Commit Graph

11802 Commits

Author SHA1 Message Date
Mitchell Richters 5cb3562bc1 Merge remote-tracking branch 'Raze-coelckers/master' into back_to_basics2 2020-08-21 15:16:31 +10:00
Mitchell Richters 3067bad9b9 - Blood/Duke/Exhumed/SW: Fix `map` CCMD so the game doesn't return to the menu if incorrect map specified (or crash in the case of Exhumed). 2020-08-21 15:11:02 +10:00
Christoph Oelckers 2713c2d3c3 - deleted unused printext function. 2020-08-21 00:54:57 +02:00
Christoph Oelckers 33dcb413d8 - final cleanup on Exhumed's intro sequence. 2020-08-21 00:49:07 +02:00
Christoph Oelckers 80055b97e8 - fixed the title screen 2020-08-21 00:30:46 +02:00
Christoph Oelckers 98c064dcbc - fixed the missing plasma effect in Exhumed's title screen. 2020-08-21 00:13:05 +02:00
Christoph Oelckers 6947b9cf98 - title screen WIP 2020-08-20 23:45:52 +02:00
Christoph Oelckers d9e23c0ab9 - missing null check 2020-08-20 23:41:45 +02:00
Christoph Oelckers 31e792223a - converted Exhumed intro to use the ScreenJob framework. 2020-08-20 21:05:14 +02:00
Christoph Oelckers da90bd3b6a - fixed: When drawing fullscreen, ignore texture offsets.
Fixes #218.
Exhumed also has a fullscreen image with bogus offsets.
2020-08-20 20:43:17 +02:00
Christoph Oelckers 4267b7d5fc - put the movie player in a class so that it can be allocated on the stack. 2020-08-20 18:35:52 +02:00
Christoph Oelckers 966cf5e262 - fixed the sound in Exhumed's intro movie.
Taking a cue from GDX to properly synchronize it because PCExhumed's approach looked broken by design.
It had no frame rate sync and solely depended on the low level audio stream for it.
2020-08-20 17:52:56 +02:00
Christoph Oelckers 3a5c0b30bb - statusbar fixup. 2020-08-20 17:04:21 +02:00
Christoph Oelckers 78bfbdb253 - Exhumed status bar work.
Unfortunately this is a bit limited due to how the data was designed.
2020-08-20 17:04:21 +02:00
Mitchell Richters 37d687e4e9 - Blood: Repair regression in `VectorScan()` from 266364fc2e causing demo regressions and other game issues.
Fixes #216.
2020-08-20 22:17:28 +10:00
Mitchell Richters cc15de3ed9 - SW: Comment out code block causing interpolation issues when initialising a nuke.
* If there was a `pNukePresent()` function, that's where the commented out code belongs.
* I believe the rocket switching type was simplified during development and this is just an omission that's now obvious with interpolation. Only just, but you can notice this in an uninterpolated state while bobbing.
* Fixes #212.
2020-08-20 08:52:22 +10:00
Mitchell Richters 7698723e43 - SW: Fix cheats via the console following changes in e22d9b21e4. 2020-08-20 07:43:57 +10:00
Christoph Oelckers 70bc99dba7 - Duke: draw the screen border after all the content it's supposed to mask. 2020-08-19 22:16:57 +02:00
Christoph Oelckers f888df9f5b - fixed screen resize actions to work outside the automap. 2020-08-19 20:38:36 +02:00
Christoph Oelckers d645674c1c - consolidated the DEF parser parts in the backend.
Only Blood had some special handling - better implement callbacks here instead of requiring a second parsing pass.
2020-08-19 20:29:37 +02:00
Christoph Oelckers dd20d74c51 - revert unintended change of text labels. 2020-08-19 19:18:47 +02:00
Christoph Oelckers cbe4618a91 - do not play the random sword selection sounds on a map's very first tic.
This tends to interfere with map specific voice lines.
Fixes #214
2020-08-19 19:07:06 +02:00
Christoph Oelckers c2fd4d3d18 - SW: reset screen blend when resetting a level.
Fixes #211
2020-08-19 17:31:05 +02:00
Christoph Oelckers 5cfd427e42 - renamed local totalclock variables to reduce noise for the forthcoming timer cleanup. 2020-08-19 17:23:18 +02:00
Christoph Oelckers 91cc6a657b - tick the fortune cookie display within the playsim code to ensure its duration is handled properly.
Fixes #204
2020-08-19 17:10:54 +02:00
Christoph Oelckers f327e3832a - fixed Blood's weapon drawer.
It didn't clear its custom flags and applied the wrong shade.
2020-08-19 16:56:36 +02:00
Christoph Oelckers e22d9b21e4 - changed SW's cheat prefix from 'sw' to 'lw' (i.e. Lo Wang) so that the cheats do not start with two movement keys. 2020-08-19 16:51:15 +02:00
Christoph Oelckers 94beac937d - scale down the notify display by 2 in RR.
Its fonts are double the size as the other games and this must be factored in here for HUD scaling to work as expected.
2020-08-19 16:40:54 +02:00
Mitchell Richters 042caf1b21 - SW: Implement `cl_weaponsway` for game. 2020-08-19 15:35:04 +10:00
Christoph Oelckers 0a8f7e60b6 - fixed incompatibility of FindDistance3D with Shadow Warrior.
Fixes #200 and most likely many other issues as well.
2020-08-18 23:49:44 +02:00
Christoph Oelckers 57cdcda253 - initiate a proper game state reset when ending an episode.
Fixes #207.
2020-08-18 20:56:18 +02:00
Christoph Oelckers 6eba7dc410 - play music on the summary screen and check for advancing every frame.
Fixes #203
2020-08-18 20:26:16 +02:00
Christoph Oelckers 5acd7cf5e1 - SW: Stop music when ending game.
Fixes #205
2020-08-18 20:15:06 +02:00
Christoph Oelckers b417ad2f6d - 0 is a valid level number.
Fixes #206.
2020-08-18 20:12:04 +02:00
Christoph Oelckers aa5f42e5f4 - more header consolidation and cleanup.
In particular, this removes the pointless kTrue and kFalse constants.
2020-08-18 18:56:56 +02:00
Christoph Oelckers 4ea93ebccc Exhumed code cleanup
merging all AI headers and removing several unused files
2020-08-18 18:56:39 +02:00
Mitchell Richters 8d101a4a57 - SW: Properly fix the Uzi when reloading. 2020-08-18 22:48:58 +10:00
Mitchell Richters 471355dc2b - SW: Fix some typos in `pUziReload()`, fix some interpolation issues in `pUziClip()` and fix sequence of events in `InitWeaponUzi2()`. 2020-08-18 21:40:48 +10:00
Mitchell Richters a29d7bd3cd - SW: Change `pSpawnSprite()` x/y coordinates from int to double to preserve precision for some calls. 2020-08-18 21:39:20 +10:00
Mitchell Richters 7af5d26feb - SW: Fix the Uzi's reload interpolation issues. 2020-08-18 20:58:58 +10:00
Mitchell Richters 78e0e94f58 - SW: Fix interpolation issues with sword, fists and heart. 2020-08-18 20:49:12 +10:00
Mitchell Richters 5cc30ad7c6 - SW: Increase precision of x/y coordinates where possible. 2020-08-18 18:26:04 +10:00
Mitchell Richters d79c61d559 - SW: Interpolate between `ox`/`x` and `oy`/`y` coordinates in `pDisplaySprites()`. 2020-08-18 18:26:02 +10:00
Mitchell Richters df6f27530e - SW: Define `ox` and `oy` in `PANEL_SPRITEstruct` and back up panel sprite x/y coordinates where appropriate. 2020-08-18 18:26:00 +10:00
Mitchell Richters da2b1347ef - SW: Change `smoothratio` from int to double for storing returned result from `CalcSmoothRatio()` with full precision. 2020-08-18 18:25:58 +10:00
Mitchell Richters e8faca52a2 - SW: Prepare draw and panel code for interpolation of weapon's x/y coordinates. 2020-08-18 18:25:56 +10:00
Christoph Oelckers a535f62d4a - fixed: SW's intro cutscene must not terminate its sound.
Fixes #201.
2020-08-18 00:04:48 +02:00
Christoph Oelckers 65cb267d56 - save the cookie texts in a savegame and clear them on level exit. Also handle them on a per-player basis.
Fixes #196
2020-08-17 22:05:14 +02:00
Christoph Oelckers 9159855957 - SW: set the main view's projection after rendering the camera texture, not before.
Otherwise the main view will take over the projection settings from the camera texture.
Fixes #194.
2020-08-17 21:33:42 +02:00
Christoph Oelckers ba2ff12f5b - fixed summary screen properly this time.
Fixes #195
2020-08-17 21:19:18 +02:00