Commit Graph

13545 Commits

Author SHA1 Message Date
Christoph Oelckers 2942e011bf - cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer. 2021-04-16 21:27:54 +02:00
Christoph Oelckers e580407d7d - the remaining Exhumed screens.
These are not tested yet, a bit more work is needed to allow this.
2021-04-16 20:48:40 +02:00
Christoph Oelckers a43259c40c - Exhumed's map. 2021-04-16 20:10:46 +02:00
Christoph Oelckers fed15a79e4 - Exhumed's intro screens. 2021-04-16 20:08:20 +02:00
Christoph Oelckers 4950b556c9 - handled SW's screens. 2021-04-16 18:43:59 +02:00
Christoph Oelckers 9dff494e6c - handle all of RR's screens. 2021-04-16 17:38:05 +02:00
Christoph Oelckers f4b089b776 - fixed bad sound checkin Duke's intermission. 2021-04-16 17:37:08 +02:00
Christoph Oelckers 7895d67b18 - ported the Duke intermission screen.
This also got its timing code thoroughly cleaned up.
2021-04-16 17:24:59 +02:00
Christoph Oelckers a78af92959 - migrated the Duke end of episode animations. 2021-04-16 17:24:59 +02:00
Christoph Oelckers 2a2c85c082 - migrated Duke's intro images and the first episode's ending animation. 2021-04-16 17:24:59 +02:00
Christoph Oelckers 6ed1d5e678 - DBlackScreen and DImageScreen migrated to event-based handling. 2021-04-16 17:24:58 +02:00
Christoph Oelckers aad6158288 - cleanup of movie player code, migration to event interface. 2021-04-16 17:24:58 +02:00
Christoph Oelckers dbd3e1de44 - Screen Job refactoring WIP.
Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Christoph Oelckers 7e9b8059cf - enable cl_slopetilting for Exhumed as well, now that it has a function there 2021-04-16 17:24:37 +02:00
Mitchell Richters be4fbbf9ec - Exhumed: Hide player panning code behind `cl_slopetilting`.
* Fixes #303. again.
2021-04-16 23:37:05 +10:00
Christoph Oelckers 6cb84dc554 - split out the movie player into its own file. 2021-04-15 23:55:29 +02:00
Christoph Oelckers 9c5f3f3673 - Exhumed: Skip the map when changing levels from the console.
The current screen job implementation does not coexist well with UI elements.
More like a hotfix, the screen job framework needs to be redone for properly handling input.
2021-04-15 23:04:14 +02:00
Christoph Oelckers 96d78ab9e6 - made DukeActor::s a pointer.
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00
Christoph Oelckers 61a6321cd6 - Exhumed: Change map command to start the level directly without going through the scrolling map. 2021-04-15 18:55:54 +02:00
Mitchell Richters e79c6bacd3 - Duke: Clamp RRRA vehicle input in `processVehicleInput()`. 2021-04-15 18:59:07 +10:00
Mitchell Richters aeb16e390c - Duke: Add `resurrected` flag to handle resurrection via cheating or when pissing in RR. 2021-04-15 18:00:58 +10:00
Christoph Oelckers f6c4c19b02 - added a filter to the directory loader to remove EDuke32's texture cache files.
These cause problems with the texture manager.
2021-04-14 22:12:15 +02:00
Christoph Oelckers bc007d75de - make map art work. 2021-04-14 14:16:09 +02:00
Christoph Oelckers b5dbc3cf29 - allow specifying startup .con files via GAMEINFO. 2021-04-13 18:08:55 +02:00
Christoph Oelckers 4fe3c50c7c - used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
While in GZDoom this uses the IWAD name, the same approach is a lot more problematic here because of name duplications with far more incompatible content.
So this allows targeting a group of base games instead of one specific version.
2021-04-13 18:08:55 +02:00
Christoph Oelckers 6ad3ac8ef9 - added GameID field to GrpInfo.
This is for allowing new features easier referencing of the various records.
2021-04-13 18:08:55 +02:00
Christoph Oelckers 230312e7f3 - re-fixed Blood skill selection. 2021-04-13 18:08:55 +02:00
Mitchell Richters 7b57df3c8f - Exhumed: Redo player panning code.
* Initial implementation from d32dcd5f8e was not working properly and already had some workarounds for when the player was underwater, etc.
* Re-read implementation in GDX and rebased off of it.
* Fixes #303.
2021-04-13 21:56:01 +10:00
Christoph Oelckers eaebcfcd7d - Exhumed: hotfix for moving on sloped floors 2021-04-13 00:31:50 +02:00
Christoph Oelckers aba5099ccb - added widescreen graphics credits to the Engine Credits menu. 2021-04-13 00:31:49 +02:00
Christoph Oelckers 88fb2185fa - Blood: default skill is 2, not 3. 2021-04-13 00:31:49 +02:00
Christoph Oelckers 92cdec077d - fixed some bogus range checks in automap code. 2021-04-12 20:54:12 +02:00
Christoph Oelckers 1e40e93da4 - fixed the vertical offsets of the World Tour skies.
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers aed7e8166e - fixed setup of startup title. 2021-04-12 19:39:42 +02:00
Christoph Oelckers ac04403292 - added native support for Nightfright's Alien World Order" GRP generator. 2021-04-12 19:35:39 +02:00
Christoph Oelckers efe76a6647 - Blood: fixed crash with badly defined drop objects.
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers a15ac43722 - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers d25838fe15 - Blood: fixed issue with INI detection when having content added by RFS files. 2021-04-12 00:31:36 +02:00
Christoph Oelckers 135dd1f081 - added PlaySound CCNDs. 2021-04-12 00:31:23 +02:00
Christoph Oelckers 9b977ba96e - fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers 6142f9d795 - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers fd6a71cac5 - fixed a random crash with an empty sprite I just experienced. 2021-04-11 21:14:09 +02:00
Christoph Oelckers 0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers e5e23cd63c - make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers 32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers 6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers d663d84596 - changed precaching setup for Exhumed.
This looks overly simplistic - I doubt it's enough to catch everything.
2021-04-11 10:54:10 +02:00
Christoph Oelckers e4cf768fa8 - call StartPrecaching to keep Vulkan happy. 2021-04-11 10:50:04 +02:00
Christoph Oelckers 387c62d584 - rewrote SW's precaching code.
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00