Commit graph

5200 commits

Author SHA1 Message Date
Christoph Oelckers
000c00dc91 - block game input during intro cutscenes
Fixes #158
2020-08-11 00:42:08 +02:00
Mitchell Richters
7243c08379 - stop weapon from moving up and down while cl_weaponsway 0 is set.
* Default zDelta is -2048, so only add (zDelta / 128.) if `cl_weaponsway 1` and add (-2048. / 128.) otherwise.
* Fixes #134 a bit better.
2020-08-11 08:40:42 +10:00
Christoph Oelckers
1d03d3d6a2 - fixed HUD meter and crosshair default size.
Fixes #137
2020-08-10 23:06:24 +02:00
Christoph Oelckers
7a2b1ee0aa - moved Blood's updatePauseStatus call to the main loop.
Fixes #149
2020-08-10 22:44:24 +02:00
Christoph Oelckers
030ca6f75d - reset the timer after the initial cutscene in Blood 2020-08-10 22:22:27 +02:00
Christoph Oelckers
070f04093a - clear the buffer for the cutscene textures when starting a new cutscene.
Otherwise the first frame may display garbage.
2020-08-10 22:16:02 +02:00
Christoph Oelckers
97b202955c - strip the drive letter off WAV names for cutscenes. 2020-08-10 22:11:00 +02:00
Christoph Oelckers
5165834441 - handle GS_FULLCONSOLE in Blood 2020-08-10 22:02:58 +02:00
Christoph Oelckers
cf5be7fbfa - default gl_control_tear to false.
This doesn't work that well with animated cutscenes.
2020-08-10 22:02:37 +02:00
Christoph Oelckers
e93ec79608 - Blood: restart music after level warp. 2020-08-10 21:41:16 +02:00
Christoph Oelckers
3ba5ca46c9 - fixed font alignment in Blood 2020-08-10 21:14:42 +02:00
Christoph Oelckers
ca740ad709 - increase volume for summary screen's speeches in Duke.
Fixes #125
2020-08-10 20:59:04 +02:00
Christoph Oelckers
b1c8046470 - fixed dimming checks for menu.
Now with proper game state management this can be done better.
2020-08-10 20:43:51 +02:00
Christoph Oelckers
28b9aafe69 - disable translucency for menu text shadows.
It didn't look that great.
2020-08-10 20:27:00 +02:00
Christoph Oelckers
7317caf567 - do not loop the scream sound on the summary screen.
Fixes 143.
2020-08-10 20:24:49 +02:00
Christoph Oelckers
8a2d34cceb - fixed typo in BUNZ cheat. 2020-08-10 20:22:12 +02:00
Christoph Oelckers
ddf238ff19 - fixed cheat args parser.
Fixes 139
2020-08-10 20:18:21 +02:00
Mitchell Richters
09f347353a - fix cl_weaponsway() for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters
db6d2e4d89 - fix cl_viewbob() for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters
4c74c172e3 - fix screenjob.cpp PlayVideo() returning after stripping drive letter without checking whether it was able to re-open the file thereafter successfully.
Fixes #128.
2020-08-10 21:15:17 +10:00
Christoph Oelckers
d3df4e580c - do not restart one-page image scrollers with Enter
Instead go back one menu level.

Fixed #129
2020-08-10 01:12:53 +02:00
Christoph Oelckers
c7e664d3a6 - animate status bar elements
Fixes #127
2020-08-10 00:36:50 +02:00
Christoph Oelckers
0492c5f4d3 - optimized reverb settings.
Fixes #124
2020-08-09 13:26:48 +02:00
Mitchell Richters
a3a7a8f6be - repeat of cf548e055e for RR. 2020-08-09 16:41:42 +10:00
Mitchell Richters
fb6a58904a - Set glcycle_t class as active when stat fps is active.
Fixes #122.
2020-08-09 16:39:15 +10:00
Mitchell Richters
cf548e055e - clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting.
* With steroids and a controller (controllers have a slightly higher max fvel/svel than a keyboard), I could not get xvel to exceed 503.
* Fixes #123.
2020-08-09 16:24:48 +10:00
Christoph Oelckers
d731bf4e57 - fixed typo in floor damage check.
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers
dfa3519ebc - stop screaming sound when landing.
Fixes #116
2020-08-07 22:20:29 +02:00
Christoph Oelckers
596367f10f - Screenblend fixes. 2020-08-07 22:00:43 +02:00
Christoph Oelckers
f8c65839f0 - fixed broken jumping.
This was a nasty, but typical case for Duke where a variable did not contain what the name said and was carried along way too much code.

Fixes #112
2020-08-07 21:59:11 +02:00
Christoph Oelckers
4b69a181c3 - use symbolic constants for some statnums 2020-08-06 20:54:51 +02:00
Christoph Oelckers
4cfeb9b2cc - fixed bouncing flame in VACA2.
Taking a hint from EDuke32 here.
2020-08-06 20:54:02 +02:00
Mitchell Richters
47dbc46213 - fixed the interpolation issues while on a crane.
* Partially addresses issues discussed in #105 and #106.
2020-08-06 15:39:45 +10:00
Christoph Oelckers
9060abbafd - 8 more SW headers gone. 2020-08-06 00:18:45 +02:00
Mitchell Richters
bbe05b0c81 - harden FinalizeInput() with else blocks on each if statement after checking whether all movement is blocked.
Fixes #105.
2020-08-06 07:25:04 +10:00
Christoph Oelckers
3e8ff96e6b - added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code. 2020-08-05 22:57:45 +02:00
Christoph Oelckers
514c029e47 - this wasn't supposed to get committed. 2020-08-05 22:40:47 +02:00
Christoph Oelckers
a30933871e - fixed most end of game cutscenes. 2020-08-05 22:36:39 +02:00
Christoph Oelckers
ba3c353198 - use the correct code for the devastator in operateweapon.
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's.
Fixes #104.
2020-08-05 22:36:38 +02:00
Christoph Oelckers
72806e27eb - cleanup work on SW
* consolidating smaller headers to reduce number of files
* remap all unmapped keyboard checks to corresponding buttons
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4a0e155637 - fixed starting of bonus screen music.
It must not be done in the constructor of the screen but when actually playing the first frame.
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4fef66c78a - SW script parser cleanup 2020-08-05 22:36:37 +02:00
Mitchell Richters
a3dfa58662 - correct typo in Blood text string because I'm OCD like that. 2020-08-05 23:17:57 +10:00
Mitchell Richters
ddd30e742c - ensure player's angle input while playing with cl_syncinput 0 is scaled appropriately when sector's lotag is ST_2_UNDERWATER. 2020-08-05 22:57:47 +10:00
Mitchell Richters
d1a68421bd - fix cl_weaponsway for Duke. 2020-08-05 20:04:14 +10:00
Mitchell Richters
2919cdcb44 - clamp the calculated horizAngle to -180/180 to stop overflowing if player moves the mouse stupidly quick while cl_syncinput 1 is set. 2020-08-05 19:56:49 +10:00
Mitchell Richters
03bccb3a06 - functionalise significant portions of 0ee3ab4df8. 2020-08-05 19:24:42 +10:00
Mitchell Richters
0142449d95 - clamp angle velocity as originally intended. 2020-08-05 17:59:46 +10:00
Mitchell Richters
736811e864 - properly tune sethorizon() so that 'frominput' bool can be removed. Returning to centre function is essentially consistent between input states now. 2020-08-05 17:59:01 +10:00
Mitchell Richters
0ee3ab4df8 - revert most of e474ebc2b7 and adjust player's angle/horizon in a way that's compatible with cl_syncinput 0 and cl_syncinput 1.
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.

Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00