Commit graph

3782 commits

Author SHA1 Message Date
Christoph Oelckers
4df33a25d9 - text update. 2019-09-10 06:41:36 +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
Christoph Oelckers
06ad60718c - added Serbian texts. 2019-09-07 09:45:25 +02:00
Christoph Oelckers
cbd4479628 - reinstated the old scriptwait implementation as a compatibility option.
Daedalus's MAP19 needs this.
2019-09-07 09:34:50 +02:00
Christoph Oelckers
e6d39254b7 - text update plus inclusion of Dutch in the menu. 2019-09-07 09:02:56 +02:00
Christoph Oelckers
fd6f6b1356 - use correct label for "No" text. 2019-09-07 08:51:39 +02:00
Christoph Oelckers
5968bb6114 - added dlg_vgafont and log_vgafont to the menu. 2019-09-07 08:39:39 +02:00
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
Christoph Oelckers
8b6c051bf8
Merge pull request #907 from OrdinaryMagician/sbar_overrides
Allow status bars to override notifications/prints/chat prompt
2019-08-19 19:45:09 +02:00
Marisa Kirisame
14dc288f22 Allow custom status bars to override notifications, centered prints and chat prompt. 2019-08-19 11:19:36 +02:00
Hugo Locurcio
61badfd694 Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-18 19:09:52 +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
Christoph Oelckers
a53861e27e - text update. 2019-08-11 18:28:50 +02:00
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
Christoph Oelckers
be0478972a Merge branch 'master' of https://github.com/coelckers/gzdoom 2019-08-05 19:15:16 +02:00
Christoph Oelckers
a05314968f Made reverb editor localizable 2019-08-05 19:15:05 +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
045025f4cf - text update. 2019-07-31 10:08:47 +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
c577f1d743
Merge pull request #899 from khutchins/master
Adds option to use a quicksave rotation
2019-07-28 08:44:21 +02:00
Kevin Hutchins
5cb59018e0 Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created. 2019-07-27 12:09:55 -07:00
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
b768c6877c - text update 2019-07-27 09:00:49 +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
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.
- 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
9d66a5105a - text update.
This also activates Serbian and Japanese in the menu.
Note that Serbian is still missing a few characters in Hacx and Harmony!
2019-07-23 21:30:12 +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
https://forum.zdoom.org/viewtopic.php?t=65372
2019-07-17 12:20:05 +03:00
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
77b1ebe0d7 - moved several IWAD dependent files into the game_support resource
* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.
2019-07-17 00:54:59 +02:00
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
38a1a05af3 - moved iwadinfo.txt to zd_extra.pk3.
This was done for two reasons:

1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
2019-07-16 20:22:15 +02:00
Christoph Oelckers
4cc1aeadd4 - language update 2019-07-16 20:01:16 +02:00
Christoph Oelckers
7916cebdc1 - merged the Hacx extra stuff into zd_extra.pk3 and added the ability to inject data into the resource directory after the IWAD so that the base resources can provide content that can override IWAD data if broken or not usable.
Hacx in particular needs this to fix a handful of buggy actors and to override the IWAD's MAPINFO which is not localizable.
2019-07-15 21:23:46 +02:00
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
b087f3f4ed - added Hacx localization support.
Unlike the other games this required a bit of patching of the IWAD's data with a new MAPINFO so it needs to be in a separate .pk3 file loaded after the IWAD.
Since this needs to be loaded after the IWAD it was also possible to add a small DECORATE lump which fixes a few errors inherited from the original Dehacked patch, like monster counting bugs and unintentionally shootable decorations.
2019-07-13 20:29:29 +02:00
Christoph Oelckers
2e42e4f5fb - fixes to let Hacx load its own extended font.
There were two issues blocking this:

* the Doom BigUpper font was loaded for all Doom-based games. It is only valid for original idgames releases and nothing more.
* Hacx.wad defines its BigFont in FONTDEFS which blocks all custom fonts. Since the Hacx font and GZDoom's base BigFont are very similar, the FONTDEFS lump now gets deleted from the WAD directory.
2019-07-13 16:20:57 +02:00
Christoph Oelckers
8efe18b3ba - text update and inclusion of Czech and Polish in the menu. 2019-07-10 19:57:40 +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
This hasn't been tested yet!
2019-06-28 12:35:42 +02:00
Christoph Oelckers
20b6395cf0 - give UMAPINFO the ability to disable cluster-based exit texts. 2019-06-18 20:40:41 +02:00
alexey.lysiuk
44f896174a - restored indication of console scrolling
https://forum.zdoom.org/viewtopic.php?t=65070
2019-06-17 10:32:13 +03:00
alexey.lysiuk
459fe74a1f - made console cursor fill whole character box
https://forum.zdoom.org/viewtopic.php?t=64962
2019-06-17 09:46:57 +03:00
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
Rachael Alexanderson
764e95f34f - compat_pointonline for doom2 map14 2019-06-15 04:57:03 -04:00
Alexander
c161635cca localize custom menu titles in option search results 2019-06-12 17:37:29 +02:00
alexey.lysiuk
b6ada166fc - fixed compilation of FXAA shader by macOS OpenGL
Compile Shader 'shaders/glsl/fxaa.fp':
ERROR: 0:250: '' : syntax error: incorrect preprocessor directive
ERROR: 0:250: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:265: '' : syntax error: incorrect preprocessor directive
ERROR: 0:265: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:266: '' :   Macro Redefined lumaM
ERROR: 0:301: '' : syntax error: incorrect preprocessor directive
ERROR: 0:301: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:599: '' : syntax error: incorrect preprocessor directive
ERROR: 0:599: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline

https://forum.zdoom.org/viewtopic.php?t=65003
2019-06-11 08:20:24 +03:00
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
Rachael Alexanderson
0e6d30f671 - language update 2019-06-07 09:11:28 -04:00
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
alexey.lysiuk
addcad8ac0 - disabled discard in FXAA shader with Vulkan backend
Discard caused graphical corruptions on AMD hardware with Vulkan backend enabled

https://forum.zdoom.org/viewtopic.php?t=64230
2019-06-04 11:32:00 +03:00
alexey.lysiuk
da2d0e47e6 - removed array length() function from shadowmap shader
Array's length() function is not yet supported by SPIRV-cross and MoltenVK
Its usage was replaced by explicit nodes count value passed as uniform
2019-05-24 14:29:37 +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
270f8fb381 - added missing quotation mark in menu definition
Script error, "gzdoom.pk3:menudef.txt" line 1472:
Insufficient parameters for OptionMenuItemOption
2019-05-19 13:01:09 +03:00
Christoph Oelckers
2c226afff1 - implemented subtitles for intermission slideshows. 2019-05-19 10:28:07 +02:00
Christoph Oelckers
35e25a8aea - language update. 2019-05-19 08:11:11 +02:00
Christoph Oelckers
7a8defd76f - added European Portuguese to the menu.
This is sufficiently complete with only some intermission texts and the Strife dialogues falling back to the Brazilian version.
2019-05-18 18:46:07 +02:00
Alexander
7540de4027 added a crosshair on/off toggle 2019-05-18 11:32:48 +02:00
Rachael Alexanderson
a40c7821a1 - language update 2019-05-14 14:06:53 -04:00
Magnus Norddahl
f3cb5e09e4 - SIMPLE is never ever defined for main.fp 2019-05-13 22:38:16 +02:00
Magnus Norddahl
bab5862383 - fix some vulkan warnings 2019-05-13 21:15:10 +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
Magnus Norddahl
5f12191c05 - fix validation error for shader input not declared by main.vp 2019-05-12 23:15:49 +02:00
Magnus Norddahl
e75ab8ed09 - fix wrong fog color used for ssao when using multisampling 2019-05-05 23:23:47 +02:00
player701
32109a75a7 - Fixed random generation of friendly obituaries 2019-05-04 21:06:09 +02:00
Magnus Norddahl
1973001834 - use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case 2019-05-01 00:55:31 +02:00
Rachael Alexanderson
777a4c600a - bump zscript version to 4.2 - if this gets feature updates it should give warnings ahead of time, this time 2019-04-29 00:14:03 -04:00
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