Christoph Oelckers
3906d5cfb0
- fixed: the fullscreen color blends did not set their command's screenFade member.
...
Since this remained 0, those blends lost their color.
2021-04-17 23:43:16 +02:00
Christoph Oelckers
d5dc8230d6
- fixed typo.
2021-04-17 17:21:02 +02:00
Christoph Oelckers
80c67cda06
- language update.
2021-04-17 17:06:57 +02:00
Christoph Oelckers
53cd8958ae
- added a fallback generic record for identifying Blood.rff based on content.
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This is for loading mods that have been set up to require running BARF before they can be used. Strict CRC identification does not work for these.
2021-04-17 13:11:02 +02:00
Christoph Oelckers
cd58b1d055
- made the tile size getters a bit more robust.
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They should not crash on invalid sprites.
2021-04-17 12:40:23 +02:00
Christoph Oelckers
d2c9b5979d
- gave key 7 a proper spawn record using the blue outline as image.
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A proper definition here is needed to allow dropping this item.
The original code had a picnum of -1 here which caused crashes.
2021-04-17 12:05:37 +02:00
Christoph Oelckers
0cdb7a53ce
- more char removal - mostly weapon.cpp
2021-04-17 10:34:12 +02:00
Christoph Oelckers
9828b0228e
- made type of shade variables consistent.
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Some were char, some signed char and the initializers needed type casts.
This wasn't serious but created a lot of casting noise.
2021-04-17 10:22:00 +02:00
Christoph Oelckers
ada28d8d04
- Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
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Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
839547a9fc
- Blood: gave FXDATA meaningful member names
2021-04-17 10:12:40 +02:00
Christoph Oelckers
42b87362ee
- When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
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This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
962e313eb2
- fixed screen job fadeout.
2021-04-17 00:16:18 +02:00
Christoph Oelckers
091a9b7fef
- fixed Exhumed laptop cutscene.
2021-04-17 00:01:28 +02:00
Christoph Oelckers
2b9a527aba
- added a 'Start' method to DScreenJob.
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Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
49e07a47c6
- now that everything is fixed, the map in Exhumed can be initiated from the console.
2021-04-16 22:40:21 +02:00
Christoph Oelckers
584e4bfb4a
- explicitly check for opening the console when running a screen job.
2021-04-16 22:39:48 +02:00
Christoph Oelckers
3910146740
- skip the fade-in of the screen job if it starts while the game is paused.
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While this works with the current code it simply does not look good.
2021-04-16 22:21:57 +02:00
Christoph Oelckers
03d517c509
- removed debug assert.
2021-04-16 22:16:21 +02:00
Christoph Oelckers
f28aa8f06c
- properly pause streaming soundtracks of movies as well.
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This is not relevant for any of the stock movies as they use separate sound files, we need to be aware of mods using the streaming sound capabilities of MVE and SMK.
2021-04-16 22:14:11 +02:00
Christoph Oelckers
1852c0b802
- properly pause the screen job player if the menu is open.
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Still needs a bit of work for movies with embedded streaming sound.
2021-04-16 22:03:01 +02:00
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.
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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.
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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.
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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
.
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* 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.
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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.
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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.
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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.
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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.
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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.
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* 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