Christoph Oelckers
9fab46b7d7
- initialize the secret hint system for each level.
2020-02-22 08:57:18 +01:00
Christoph Oelckers
7dc26a3162
- stop all playing sound when starting a new game.
...
- give all bonus screen sounds in Duke the CHANF_UI flag.
2020-02-17 19:43:58 +01:00
Christoph Oelckers
57a3f89105
- workaround for cl_autoaim not being set anymore.
...
Only for singleplayer for now, the network implementation for this flag leaves a lot to be desired.
2020-02-16 21:31:29 +01:00
nukeykt
a604152e39
Rednukem: fix kill counter
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# Conflicts:
# source/rr/src/gameexec.cpp
2020-02-12 23:14:53 +01:00
Christoph Oelckers
1e8e5d3732
- fixed: CON_ADDKILLS in RedNukem code was performing RR-only checks even when playing Duke.
...
Original code looks like this:
case 88:
insptr++;
ps[g_p].actors_killed += *insptr;
hittype[g_i].actorstayput = -1;
insptr++;
break;
2020-02-12 23:14:42 +01:00
nukeykt
f2b98f9abc
Rednukem: WW2GI weapon code fixes
2020-02-12 20:28:15 +01:00
nukeykt
88eacbcc1b
Rednukem: fix ifvare instruction
2020-02-12 20:28:14 +01:00
Christoph Oelckers
f3d953513b
- make things compile again.
2020-02-12 20:27:43 +01:00
nukeykt
b9e9b25cc6
Rednukem: fix WW2GI events
2020-02-12 20:27:43 +01:00
nukeykt
d5e3be61c2
Rednukem: WW2GI fixes
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# Conflicts:
# source/rr/src/menus.cpp
2020-02-12 20:27:43 +01:00
nukeykt
365b7bfe79
Rednukem: implement WW2GI weapons
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# Conflicts:
# source/rr/src/actors.cpp
# source/rr/src/gamevars.cpp
# source/rr/src/sbar.cpp
2020-02-12 20:27:42 +01:00
nukeykt
972f2c4f0d
Rednukem: WW2GI events
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# Conflicts:
# source/rr/src/events_defs.h
# source/rr/src/game.cpp
# source/rr/src/gameexec.h
2020-02-12 20:27:42 +01:00
nukeykt
47572cc01a
Rednukem: Readd gamevars from eduke32 for WW2GI support
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# Conflicts:
# platform/Windows/rednukem.vcxproj
# platform/Windows/rednukem.vcxproj.filters
# source/rr/src/events_defs.h
# source/rr/src/gamedef.h
# source/rr/src/gamevars.cpp
# source/rr/src/savegame.cpp
2020-02-12 20:27:42 +01:00
Christoph Oelckers
7909f29691
- allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
...
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
2020-02-12 20:25:59 +01:00
Christoph Oelckers
f2043c4e3d
- fixed palette in 3D Realms screen and first end-of-episode animation in Duke3D.
2020-02-11 19:29:05 +01:00
Christoph Oelckers
37f3bb37d4
- re-added menu opening sound for Duke and RR.
2020-02-11 18:13:15 +01:00
alexey.lysiuk
1479e1feae
- unified demo path handling for all platforms
...
The current game subdirectory is now created on all platforms
2020-02-06 12:04:51 +01:00
Christoph Oelckers
67a2952ead
- fixed RR's music.
2020-02-05 22:03:42 +01:00
Christoph Oelckers
f6d9b5602b
- fixed hud_scale.
2020-02-05 19:06:36 +01:00
Christoph Oelckers
a90185bea9
- cleaned up the remaining dependencies on windows.h
...
This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
Christoph Oelckers
4350a4dd31
- netcode cleanup.
...
This moves all parts in the Duke/Redneck modules that access ENet into net.cpp/network.cpp and changes global ENet structs to use C++ notation instead of typedefs so that anonymous definitions for them can be added where needed.
These changes are done to avoid including enet.h globally which is a major issue because this file does not work without including windows.h, making it extremely dirty.
2020-02-03 21:06:03 +01:00
Christoph Oelckers
ca21852945
- hook up -nologo.
2020-02-02 20:44:57 +01:00
Christoph Oelckers
4d7a43004c
- use the new SW interpolation function for all games.
2020-02-02 10:27:47 +01:00
Christoph Oelckers
0e1eeea037
- use the game palette directly for palette lookups.
...
The setup here is far too messy for having a copy in a better format - it can be changed in some non-obvious places.
2020-02-01 23:05:43 +01:00
Christoph Oelckers
1cce5d8de2
- fixed RR was still generating input events when the game was paused.
2020-02-01 13:07:58 +01:00
Christoph Oelckers
eac1007c56
- automap color fix.
2020-01-30 22:05:18 +01:00
Christoph Oelckers
4bf519dcb0
- fixed copy/pasted broken 'map' CCMD.
2020-01-30 20:25:52 +01:00
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
Christoph Oelckers
5de7fbca37
- consolidation of music lookup code for user maps.
2020-01-27 20:53:41 +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
00da92377a
- clear the screen before drawing a scene. Thanks to ability to layer scenes with scripting it is not possible to render solid geometry fully opaque.
2020-01-26 11:54:50 +01:00
Christoph Oelckers
cb652ad147
- use Pal_2D for Duke's title screen.
...
This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +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
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
Christoph Oelckers
ef3ade08d3
- silence debug diagnostics for non-test builds
2020-01-20 00:42:40 +01:00
BSzili
bd1523ef2d
Rednukem: fix building with NETCODE_DISABLE
...
# Conflicts:
# source/rr/src/game.cpp
# source/rr/src/net.h
2020-01-19 23:54:04 +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
8cd9775513
- fixed VP8 video player.
...
Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
298bbb4c97
- removed some leftover pieces of the original savepic code in RR.
2020-01-15 20:52:36 +01:00
Christoph Oelckers
a4d8e68b9f
- added an engine credits menu page.
2020-01-15 20:39:41 +01:00
Christoph Oelckers
6ace2f8bf0
- added savepic generation to RR.
2020-01-14 20:12:08 +01:00
Christoph Oelckers
45a93fc57e
- fixed a few bad or missing string labels.
2020-01-13 18:05:43 +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
Christoph Oelckers
9ca2819ad1
- added missing validation to S_GetUserFlags functions.
2020-01-12 09:32:30 +01:00