Christoph Oelckers
0aa5db7969
- project rework to shorten compile times.
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* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers
9a52e8039c
- rerouted tileCreate and tileSetExternal calls.
2019-10-15 23:18:52 +02:00
Christoph Oelckers
c3bc690e98
- more updating and bug in UpdatePicSize fixed.
2019-10-15 20:02:37 +02:00
Christoph Oelckers
0e165e40a3
- first batch of adjustments to the new tile management.
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- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers
bb67a1ba38
- some reworking of the texture code to make integration of Build tiles easier.
2019-10-12 08:54:06 +02:00
Christoph Oelckers
fbc22e0125
- sanitized walock.
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Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers
3621aae3f0
- rerouted all write accesses to tilesiz and picsiz through a function interface.
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These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers
fbc7e626e9
- removed the fullbright render pass, because this is better set up as a shader option.
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- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.
The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
nukeykt
1104065b47
Fix RR compiling on other platforms
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Patch by NY00123
2019-10-09 17:31:13 +02:00
Christoph Oelckers
50a53bd2b9
- fixed: The precacher should not look for presence of the tile's pixel data.
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For hardware rendered precaching this is meaningless.
2019-10-09 00:32:28 +02:00
Christoph Oelckers
b1aaafb973
- abstracted uploadpalswap out of the game code.
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This needs special setup on the renderer side that needs to be done in a more controlled fashion.
2019-10-06 19:47:31 +02:00
Christoph Oelckers
ef2de97077
- the harmless changes of the failed refactoring of the shader.
2019-10-06 19:32:35 +02:00
Christoph Oelckers
93ad83b380
- use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
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- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers
ae1e090716
- all non-shader related GL calls are gone from the main code base.
2019-10-04 21:13:04 +02:00
Christoph Oelckers
a86f1ffd4f
- make it compile again.
2019-10-04 17:36:37 +02:00
Christoph Oelckers
471f720d95
- consolidated console clear functions.
2019-10-04 01:25:10 +02:00
Christoph Oelckers
7fd395b5d7
- removed some legacy demo stuff from RedNukem backend.
2019-09-26 00:19:49 +02:00
Christoph Oelckers
d12563f644
- got rid of klzw and the legacy demo code along with it.
2019-09-25 23:12:29 +02:00
Christoph Oelckers
cd920299d0
- moved winbits.cpp to the platform folder and cleaned out unused parts.
2019-09-25 22:38:47 +02:00
Christoph Oelckers
37907ddd06
- startup hacks.
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Unfortunately nothing of this can be fixed before the resource management has been refactored from the ground up. Sp for now this ugliness needs to suffice.
2019-09-23 18:17:36 +02:00
nukeykt
895fb719d9
blooddemohack -> enginecompatibility_mode
2019-09-23 01:30:07 +02:00
Christoph Oelckers
527d99008b
- fixed the setup.
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Renamed all elements still referring to zdoom.
removed the frontend specific resource data.
fixed startup dialog to accept ANSI date despite building as Unicode. This needed a bit of hackery because the macros in windowsx.h are not character set sensitive.
2019-09-23 01:28:18 +02:00
Christoph Oelckers
2cbe211e7c
- transitioned project to CMake and deleted most of the old build system.
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The EDuke32 and RedNukem frontends are working, Blood isn't yet.
Notes:
many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works.
support code for Windows XP has been entirely removed. On Windows this will only target Vista and up.
the crc32.h header had to be renamed to deconflict from zlib.
several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way.
removed some remaining editor files and support for the native software rendering only Windows backend.
in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
2019-09-22 23:15:46 +02:00
Christoph Oelckers
0d98e7f256
- put all Blood game code into a namespace.
2019-09-22 08:39:22 +02:00
Christoph Oelckers
2dc051f7cf
- put RedNukem game frontend into a namespace.
2019-09-22 00:10:48 +02:00
Christoph Oelckers
55a879fcc0
- put EDuke frontend source into a namespace.
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This commit does not work yet!
2019-09-21 22:53:00 +02:00
Christoph Oelckers
30c47a8511
- include namespace file in all sources as the very first include.
2019-09-21 20:59:54 +02:00
Christoph Oelckers
7721ed31c0
- removed Lunatic remains.
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This looks as dead as it could be, so away it goes.
2019-09-21 20:27:29 +02:00
Christoph Oelckers
5855886a5f
- removed extern "C" from rr and blood folders.
2019-09-21 19:57:41 +02:00
Christoph Oelckers
71b332459b
- removed Android and Mapster headers plus raw EDuke assets in Blood folder.
2019-09-21 19:30:20 +02:00
Christoph Oelckers
998ac01157
- manual merge of all NBlood changes that couldn't get cherry picked.
2019-09-21 13:02:17 +02:00
nukeykt
5a93d301b6
minor changes
2019-09-21 11:40:44 +02:00
nukeykt
996dfde6d0
Fix compile errors, backport input code for RR
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# Conflicts:
# platform/Windows/voidsw.vcxproj
# source/blood/src/controls.cpp
# source/blood/src/m32common.cpp
# source/rr/src/actors.cpp
# source/rr/src/anim.cpp
# source/rr/src/demo.cpp
# source/rr/src/game.cpp
# source/rr/src/gameexec.cpp
# source/rr/src/global.h
# source/rr/src/menus.cpp
# source/rr/src/menus.h
# source/rr/src/net.cpp
# source/rr/src/player.cpp
# source/rr/src/premap.cpp
# source/rr/src/savegame.cpp
# source/rr/src/sbar.cpp
# source/rr/src/screens.cpp
# source/rr/src/sector.cpp
2019-09-21 11:39:19 +02:00
nukeykt
0dcca3583f
Backport frame limiter (again)
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# Conflicts:
# source/rr/src/game.cpp
2019-09-21 10:43:45 +02:00
nukeykt
3458a88f8e
Backport framelimitter fix
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# Conflicts:
# source/rr/src/demo.cpp
# source/rr/src/game.cpp
# source/rr/src/net.cpp
# source/rr/src/screens.cpp
2019-09-21 10:26:47 +02:00
nukeykt
6fea4bf527
Fix compilation on linux
2019-09-21 10:24:13 +02:00
nukeykt
107a630883
Add TROR rendering
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# Conflicts:
# source/blood/src/mapedit.cpp
# source/build/include/editor.h
# source/build/include/polymer.h
# source/build/src/build.cpp
# source/build/src/polymer.cpp
2019-09-21 10:11:02 +02:00
nukeykt
d7865bfab4
nothing
2019-09-21 09:57:27 +02:00
nukeykt
d2c9734e9c
Hope this fixes mp lags
2019-09-21 09:54:01 +02:00
nukeykt
dcc950378e
Update prediction code to account for RR
2019-09-21 09:54:01 +02:00
nukeykt
dbe93a1671
Fix accept option in game setup not returning to host game menu
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patch from Striker
2019-09-21 09:54:00 +02:00
nukeykt
976fb2c9e9
Fix squished player self fragging
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patch from Striker
2019-09-21 09:54:00 +02:00
nukeykt
ab0cc0d578
Oops
2019-09-21 09:54:00 +02:00
nukeykt
222f9cc282
Network prediction
2019-09-21 09:53:59 +02:00
nukeykt
20420dc702
Semiworking mp
2019-09-21 09:53:59 +02:00
nukeykt
3ce70b7c3a
Non mp stuff fix
2019-09-21 09:53:58 +02:00
nukeykt
5e182e2962
oldmp wip
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# Conflicts:
# source/rr/src/game.cpp
# source/rr/src/net.cpp
2019-09-21 09:53:58 +02:00
nukeykt
c3fc897a3e
oldmp wip
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# Conflicts:
# source/rr/src/net.cpp
2019-09-21 09:53:37 +02:00
nukeykt
fe80b46d54
OldMP wip
2019-09-21 09:53:19 +02:00
nukeykt
6eaff57831
Accuracy fixes
2019-09-21 09:49:28 +02:00
nukeykt
36e932a6cb
Fix BOSS2 RPG attack
2019-09-21 09:49:28 +02:00
nukeykt
6b7245ec97
Revert tripbomb logic
2019-09-21 09:49:27 +02:00
nukeykt
1fb877445c
Fix player speed reduction logic
2019-09-21 09:49:27 +02:00
nukeykt
fdcf92e28b
Hack to parse checkbossXseekstate like Todd's code did
2019-09-21 09:46:26 +02:00
nukeykt
24c2b2473d
Off, thanks Todd for implicit if else conditions
2019-09-21 09:45:55 +02:00
nukeykt
7a877d8782
Remove EDuke32 VM leftovers
2019-09-21 09:45:15 +02:00
nukeykt
7b02bcbb3f
DUKE -> !RR
2019-09-21 09:44:41 +02:00
nukeykt
eafeb27996
Add NAM/NAPALM support
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Big thanks to NY00123 for his NAM.EXE reconstruction work
2019-09-21 09:38:57 +02:00
nukeykt
75d2e81e98
Move midi stuff to audiolib
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# Conflicts:
# platform/Windows/eduke32.vcxproj
# platform/Windows/nblood.vcxproj.filters
# source/audiolib/include/al_midi.h
# source/audiolib/include/opl3.h
# source/audiolib/include/oplmidi.h
# source/audiolib/src/_al_midi.h
# source/audiolib/src/_oplmidi.h
# source/audiolib/src/al_midi.cpp
# source/audiolib/src/opl3.cpp
# source/audiolib/src/oplmidi.cpp
# source/duke3d/Dependencies.mak
# source/duke3d/src/sdlmusic.cpp
2019-09-21 09:37:07 +02:00
nukeykt
9b63ab5279
GNU makefile
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# Conflicts:
# GNUmakefile
2019-09-21 09:34:24 +02:00
nukeykt
bdd7bb72d8
NRedneck compiles with MSVC now
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# Conflicts:
# platform/Windows/eduke32.sln
# source/build/src/tilepacker.cpp
# source/rr/src/common.cpp
# source/rr/src/duke3d.h
# source/rr/src/game.cpp
# source/rr/src/menus.cpp
# source/rr/src/osdcmds.cpp
# source/rr/src/screens.cpp
2019-09-21 09:25:29 +02:00
Christoph Oelckers
26c0490763
- this define is not needed.
2019-09-20 23:52:38 +02:00
Christoph Oelckers
625586b729
- delete unneeded content from rsrc folders.
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None of these will be used in any way so they may just go.
2019-09-20 22:16:34 +02:00
Christoph Oelckers
94cfcb4fbd
- Redneck Rampage fixes for changes in timer and mouse input interface.
2019-09-20 22:07:53 +02:00
Christoph Oelckers
20f5972b9b
- fixed everything to compile again.
2019-09-20 19:37:29 +02:00
Christoph Oelckers
ceceb63b5e
- adjustments for frame rate limiting copied from Duke3D project.
2019-09-20 13:54:27 +02:00
Christoph Oelckers
33b122d88a
- renamed remaining vec2s_t's.
2019-09-20 11:47:21 +02:00
Christoph Oelckers
0254bf82d3
- added NBlood source.
2019-09-20 00:42:45 +02:00
Christoph Oelckers
23bc385393
- everything works again, some changes were apparently lost in the last merge.
2019-09-19 23:39:35 +02:00
Christoph Oelckers
8074d8251e
- can be compiled again but crashes.
2019-09-19 23:02:57 +02:00
Christoph Oelckers
c2e4a6cb64
- sound system additions from NBlood, except for the backing code for OPL playback.
2019-09-19 20:22:09 +02:00
Christoph Oelckers
ea631cb6ac
- fixed some warnings
2019-09-19 14:18:44 +02:00
Christoph Oelckers
e1e8b835db
- make it compile again.
2019-09-19 11:43:11 +02:00
Christoph Oelckers
0168b9ddf2
- fix RedNukem input.
2019-09-19 01:10:07 +02:00
Christoph Oelckers
588fbc26f9
- added RedNukem project.
2019-09-19 00:27:46 +02:00