Commit Graph

69 Commits

Author SHA1 Message Date
Christoph Oelckers 41b116e2f2 - save menu in Duke Nukem is working. 2019-11-30 22:46:00 +01:00
Christoph Oelckers 9d71416a55 - key binding verification.
Should be correct now, except for a few places which were unified.
2019-11-30 20:18:42 +01:00
Christoph Oelckers b3c335cd1d Merge branch 'menu_for_real' of https://github.com/coelckers/demolition into menu_for_real
# Conflicts:
#	source/common/menu/loadsavemenu.cpp
#	source/duke3d/src/d_menu.cpp
#	source/rr/src/d_menu.cpp
2019-11-30 01:06:37 +01:00
Christoph Oelckers 94b4044d95 - text file update. 2019-11-29 21:06:38 +01:00
Christoph Oelckers eded45cf98 - fixed GRPINFO. 2019-11-29 20:44:36 +01:00
Christoph Oelckers a7bbd7324e Merge branch 'master' into menu_for_real 2019-11-29 19:55:16 +01:00
hendricks266 1616ee0c6a - added more SW GRP detection data (from latest VoidSW)
- added SWCustom.txt from SWP, mainly as reference. What's really needed is one for Wanton Destruction, though.
2019-11-29 19:51:28 +01:00
Christoph Oelckers ebcc25f36d - prototyping the Blood fullscreen menu entries
These are a bit more sophisticated than what the other games have. ;)
2019-11-29 02:12:38 +01:00
Christoph Oelckers af81141f82 - defined credits and "help" menu for Shadow Warrior
Credits follows the recent VoidSW change, so the help menu will now take care of the ad screens - provided that someone goes to the console and tries to open it.
2019-11-29 01:52:21 +01:00
Christoph Oelckers f1f5d432d0 - adjustment for pulled changes. 2019-11-29 00:51:40 +01:00
Christoph Oelckers 0cedad6390 - started work on load/save menus. 2019-11-29 00:37:19 +01:00
Christoph Oelckers 943cb64eda - image scroller menus working. 2019-11-28 23:27:10 +01:00
Christoph Oelckers 1f1b927b6b - fixed a few issues. 2019-11-28 20:11:27 +01:00
Christoph Oelckers 4e5f59a373 - Menu WIP
* implemented single image screens
* implemented skeleton of the image scroller
* added RR-specific definitions to the menus (need to copy and adjust d_menu.cpp)
* added definitions for credits screens.
2019-11-28 01:02:45 +01:00
Christoph Oelckers 2c36e986b9 - fixed most issues with Ion Fury's game startup menus. 2019-11-27 22:41:15 +01:00
Christoph Oelckers 46d1f8517a - animated transitions are working. 2019-11-26 22:05:52 +01:00
Christoph Oelckers 248c2feba2 - missed one binding definition file. 2019-11-26 21:26:01 +01:00
Christoph Oelckers 1adceb82ef - consolidation of defbinds definitions.
Putting all the generic definitions in files used by all games greatly reduces the clutter and chance for errors.
2019-11-26 21:06:43 +01:00
Christoph Oelckers a74a670c99 -- more work on the menu - episode and skill menus are working in DN3D. 2019-11-25 23:21:51 +01:00
Christoph Oelckers d73f915c66 - episode menu setup. 2019-11-25 18:41:39 +01:00
Christoph Oelckers 1f1e39fac0 - consolidation of texts for episode and skill menus
So far without localization capability - the engine cannot handle it yet.
2019-11-25 00:02:00 +01:00
Christoph Oelckers d7bc013eee - empty templates for the programmatically generated menus 2019-11-24 23:12:58 +01:00
Christoph Oelckers 42b3d12630 - Ion Fury's main menu now looks correct. 2019-11-24 22:31:27 +01:00
Christoph Oelckers 6e3bd75b1a - fixed Blood fullscreen tinting.
The lookup table for blend equations was missing one entry at the start. No idea why this became apparent only now.
2019-11-24 21:21:31 +01:00
Christoph Oelckers 57b542671c - Ion Fury main menu fixes. 2019-11-24 20:40:53 +01:00
Christoph Oelckers b3b5ac440a - fixed Blood fullscreen tinting.
The lookup table for blend equations was missing one entry at the start. No idea why this became apparent only now.
2019-11-24 19:07:23 +01:00
Christoph Oelckers 52cfb7fb92 - completely disconnected the old menu from the rest of the game to allow rebuilding the new one.
Sadly this uncovered a few more places where script events are allowed too broad access to the game state.
2019-11-23 23:05:24 +01:00
Christoph Oelckers 326d0f5f76 - the new menu displays something. 2019-11-23 17:50:36 +01:00
Christoph Oelckers f2fc3fc2cb - WIP commit. 2019-11-23 12:38:38 +01:00
Christoph Oelckers ceb07280cf - more work on the menu.
Duke Nukem's menu title is getting rendered.
2019-11-22 22:52:11 +01:00
Christoph Oelckers 5f9b57519a - hooked up the menu code so that it can receive events.
Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers 022c074ece - fixed brightmaps again - hopefully for real this time.
The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +01:00
Christoph Oelckers 9f9748ede6 - initial ZMusic hookup. 2019-11-10 23:58:51 +01:00
Christoph Oelckers 5fc81d1bd4 - made brightmaps operational.
The logic is not yet optimal but at least it works.
2019-11-10 19:42:26 +01:00
Christoph Oelckers cae710bd59 - fixed alpha threshold.
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers 2d46827ecc font
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers 5d31119a49 - fixed the Shadow Warrior menu, but it doesn't do much good. The game appears to be thoroughly broken. 2019-11-06 19:22:14 +01:00
Christoph Oelckers d943fe036d - added the ZDoom console and made all needed changes to get it compiled. 2019-11-05 19:57:48 +01:00
Christoph Oelckers 4cf62fca77 - do not load subdirectories of the game directory. They cannot contain anything useful because the original assets never used subdirectories.
- fixed RRRA game flags.
2019-11-02 19:12:01 +01:00
Christoph Oelckers cfca8060ba - gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers 7aa9f53a6b - added DEF names to internal grpinfo. 2019-11-01 07:38:56 +01:00
Christoph Oelckers c6753a3fec - tested and fixed game list loader. 2019-10-31 00:41:56 +01:00
Christoph Oelckers 7f250fc3e8 - WIP on game data search. 2019-10-30 18:09:00 +01:00
Christoph Oelckers 85d377647a - tweaked the fade ramp a bit.
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers 7d2f61db2e - converted all boolean parameters of the shader into a single flag word.
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers 2152780806 - added some hackery to render voxels properly again.
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00
Christoph Oelckers e2f9e12efb - implemented shade level based depth fading for the true color renderer. 2019-10-19 16:35:06 +02:00
Christoph Oelckers cd7bbe35a8 - removed all legacy fog code. 2019-10-19 15:52:46 +02:00
Christoph Oelckers bc986b8054 - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers 00d59459a1 - fixed creation of true color textures and disabled fog in palette mode.
The fog should go away entirely but in palette mode it made everything too dark.
2019-10-18 22:09:19 +02:00