...
Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-16 15:05:36 +02:00
alexey.lysiuk
cc5bff6c9c
- exported unconditional level exit to ZScript
...
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
2019-06-16 15:05:36 +02:00
Alexander
c161635cca
localize custom menu titles in option search results
2019-06-12 17:37:29 +02:00
Gutawer
324a720d56
- added a linear transformation system to Shape2D so that things like rotations and scales can be changed without having to clear and push a large amount of data
2019-06-08 14:05:32 +02:00
alexey.lysiuk
5c0562ca7a
- check for presence of fonts in message box menu
...
https://forum.zdoom.org/viewtopic.php?t=64958
2019-06-07 11:49:01 +03:00
Blue Shadow
b026b7a880
- fixed PlaySpawnSound call in A_ThrowGrenade
2019-06-05 11:28:59 +03:00
Christoph Oelckers
61ead74492
- made the colorset names and the texts in the color picker localizable.
2019-05-19 18:57:39 +02:00
Christoph Oelckers
04334aa0fe
- implemented subtitle display for Blackbird's voiceover messages.
2019-05-19 12:16:42 +02:00
alexey.lysiuk
7298ba2707
- do not show par time when it's zero
...
https://forum.zdoom.org/viewtopic.php?t=64551
2019-05-13 11:04:55 +03:00
player701
32109a75a7
- Fixed random generation of friendly obituaries
2019-05-04 21:06:09 +02:00
alexey.lysiuk
6d1a85af3c
- fixed deprecation warnings in core scripts
...
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
2019-04-28 11:26:01 +03:00
Christoph Oelckers
03828bb759
- removed the leftovers of the removed savedamount variable.
2019-04-26 12:00:58 +02:00
Christoph Oelckers
3bb42aaff7
- removed the MaxAmount fudging from MaxHealth.
2019-04-26 09:58:58 +02:00
Christoph Oelckers
23e2b1c0c0
- use Obituary for both Demon and Spectre.
2019-04-23 10:49:18 +02:00
Christoph Oelckers
5122aa0571
- fixed the internal name of the original SmallFont to be different from the real SmallFont. This necessitated creating a separate font object, even if it has the same contents.
...
- added an OriginalBigFont as well.
2019-04-23 09:34:28 +02:00
Christoph Oelckers
e0d57e5464
- added smarter font replacement logic to the confirmation screen.
2019-04-23 08:47:06 +02:00
Christoph Oelckers
8357f2b16b
- re-enabled code block commented out for testing.
2019-04-22 18:52:21 +02:00
Christoph Oelckers
6f3982865f
- refinement of font substitution logic.
2019-04-22 10:23:28 +02:00
Christoph Oelckers
e0a0be4f7b
- added a CanPrint function to FFont and used that to handle the statistics display on the automap HUD to only replace the font when actually needed, not based on the language.
2019-04-22 09:08:43 +02:00
Christoph Oelckers
13841655aa
- add color remapping for NewSmallFont as well.
2019-04-21 10:49:27 +02:00
Christoph Oelckers
fcbde757c9
- do not mix game-specified fonts with the extensions for the stock version.
...
This generally doesn't look good when different colors are mixed or the mismatch in color ranges causes bad translations to be generated.
2019-04-21 08:09:31 +02:00
Christoph Oelckers
cbc3bc500f
- fixed inverted logic for displaying the generic log in Strife.
2019-04-20 09:04:31 +02:00
Christoph Oelckers
23412a4f28
- fixed a few developer warnings.
2019-04-19 09:08:31 +02:00
Christoph Oelckers
a5d743cc3b
- fixed: The color sliders in the player setup menu may not be selected when inactive.
2019-04-19 07:50:52 +02:00
Christoph Oelckers
68597da75d
- removed debug output.
2019-04-19 07:24:23 +02:00
Christoph Oelckers
35186e9fd7
- adjustments to the player menu so that the display isn't cut off on the smallest screen sizes.
2019-04-18 00:16:09 +02:00
Christoph Oelckers
2a329950f6
- fixed menu caption for languages which use the VGA font.
2019-04-17 23:40:05 +02:00
Christoph Oelckers
c45c7cdb4b
- reimplemented as an OptionsMenu.
...
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.
2019-04-14 14:03:24 +02:00
Player701
ad23726cb6
- Fixed conditions tested for when checking whether "Force respawn" or "Respawn protection" dmflags are enabled
2019-04-14 05:40:23 -04:00
Player701
8ab6747d77
- Added "const" qualifiers to the new UTF-8-aware string methods
2019-04-13 22:13:52 +02:00
Player701
747906730c
Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString ( #810 )
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* - 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
2019-04-13 18:10:58 +02:00
Christoph Oelckers
d73f8faafa
- added monospacing support to Screen.DrawText and its native counterparts.
2019-04-13 12:17:38 +02:00
Christoph Oelckers
3938119192
- added CharUpper and CharLower functions to ZScript.
...
These, like MakeUpper and MakeLower, use the internal Unicode case conversion tables.
2019-04-13 10:26:55 +02:00
Christoph Oelckers
f7561f25d6
- added Unicode aware MakeUpper/MakeLower functions to FString and ZScript's String and deprecated ToUpper/ToLower because their semantics did not allow fixing them.
2019-04-13 10:12:33 +02:00
Christoph Oelckers
bcf7bc8d34
- added some UTF-8 utilities to FString.
...
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.
2019-04-13 09:31:36 +02:00
Christoph Oelckers
c0b322c51a
- make the switch between game and generic fonts automatic by adding a key value to the language table
2019-04-12 00:20:42 +02:00
Christoph Oelckers
1090c4b345
- added generic font support to the dialogue system.
2019-04-11 18:56:13 +02:00
Christoph Oelckers
9f5b0001fe
- handle generic fonts on the summary screen.
2019-04-11 02:00:51 +02:00
Christoph Oelckers
9fddc38030
- allow all list menu items to fall back on the Unicode font for languages which are not supported by the bitmap font.
...
This allows the primary menus to display Korean text without any further special handling.
2019-04-10 22:25:31 +02:00
Christoph Oelckers
b423caa8d6
- removed the rather pointless hud_althudfont CVAR and the tiny piece of code it activated.
...
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.
2019-04-10 21:57:24 +02:00
Christoph Oelckers
5e5780dd65
- allow using the VGA font for map name display on the alternative HUD.
2019-04-10 21:21:33 +02:00
Christoph Oelckers
31d1f8ba50
- fixed redundant map name display on alternative HUD's automap HUD.
2019-04-10 20:56:24 +02:00
Christoph Oelckers
1b077c560d
- removed unused mSmallFont.
2019-04-10 20:43:00 +02:00
Christoph Oelckers
9e096c62fd
- allow the automap HUD to use the VGA font.
2019-04-10 20:39:15 +02:00
Christoph Oelckers
939815d6bf
- added VGA font support to the MessageBoxMenu class
...
This is optional, of course.
2019-04-10 01:33:02 +02:00
Christoph Oelckers
f1105f2e13
- further work on generic HUD
...
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.
2019-04-10 00:45:32 +02:00
Christoph Oelckers
7a01b6b0d4
- use Unicode font for deathmatch summary screen to bring it in line with the coop version.
2019-04-09 20:15:40 +02:00
Christoph Oelckers
aed9c458db
Revert "- initial layout for new player setup menu."
...
This reverts commit 1567bc5911
.
2019-04-05 12:25:16 +02:00
Christoph Oelckers
2a6cdc7a6a
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-04-04 17:40:52 +02:00
Christoph Oelckers
55e00f350b
- use a more reliable menu check for the player menu items.
...
This needs to ensure that it only allows modification from within a menu's event handlers and nowhere else.
2019-04-01 00:27:43 +02:00
Christoph Oelckers
1567bc5911
- initial layout for new player setup menu.
2019-03-31 13:34:55 +02:00
Christoph Oelckers
4b40e266f1
- use the proper virtual methods for setting and retrieving the string in OptionMenuItemTextField.
...
Without this the class cannot be properly subclassed.
2019-03-31 10:33:46 +02:00
Christoph Oelckers
a08cc2b477
- switched the input grid to the new font. Also use the same scale as the rest of the menus.
2019-03-31 10:08:09 +02:00
Marisa Kirisame
659de5d2d8
Silence "truncation of floating point value" warnings in gzdoom.pk3.
2019-03-31 09:50:59 +02:00
Christoph Oelckers
8919a991a7
- fixed: The on-screen keyboard did not properly delete the last character of the input string.
2019-03-31 09:48:15 +02:00
Christoph Oelckers
a768500afa
- do not use CalcIndent for 320x200.
2019-03-31 09:02:11 +02:00
Christoph Oelckers
f5ad144934
- fixed: air_finished was sometimes checked against level.time, sometimes against level.maptime.
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For a per-level effect it needs to always check against level.maptime.
2019-03-30 18:52:32 +01:00
Christoph Oelckers
f48e0280d8
- fixed: OptionMenuItemSafeCommand did not allow unsafe commands.
2019-03-30 09:25:48 +01:00
player701
2766b5ab2b
- Fixed misplaced vertex on Community Chest MAP16
2019-03-28 18:55:32 +01:00
alexey.lysiuk
c4ef8ce465
- fixed level progression of titan-426 map on easy skill
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https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/titan426
2019-03-27 13:18:33 +02:00
Rachael Alexanderson
1dd0909ec2
- fix a missing texture in strife map21
2019-03-27 06:57:41 -04:00
Christoph Oelckers
0341a3d75b
- made the gross railing hack for Strife a compatibility option and restricted it to MAP04
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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
Rachael Alexanderson
ddc67fb1bc
- fix missing texture in Strife MAP15
2019-03-25 23:54:01 -04:00
alexey.lysiuk
6c91d15b0a
- fixed adjustment of options menu slider with mouse
...
https://forum.zdoom.org/viewtopic.php?t=64063
2019-03-25 12:59:36 +02:00
Christoph Oelckers
dc67355e95
- added A_Explode compatibility options.
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There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.
2019-03-24 12:42:57 +01:00
Christoph Oelckers
6d82e6f5f5
- fix some holes the player can fall in for darken2 MAP12.
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This map went a bit too far with lighting hacks depending on holes in the floor.
2019-03-20 21:50:27 +01:00
Christoph Oelckers
0b84d6b204
- added a compatibility handler for a badly constructed crossbeam bridge in Unholy Realms MAP17.
2019-03-20 21:39:53 +01:00
Christoph Oelckers
9f6b8cd323
- fixed spacing of Strife's merchant's texts.
2019-03-20 00:49:00 +01:00
Christoph Oelckers
cdc109fbc0
- fixed space calculations for option menu sliders.
2019-03-20 00:01:12 +01:00
Christoph Oelckers
6e0e221804
- give Hexen's PoisonCloud the OLDRADIUSDMG flag.
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This actor has such oddball semantics that it's better not subjected to the revised radius damage code.
2019-03-19 19:54:46 +01:00
Christoph Oelckers
0abd9d4aec
- fixed slider scaling.
2019-03-19 18:50:38 +01:00
Christoph Oelckers
a1acc4adc4
- fixed layout issues with Strife's dialogues.
...
They were using some settings from the option menu which they never should have used to begin with.
2019-03-19 17:46:59 +01:00