Commit Graph

409 Commits

Author SHA1 Message Date
Christoph Oelckers 8657ecb35d - implemented 'map' CCMD for all games. 2020-01-28 11:20:30 +01:00
Christoph Oelckers 809b687969 - removed the Build color matching code
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
Rachael Alexanderson 212cfde186 - add levelwarp cheat to Redneck and Duke 2020-01-27 22:29:47 -05:00
Christoph Oelckers 9ca1e56713 - added extended sound lookup as well plus menu options. 2020-01-27 22:29:45 +01:00
alexey.lysiuk 5510df77be - streamlined CMake configuration of game libraries
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Christoph Oelckers 6f3bbcba46 - fixed the demo setup for Blood.
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
Christoph Oelckers d73f0c7b8f - fixed the merge 2020-01-26 21:01:22 +01:00
Christoph Oelckers 1ba5eaa281 - reactivate the #ifdef'd stuff in the project 2020-01-26 20:28:34 +01:00
NoOneBlood 0693b0efc8 - Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
and changes that was required to minimize their amount in code.

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/ai.h
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/db.cpp
#	source/blood/src/db.h
#	source/blood/src/dude.h
#	source/blood/src/gameutil.cpp
#	source/blood/src/loadsave.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
Christoph Oelckers 4c6265e246 - fixed movie palette in Blood. 2020-01-26 12:10:23 +01:00
Christoph Oelckers 3be4364d6e - fixed file checks for Blood cutscenes.
The stripped drive-less name wasn't passed to the calling code.
2020-01-26 11:42:02 +01:00
Christoph Oelckers 245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers 51d5236216 - made Blood's 'map' CCMD more useful by properly handling internal maps the same as 'levelwarp'. 2020-01-25 20:21:49 +01:00
Rachael Alexanderson 3d84384678 - Blood: add levelwarp 'e' 'm' cheat 2020-01-25 11:10:16 -05:00
Christoph Oelckers 8f41964f56 - fixed handling of statistics data.
Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson 7765fa45cd - Blood: add 'activatecheat' ccmd to pass a raw string to the cheat checker 2020-01-25 10:36:18 -05:00
Christoph Oelckers c0b18d0356 - fixed weapon projection being broken after saving in Blood.
A classic case of having a function which performs too many different tasks.
2020-01-25 15:27:46 +01:00
Christoph Oelckers e8231f904f - I have no idea why a fov of exactly 90° does not work.
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers f8a807e3bb - cleaned out a tiny bit of the garbage that has accumulated in compat.h.
This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
nukeykt 7c1f9d971a Blood: fix spin 180 functionality 2020-01-23 18:18:45 +01:00
Rachael Alexanderson 0f3b3300fb - not yet finished: this enables some console cheats in Blood and Shadow Warrior 2020-01-23 05:50:12 -05:00
Christoph Oelckers bbc145cbee - enabled the Blood RFS parser.
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers 3ed7856f53 - fixed sound volume issues in Blood. 2020-01-22 16:34:58 +01:00
Christoph Oelckers 09106b3159 - fixed the HUD size slider for Blood. 2020-01-22 13:53:26 +01:00
Christoph Oelckers 493525a58e - consolidation of engine save code.
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Jonathan Gray c7ffed4867 Blood: change fallthrough annotations to fix clang build
Remove some fallthrough annotations so clang does not fatally error:

source/blood/src/aiunicult.cpp:1983:13: error: fallthrough annotation does not
      directly precede switch label

source/blood/src/triggers.cpp:1045:33: error: fallthrough annotation does not
      directly precede switch label

# Conflicts:
#	source/blood/src/aiunicult.cpp
#	source/blood/src/triggers.cpp
2020-01-18 22:48:13 +01:00
Christoph Oelckers 2bc1708870 - removed the complete crosshair color hackery.
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers 8db6a4331b - added savepic generation for Blood. 2020-01-14 21:20:46 +01:00
Evan Ramos 3e3477c414 Fix errors in PR
# Conflicts:
#	source/blood/src/osdcmd.cpp
#	source/blood/src/view.cpp
#	source/build/src/mutex.cpp
2020-01-13 18:00:25 +01:00
NoOneBlood 2b36e53706 - Removed event.causedBy for demo playback compatibility
- Fixed kThingArmedRemote in triggers.cpp (OperateSprite())
- Fixed kTrapFlame in triggers.cpp (OperateSprite())

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/player.h
2020-01-13 17:58:27 +01:00
NoOneBlood 4123a9e14e - gModernMap guard instead of VanillaMode in dudeSpawn
- No sound for player when jumping fix
2020-01-13 17:57:13 +01:00
NoOneBlood 6f3ccdc651 - Combination switches fix (and basically all event commands)
- No sound of jumping when player's jump velocity is too low
2020-01-13 17:57:13 +01:00
Christoph Oelckers dc5b8d27f8 - infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers 95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
CommonLoon102 95eb10d2a6 fix voxel positions when notmd is defined in maphack file
# Conflicts:
#	source/blood/src/view.cpp
2020-01-11 22:19:50 +01:00
Christoph Oelckers 55dab6d3d3 - hooked up the high color texture colorization code.
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
nukeykt af80e64ecf Calculate map MD4 used for maphacks
# Conflicts:
#	source/blood/src/db.cpp
2020-01-11 14:58:12 +01:00
Christoph Oelckers fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers 134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers 9f0bb97e63 - disabled printing the version on Blood's status bar. 2020-01-05 10:22:20 +01:00
Christoph Oelckers ed813562eb - fixed sound in Blood cutscenes. 2020-01-04 00:07:20 +01:00
Christoph Oelckers c82d6de6c3 - fixed a few typos and uninitialized variables. 2020-01-03 17:08:41 +01:00
Evan Ramos 148c8770e9 Blood: Constify some {u,t,}spritetype templates
This is important where tracked spritetype could be involved.
2020-01-03 08:07:27 +01:00
Evan Ramos e363cd53a5 tspritetype cleanup
# Conflicts:
#	source/blood/src/m32common.cpp
#	source/blood/src/m32exec.cpp
#	source/blood/src/m32structures.cpp
#	source/blood/src/mapedit.cpp
#	source/rr/src/astub.cpp
#	source/rr/src/m32common.cpp
#	source/rr/src/m32exec.cpp
#	source/rr/src/m32structures.cpp
2020-01-03 08:07:10 +01:00
Evan Ramos 8fce9c5be8 Blood: Restore original tspritetype member synonyms
# Conflicts:
#	source/blood/src/view.cpp
2020-01-03 08:06:07 +01:00
Christoph Oelckers b549228d4d - commented out the time wasting level loading screen in Blood.
Now seriously, doing frequent screen updates here only make things worse!
2020-01-02 23:35:29 +01:00
nukeykt cc4f801b1e Blood: fix candles 2020-01-02 20:21:20 +01:00
nukeykt 57e925a1bb Blood: Explosion polymer light 2020-01-02 20:21:19 +01:00
nukeykt 8fbd6674d2 Blood: polymer lights wip
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/blood.cpp
#	source/blood/src/osdcmd.cpp
2020-01-02 20:21:19 +01:00
nukeykt 9208c1249d Blood: fix uninitialized palette usage
# Conflicts:
#	source/blood/src/view.cpp
2020-01-02 20:19:01 +01:00