Commit graph

11 commits

Author SHA1 Message Date
Randy Heit
9e42cdaf08 - Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


SVN r1034 (trunk)
2008-06-15 02:25:09 +00:00
Christoph Oelckers
4667bfe46f - Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
  values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
  values. 
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an 
  unlimited sound. This can become extremely loud. Replaced with a new
  sound which is just an alias to weapons/rocklx but has a limit of 4.


SVN r932 (trunk)
2008-04-22 18:48:30 +00:00
Randy Heit
10920ffe75 - Removed some debug output from SBarInfo::ParseSBarInfo().
- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
  FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
  handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
  on the number of copies of a particular sound that can be playing at once,
  aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
  Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


SVN r826 (trunk)
2008-03-21 05:13:59 +00:00
Randy Heit
f2660dc336 - Merged the GC branch back into the trunk, so now it can receive more
testing from the people who download SVN trunk builds.

SVN r795 (trunk)
2008-03-12 02:56:11 +00:00
Christoph Oelckers
a5265c4ec5 - defined a constant for the crosshair menu entry's index to get a direct
reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
  achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
  (reported as 0) will be handled without breaking savegame compatibility.


SVN r689 (trunk)
2008-01-10 11:02:07 +00:00
Christoph Oelckers
170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00
Christoph Oelckers
ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00
Christoph Oelckers
ecce60e8f9 SVN r258 (trunk) 2006-07-16 09:10:45 +00:00
Christoph Oelckers
9e6d5c8fd9 - Fixed: G_NewInit destroyed the players' userinfo data.
- Changed the special radius damage handling for the barrel and boss brain
  into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius 
  attack functions accordingly.


SVN r236 (trunk)
2006-07-02 21:58:10 +00:00
Christoph Oelckers
790ff69f52 - Removed ABossEye::Serialize because it didn't do anything.
- Fixed the issues with .96x's railgun code and added it to the current
  version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
  could cause it to move backwards in a féw situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
  flag, not by checking for the actor class. That made it impossible to
  spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
  minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
  the target's when deciding whether to switch targets. Replaced with
  MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
  texture has been set up.

SVN r66 (trunk)
2006-04-23 20:12:27 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00