Christoph Oelckers
43f899f2ce
- Do not start multiple instances of the same sound on the same source in Exhumed.
...
From the looks of it the engine calls the sound function repeatedly while the sound plays to perform distance checks.
With the OpenAL backend these checks are totally unnecessary and shouldn't do anything.
2020-06-24 22:02:23 +02:00
Mitchell Richters
8c723f52d1
- make controller input identical across all games.
...
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d
.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Mitchell Richters
291475eeb5
- simplify visibility calculation from changes performed in d80a32d379
.
...
* Achieves the exact same result in a cleaner fashion.
2020-06-23 14:16:42 +02:00
Mitchell Richters
c05eb6dbb6
Blood: Fix issues with weapon not switching properly if cycling the weapons too quickly.
...
- This means that while weapons can't be changed mid-animation, they switch consistently. I feel they animate quick enough, anyway.
2020-06-23 12:19:53 +02:00
Mitchell Richters
e1e05eeaa7
- change cl_defaultconfiguration default from '2' (leftbinds) to '0' (defbinds).
2020-06-23 12:16:11 +02:00
Mitchell Richters
91cc97ced0
Change Next/Previous Weapon button handling for Shadow Warrior.
...
- Makes consistent with Duke 3D, RR and Blood.
2020-06-22 07:47:58 +02:00
Mitchell Richters
d80a32d379
- fix render visibility calculation following changes in 0bd460d9e3
.
...
* Output from PrintVis() in 9dfd3ddd02
showed resulting global visibility as 0.078125.
* Following 0bd460d9e3
, resulting global visibility shown as 0.041667.
* Scaling g_visibility by (8.f / 15.f) (0.533333) restores resulting global visibility to 0.078125.
2020-06-21 10:12:54 +02:00
Mitchell Richters
3325ef272e
- make r_ambientlight work globally for all games by performing adjustment engine-side.
2020-06-21 10:12:54 +02:00
Christoph Oelckers
e29eb5bbed
- added some ZScript basics.
...
This is merely the basics needed to actually implement something.
2020-06-20 09:46:41 +02:00
Christoph Oelckers
7edcd3125a
- fixed music setup for Duke3D.
...
The parser prepends a '/' to the names which needs to be removed when looking up the music.
2020-06-20 09:38:30 +02:00
Christoph Oelckers
550576d94d
- allow skipping the Exhumed logos.
2020-06-17 17:10:31 +02:00
Richard C. Gobeille
d28929c437
engine: add klabs() back into ksqrtasm_old()
2020-06-17 17:10:11 +02:00
Dino Bollinger
ba4eb3f906
Fix crash during demo playback caused by a mistake in 5132b41f
2020-06-17 17:10:11 +02:00
Dino Bollinger
a5085c3631
Expose newgamecustom menu and submenu index to CON (read-only).
...
New userdef struct members: ud.m_newgamecustom, ud.m_newgamecustomsub
2020-06-17 17:10:11 +02:00
Dino Bollinger
79d3a36106
Duke3D: Fix frozen players floating in mid-air
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
3c6adcd10b
RR: fix player still being able to look around while frozen
...
Replicates changes to Duke3D code from f408c5a8d4763ef905c81d870ab53d74fa5be015.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
815df3ed38
Duke3d: fix player still being able to look around while frozen
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
e641c82cdc
RR: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
...
Replicates changes to Duke3D code from 5e4fd35738
.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
47c16e4872
RR: fix issue with player movement not being locked when crushing shrunken enemies
...
Replicates changes to Duke3D code from f5aa302475
.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
0822195ba2
RR: fix jittery view on moving sectors
...
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Replicates changes to Duke3D code from c30b21dcdc7dfbcd400abe0fad204f1c0bacdba1.
2020-06-17 17:10:11 +02:00
Mitchell Richters
db5a4b49eb
- Duke3D: Fix issues caused from cherry pick from upstream.
...
This change from a5c9a702e9
needs to be dropped due to how we're handling one_eighty_count as per 2129d3b4e7
.
2020-06-17 17:10:11 +02:00
Christoph Oelckers
b9a567463c
- fixed compile error.
2020-06-17 12:26:06 +02:00
Richard C. Gobeille
9a2c2d5a98
exhumed: fix overflow in feebtag()
2020-06-17 12:26:06 +02:00
nukeykt
22e0c4d9ae
Rednukem: fix longstanding bug with unfrozen GREENSLIME
...
Backported from eduke32
2020-06-17 12:26:06 +02:00
sirlemonhead
d2806393bb
PCExhumed: Add code to draw serpent cam status text on screen
...
# Conflicts:
# source/exhumed/src/sound.cpp
# source/exhumed/src/status.h
2020-06-17 12:26:06 +02:00
sirlemonhead
9df13d0dfe
PCExhumed: Don't restore mid level save point if re-entering a just completed level
2020-06-17 12:26:05 +02:00
sirlemonhead
2e514e539e
PCExhumed: Fix cheat messages
2020-06-17 12:26:05 +02:00
Dino Bollinger
54ce1b5c06
Fix minor memory leak in Net_Connect()
...
# Conflicts:
# source/duke3d/src/network.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4128fd62c7
engine: set g_loadedMapVersion in engineLoadBoardV5V6()
...
# Conflicts:
# source/build/src/engine.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4e9144dd20
Duke3d: fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
54d9a1a711
Duke3d: add some labels for the different GREENSLIME states
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
5574f0bd74
Duke3d: add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
39b1c3cee9
Duke3d: fix longstanding bug with unfrozen GREENSLIME
...
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
575541e32c
engine: update libdivide
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
1cab7b9765
engine: add divideu64()/divideu64_noinline()
2020-06-17 12:26:03 +02:00
Dino Bollinger
d3b6991846
Duke3D: This should fix players being able to superjump out of water
2020-06-17 12:26:03 +02:00
Dino Bollinger
9c2c1cc765
Fix 3D model animation depending on the number of sprites present on the map.
...
Fixes terminx/eduke32#64 .
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
28911435d9
Duke3d: fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
...
Fixes terminx/eduke32#62 .
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
a5c9a702e9
Duke3d: fix jittery view on moving sectors
...
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60 .
# Conflicts:
# source/duke3d/src/actors.cpp
# source/duke3d/src/game.cpp
# source/duke3d/src/premap.cpp
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
f5aa302475
Duke3d: fix issue with player movement not being locked when crushing shrunken enemies
...
Fixes terminx/eduke32#59 .
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
5e4fd35738
Duke3d: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
...
Fixes #56 .
2020-06-17 12:26:02 +02:00
Christoph Oelckers
2c2b871083
- fixed texture validation checks.
2020-06-17 12:26:02 +02:00
Christoph Oelckers
95b4340eec
- initial palette shader work.
2020-06-17 12:26:01 +02:00
Christoph Oelckers
b753ea5db7
- preparations for passing palette lookup textures through the low level texture code.
2020-06-17 12:26:01 +02:00
nukeykt
b907791558
Blood: input code improvements
...
Repairs interpolation issues introduced in 96c9ca657e
as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
2020-06-17 12:22:23 +02:00
Rachael Alexanderson
6fdc11d608
- Raze is not GZDoom. Changed to something more generic. (Will do the same update to GZDoom)
2020-06-16 08:01:37 -04:00
Christoph Oelckers
2a29dbf793
- use backend independent code to render the camera textures.
2020-06-14 21:57:21 +02:00
Christoph Oelckers
d4b32bf79f
- fully synchronized the backend code with GZDoom.
...
The camera texture code couldn't be done earlier.
2020-06-14 21:13:22 +02:00
Christoph Oelckers
5effc95ae1
- updated startup dialog and fixed multisampling not active in the 3D scene.
2020-06-14 20:59:26 +02:00
Christoph Oelckers
946da7d622
- moved the textures used for the animations into the texture manager.
...
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00