nukeykt
7c96c550d9
Blood: disable TROR in map v7
...
# Conflicts:
# source/blood/src/db.cpp
2020-02-27 19:55:42 +01:00
nukeykt
d7f9a5acee
Blood: store parallax sky info in savegame
...
# Conflicts:
# source/blood/src/loadsave.cpp
2020-02-27 19:55:12 +01:00
Christoph Oelckers
9d934d22b2
- silence MSVC warnings.
2020-02-27 19:50:29 +01:00
nukeykt
bb3009c8a7
Rednukem: dh wip
...
# Conflicts:
# source/rr/src/rrdh.h
2020-02-27 19:44:24 +01:00
nukeykt
882b061ee1
Rednukem: add dh specific code
...
# Conflicts:
# source/rr/src/rrdh.cpp
# source/rr/src/rrdh.h
2020-02-27 19:44:00 +01:00
nukeykt
8c37e94061
Rednukem: dh player code
...
# Conflicts:
# source/rr/src/rrdh.h
2020-02-27 19:36:15 +01:00
Christoph Oelckers
dbf446ee6c
- ported the menu changes of the last commit.
2020-02-27 19:26:30 +01:00
nukeykt
95cc4a8aab
Rednukem: dh menu
...
# Conflicts:
# source/rr/src/menus.cpp
# source/rr/src/rrdh.h
2020-02-27 18:28:14 +01:00
sirlemonhead
cd4090e531
PCExhumed: Fix Anubis drum not moving correctly when shot (bad angle calc).
2020-02-27 18:27:33 +01:00
Christoph Oelckers
0ed3b3b3ea
- manual merge of * PCExhumed: Don't shrink/expand screen viewable area if in map mode. Fixes #327
...
Code was too different for cherry-picking.
2020-02-26 20:51:19 +01:00
Christoph Oelckers
80768e2fa8
- register the correct menu classes.
2020-02-26 20:31:49 +01:00
Christoph Oelckers
1eb00949e3
- manually added the RRDH menu stuff.
2020-02-26 20:31:49 +01:00
nukeykt
16052577a4
Rednukem: dh wip
...
# Conflicts:
# source/rr/src/game.cpp
# source/rr/src/menus.cpp
2020-02-26 20:31:49 +01:00
nukeykt
ac2a17f5ea
Rednukem: dh wip
...
# Conflicts:
# GNUmakefile
# platform/Windows/rednukem.vcxproj
# platform/Windows/rednukem.vcxproj.filters
# source/rr/src/common_game.h
# source/rr/src/screens.cpp
2020-02-26 20:31:48 +01:00
Christoph Oelckers
0551c16203
- added detection for Deer Huntin' GRP.
2020-02-26 20:31:48 +01:00
Christoph Oelckers
7533fbaa8e
- fixed: special 2D palettes do not have brightmaps so any such texture must be completely excluded from being checked.
2020-02-26 18:10:06 +01:00
Christoph Oelckers
bf4ac0a5c0
Merge branch 'master' of https://github.com/coelckers/Raze
2020-02-26 17:38:03 +01:00
Christoph Oelckers
ca18e70f2d
- SW: Do not skip status bar when the menu is up.
2020-02-26 01:06:07 +01:00
Christoph Oelckers
6315bd3960
- Exhumed - fixed wrong sound origin for special effect sound
2020-02-26 00:20:52 +01:00
Christoph Oelckers
638f8b0102
0.5.0
2020-02-25 21:20:58 +01:00
Christoph Oelckers
c045096393
- fixed: When loading a savegame without music, stop any playing music.
2020-02-25 21:15:25 +01:00
Christoph Oelckers
9945131d3a
- RR: Do not start the "8-track player" when a map got a dedicated music track defined.
...
Otherwise it may become a bit annoying.
2020-02-25 21:11:19 +01:00
Christoph Oelckers
864c3c5766
- SW: Fixed fortune cookie text display.
2020-02-25 21:03:38 +01:00
Christoph Oelckers
8c01061053
- SW: Explicitly call hud_size's callback to reinitialize the status bar when loading a savegame.
...
Since part of the bar's content is stored in a savegame it needs to be manually refreshed after loading or it may display garbage.
2020-02-25 20:51:58 +01:00
Christoph Oelckers
b4a2a5c187
- fixed Exhumed's creepy sounds.
2020-02-25 20:10:36 +01:00
Christoph Oelckers
71083f2b23
- use sound rolloff settings for Exhumed that actually work.
...
I cannot say if this is correct because the sound in PCExhumed doesn't seem right so the rolloff distance was more or less guesswork based on what sounds ok.
2020-02-25 19:40:39 +01:00
Christoph Oelckers
1c2ea506f2
- fixed: Windows must call the wide version of _mkdir for Unicode support.
2020-02-25 18:49:24 +01:00
Christoph Oelckers
7d725bfe8a
Exhumed sound coordinate fixes
2020-02-25 00:40:51 +01:00
sirlemonhead
999840a9b5
PCExhumed: Corrected sector tag number handling for enemy death triggered sectors. Fixes issue #328
2020-02-24 22:13:32 +01:00
Christoph Oelckers
2f91c2f696
- fixed the Exhumed sequence reader.
...
There was interference with the sound loader here - both accessed the same file handle so the sequence's sound data wasn't read correctly, resulting in memory corruption.
2020-02-24 21:59:04 +01:00
Christoph Oelckers
fe1133e5c2
- fixed EnumerateChannels.
2020-02-24 20:19:03 +01:00
Christoph Oelckers
920f424184
- pitch fix.
2020-02-24 18:34:15 +01:00
Christoph Oelckers
3a7067dbec
- properly transitioned Exhumed's sound system to the OpenAL sound engine.
2020-02-23 20:40:45 +01:00
Christoph Oelckers
3aea6d1fad
- refactored sound user data to be easier to serialize.
2020-02-23 18:30:48 +01:00
Christoph Oelckers
83adb81756
- call the proper functions to stop sounds in Shadow Warrior.
2020-02-23 17:13:18 +01:00
Christoph Oelckers
c8aa006f82
- fixed sound channel iterator to properly handle callbacks that delete sounds.cpp
2020-02-23 17:12:40 +01:00
Christoph Oelckers
e28de10c00
- serialize sound IDs as index, not name.
...
The name is not unique. This really needs something better.
2020-02-23 17:11:54 +01:00
Christoph Oelckers
935a880b63
- Blood's ambient sound table does not need to be written to the savegame because it can be statically reinitialized after loading.
2020-02-23 17:10:29 +01:00
Christoph Oelckers
c35a2e5f11
- do not hold persistent references to sound channels in SW's ambient sound code.
...
For robustness, channels should always be looked up when needed so that the sound engine is free to do with them as it needs.
2020-02-23 15:41:57 +01:00
Christoph Oelckers
985e441d80
- transitioned all JSON-based savegame code to FSerializer and removed sjson.
...
Now everything is in place to transition the rest of the savegame code as well.
2020-02-23 14:03:03 +01:00
Christoph Oelckers
1b6b43291b
- disabled the 'portable' savegame feature for Ion Fury.
...
This won't survive the coming savegame refactoring because its only reason for existence is to work around the savegame format's volatility.
2020-02-23 09:55:49 +01:00
Christoph Oelckers
a09e195954
- started transitioning the savegame writer to the newly added serializer.
...
Writing info.json done.
2020-02-23 09:41:12 +01:00
Christoph Oelckers
88b6661395
- hooked up GZDoom's JSON serializer.
...
It's time to build a better savegame format and also to replace SJSON with something easier to work with.
2020-02-22 18:41:24 +01:00
Christoph Oelckers
8a085c0af9
- fixed undefined behavior with unpositioned but attenuated sounds.
2020-02-22 17:23:23 +01:00
Christoph Oelckers
39c96d58c6
- fixed bug with wallsprite calculation trashing angles of voxel sprites.
...
Fix was missed from upstream due to a merge conflict.
2020-02-22 16:56:20 +01:00
Christoph Oelckers
8e9491b5e4
- ported music start fix from GZDoom.
2020-02-22 16:12:40 +01:00
Christoph Oelckers
3c88e1c30a
- proper detection for SW Redux.
2020-02-22 14:57:43 +01:00
Christoph Oelckers
9fab46b7d7
- initialize the secret hint system for each level.
2020-02-22 08:57:18 +01:00
Rachael Alexanderson
3a30e083ad
- add Redneck Rampage to Steam search paths
2020-02-21 19:02:51 -05:00
Christoph Oelckers
455137e5e0
- re-enabled depth clamping.
...
This was never supposed to remain deactivated.
2020-02-21 21:36:42 +01:00
Christoph Oelckers
020692588c
- fixed level names in statistics printout.
2020-02-21 21:36:42 +01:00
Rachael Alexanderson
6a40d71e89
- Replicate commit from: 5ee864ab5b
...
- Special thanks to @hanatos
2020-02-21 07:55:11 -05:00
Christoph Oelckers
56c959d025
- Blood: Stop music before starting a cutscene.
2020-02-19 18:34:17 +01:00
Christoph Oelckers
c253cd899c
- fixed statistics reader for savegames.
2020-02-18 21:23:28 +01:00
Christoph Oelckers
ce9b71a31f
- fixed hitbox for menu sliders.
2020-02-18 21:05:46 +01:00
Christoph Oelckers
6282062492
- fixed brightmaps.
...
They are no longer run through the texture postprocessor and the shader now applies them correctly.
2020-02-18 20:43:16 +01:00
Christoph Oelckers
4671161852
- fixed the secret hint system.
2020-02-17 23:07:29 +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
a657b55b50
- give all cutscene sounds in SW the CHANF_UI flag.
2020-02-17 19:12:05 +01:00
CommonLoon102
1105d52677
Blood: rename Ummune to Immune
2020-02-17 18:41:15 +01:00
Christoph Oelckers
dcad616030
- unpause sound when starting the demo loop.
2020-02-17 18:40:32 +01:00
Christoph Oelckers
41a81989d8
0.4.5
2020-02-16 21:38:49 +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
Christoph Oelckers
40cbaf969c
- ignore GRPINFOs without a defined game.
...
These can cause unpredictable behavior, including crashes.
2020-02-16 20:18:07 +01:00
Christoph Oelckers
3cd2b92dd1
- pause all game sounds while the menu or console are open and marked SW's UI sounds as such.
2020-02-16 20:08:04 +01:00
Christoph Oelckers
a873dcf6e0
- fixed the pause key.
...
Apparently SDL maps this to a different scan code.
Since pause is hard coded in all games the corresponding menu option has been disabled.
2020-02-16 17:22:14 +01:00
Christoph Oelckers
19f9860c11
- fixed Blood's sfxKill3DSound function checking the wrong ID.
2020-02-16 16:52:02 +01:00
Christoph Oelckers
c583318f31
- guard NNLoadSaveConstruct with #ifdef NOONE_EXTENSIONS.
2020-02-16 14:54:24 +01:00
Christoph Oelckers
26d4114566
- Blood: Fix for buried zombies losing their targeting ability when being struck down while rising from the grave.
...
Normally they change their type when being fully risen - but when attacked before that happens, never reach that code. To keep them functional, the change must be performed before performing the first target check in thinkChase.
2020-02-15 21:47:02 +01:00
Christoph Oelckers
cc872c79fc
- removed some vertex fudging code in polymost_domost that was no longer present in upstream code.
...
This looks like it fixes a few render glitches.
2020-02-15 21:36:29 +01:00
Christoph Oelckers
410f5a4545
- clean out stale sprite pointers in User when a sprite gets removed.
...
This was the main reason for those constant crashes, the game was accessing an invalid sprite, treating its data as valid.
Also added a few checks for valid targets in two places where it still crashed.
2020-02-14 21:44:59 +01:00
Christoph Oelckers
c643aadb4b
- fixed hud scaling slider value ranges
2020-02-14 00:56:23 +01:00
Christoph Oelckers
071a364d83
- SW: Stop all sound before starting a cutscene
2020-02-14 00:52:57 +01:00
Christoph Oelckers
dff86c7e38
- removed some coordinate fudging for drawing SW's automap background
...
The current code does not need this
2020-02-14 00:41:36 +01:00
Christoph Oelckers
84bf6ad785
- unused code removed
2020-02-14 00:38:22 +01:00
Christoph Oelckers
844dcc22ae
- SW: Don't allow level change via cheat when dead.
2020-02-14 00:37:15 +01:00
Christoph Oelckers
71485fe9d0
- reverted special detection of Duke add-ons
...
The side effects here are worse than the benefit.
2020-02-14 00:21:09 +01:00
Christoph Oelckers
488f8b1526
- Text code for AI state saving
2020-02-14 00:00:35 +01:00
Christoph Oelckers
91b7770e84
- use a command line switch to set Duke compatibility
...
At this point the command line CCMD execution has not run yet, so setting the CVAR does not work as expected.
2020-02-13 16:09:27 +01:00
Christoph Oelckers
d63d9f80bb
- fixed missing menu descriptor for Blood.
2020-02-12 23:41:26 +01:00
nukeykt
a604152e39
Rednukem: fix kill counter
...
# 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
Christoph Oelckers
1c24ae3fad
- restrict cl_weaponswitch to 0 and 1 for Shadow Warrior.
2020-02-12 22:46:18 +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
9c9638a765
- save version bump.
...
# Conflicts:
# source/common/version.h
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
...
# Conflicts:
# source/rr/src/menus.cpp
2020-02-12 20:27:43 +01:00
nukeykt
365b7bfe79
Rednukem: implement WW2GI weapons
...
# 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
...
# 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
...
# 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
82939f2037
- do not reinitialize all actors in Blood when loading a savegame.
...
The call to actInit has been replaced with only performing the one necessary thing that needs to be done here - setting the enemy default difficulty.
2020-02-12 18:44:04 +01:00
Christoph Oelckers
1f7877823b
- applied intro cutscene aspect ratio fix from NBlood.
2020-02-12 17:59:22 +01:00
Christoph Oelckers
4c682813e7
- more unused data removed
2020-02-12 01:00:47 +01:00
Christoph Oelckers
4d45117ca5
- removed pointless and non-functional null check
...
clipmapinfo is a static global variable, its address is never null.
2020-02-12 00:42:34 +01:00
Christoph Oelckers
9f9e59e3ba
- fixed some warnings
2020-02-12 00:43:21 +01:00
Christoph Oelckers
9fdd1d9e17
- continued work on Blood save state
...
* save and restore the ambient sound state
* removed a few unused global variables
* removed unused code from choke.cpp
2020-02-12 00:43:13 +01:00
Christoph Oelckers
fd384a5f47
- added an indexer for Blood's AI states.
...
These seem to be the only pointer variables that need to be written out to a savegame, but to restore them they need to be turned into indices before saving.
2020-02-12 00:22:11 +01:00
Christoph Oelckers
29e51a677f
First round of Blood Savegame fix.
...
- const-ify most tables in actor.cpp for documentation purposes.
- gVectorData cannot be made const because one single field in there gets modified by code. :?
- save the global data in nnexts.cpp.
2020-02-11 23:15:25 +01:00
Christoph Oelckers
2f0a31508e
- added Y/N to end game message.
2020-02-11 21:33:20 +01:00
Christoph Oelckers
1aa72cfbbd
- fixed: The quicksave requester did not open the menu properly
...
This resulted in input not reaching it.
2020-02-11 21:25:21 +01:00
Christoph Oelckers
52e12702cf
- fixed Linux paths not ending with a slash.
2020-02-11 21:00:01 +01:00
Christoph Oelckers
286d53d3bf
- added the missing handling for the basepal tinting.
2020-02-11 20:55:47 +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
a67c281290
- added StopFX function for Shadow Warrior.
...
Needed by an upstream change.
2020-02-11 19:28:25 +01:00
Christoph Oelckers
744bd67616
- removed redundant check.
2020-02-11 18:26:58 +01:00
terminx
9bd966c77e
Macros for a couple hardcoded values
...
git-svn-id: https://svn.eduke32.com/eduke32@8641 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:50 +01:00
terminx
a9e8666b07
This lets the player jump into the vents in DUKEDC3.MAP
...
Since this is Duke3D, I'm sure this change breaks something else.
git-svn-id: https://svn.eduke32.com/eduke32@8640 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:39 +01:00
terminx
ff3ec2e66b
Re-enable ignoring 256 units of curb when clipping against ceilings
...
This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.
git-svn-id: https://svn.eduke32.com/eduke32@8639 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:05 +01:00
terminx
376c29dba6
Rename ZOFFSET1 to ACTOR_FLOOR_OFFSET and use ACTOR_MAXFALLINGZVEL in several places where it should have been used
...
git-svn-id: https://svn.eduke32.com/eduke32@8637 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/player.cpp
2020-02-11 18:23:49 +01:00
terminx
46b62aa6aa
Fix for E1L1 dumpster fire issue
...
git-svn-id: https://svn.eduke32.com/eduke32@8636 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:23:14 +01:00
terminx
5a13be1f7b
Avoid overflow in clipmove()
...
git-svn-id: https://svn.eduke32.com/eduke32@8633 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:22:41 +01:00
hendricks266
9269295102
SW: Don't restart the music when loading a save playing the same track
...
git-svn-id: https://svn.eduke32.com/eduke32@8627 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/game.cpp
# source/sw/src/save.cpp
2020-02-11 18:21:58 +01:00
hendricks266
5d475c2788
SW: Add handleevents to end credits
...
From JFSW commit 0c651743f8371fade0231e9c3206ca25e6ae5269
git-svn-id: https://svn.eduke32.com/eduke32@8626 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:21:00 +01:00
hendricks266
0b23c14b9d
SW: Fix potential blank 3DR logo
...
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f
git-svn-id: https://svn.eduke32.com/eduke32@8625 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/game.cpp
2020-02-11 18:20:59 +01:00
hendricks266
8e0407a425
SW: Fix potential buffer overrun in colormap
...
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f
git-svn-id: https://svn.eduke32.com/eduke32@8624 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:20:22 +01:00
hendricks266
a2f507d044
CON: Add getarraysequence and setarraysequence
...
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8623 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/game.h
2020-02-11 18:20:04 +01:00
hendricks266
8adb6be002
CON: Factor out implementations of setarray and resizearray commands
...
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8622 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:19:12 +01:00
CommonLoon102
8d7d8cc930
Blood: Clear keys on new level, fixes #308
...
# Conflicts:
# source/blood/src/player.h
2020-02-11 18:17:22 +01:00
Christoph Oelckers
37f3bb37d4
- re-added menu opening sound for Duke and RR.
2020-02-11 18:13:15 +01:00
Christoph Oelckers
f0039afa5e
- fixed: INI sections for game vars were never created.
2020-02-11 00:22:56 +01:00
Christoph Oelckers
41f2c62ed1
- use the original Build engine compatibility for Shadow Warrior.
...
The 'modern' code causes problems with the tank in the fourth map and probably elsewhere, too.
2020-02-10 22:38:17 +01:00
Christoph Oelckers
e2457d104b
- fixed: Voxels did not explicitly set their palette and took the last one set.
2020-02-10 22:05:53 +01:00
Christoph Oelckers
39a9e3cd8b
- removed double detection of DN3D addons.
2020-02-10 20:38:38 +01:00
Christoph Oelckers
a32bc350f1
- allow all keys to open the menu in Blood's demo loop.
2020-02-10 20:35:21 +01:00
alexey.lysiuk
744e4161f7
- removed message about vintage build
2020-02-10 15:10:45 +02:00
alexey.lysiuk
508b019447
- removed useless call in SDL backend
...
Its result wasn't used, and it may invoke function of DDummyFrameBuffer during initial sound precaching
2020-02-10 15:09:59 +02:00
Christoph Oelckers
8374b9e1b4
- fixed: The menu code should not reset the global input state when trying to close a menu with none open.
2020-02-09 22:57:04 +01:00
Christoph Oelckers
e3f8fca36e
- fixed two crash bugs I found while testing some mods.
2020-02-09 22:32:13 +01:00
Christoph Oelckers
4e58265d21
- disabled parts of EDuke commit 7829 because its side effects are worse than what it tries to fix.
...
In particular this causes backwards sliding against walls.
2020-02-09 22:18:36 +01:00
Christoph Oelckers
c53d9cfc3a
- reworked voxel texture generation to use the backend's palette manager.
...
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
Christoph Oelckers
6257994198
- fixed validation of hud_custom CVAR.
2020-02-09 18:42:14 +01:00
Christoph Oelckers
b87ee10a0a
- added missing string length check.
2020-02-09 18:37:24 +01:00
NoOneBlood
fa057282df
- Fix kModernTargetChanger wrong dudeInfo
2020-02-09 16:16:02 +01:00
Christoph Oelckers
7f58e8b6ca
0.4.1
2020-02-09 16:14:36 +01:00
Christoph Oelckers
91b9ce54e4
- use a dedicated flag for defined hightile tints so that the shader can use them.
2020-02-09 15:53:08 +01:00
Christoph Oelckers
a5fc374b59
- always recalculate the projection matrix.
...
Trying to cache this is not useful, it barely saves time and was causing display errors.
# Conflicts:
# source/build/src/polymost.cpp
2020-02-09 15:53:07 +01:00
alexey.lysiuk
30204d6072
- made ZMusic library required for non-MSVC targets
2020-02-09 16:48:07 +02:00
Christoph Oelckers
6231cec7c1
- sound backend update.
2020-02-09 13:26:51 +01:00
Christoph Oelckers
9310c25a7b
- -addon 0 seems to be a valid parameter...
2020-02-09 09:48:55 +01:00
Christoph Oelckers
598ce8a2ef
- increased amount of vertices to allow handling voxel packs.
...
This is merely a stopgap until the code can be properly refactored.
2020-02-09 08:32:40 +01:00
Christoph Oelckers
1054356cef
- fixed CD music playback in SW on maps with no MIDI defined.
2020-02-08 21:37:32 +01:00
alexey.lysiuk
67b5cd2cb3
- disabled progress bar on Cocoa start window
2020-02-08 16:56:52 +02:00
NoOneBlood
5d6ac932d3
Removed IsItemSprite, IsWeaponSprite, IsAmmoSprite function duplicates
2020-02-08 12:01:24 +01:00
Christoph Oelckers
681155de65
- fixed GOG path lookup.
...
I was unable to verify the Steam paths so they may or may not work.
2020-02-07 22:23:33 +01:00
NoOneBlood
e79a693313
Refactor of NOONE_EXTESNIONS:
...
All functions and definitions was moved to nnexts.h and nnexts.cpp files
to minimize ifdefs and generally make code more clear
# Conflicts:
# GNUmakefile
# platform/Windows/nblood.vcxproj
# platform/Windows/nblood.vcxproj.filters
# platform/Windows/props/build_common.props
# source/blood/src/actor.cpp
# source/blood/src/ai.h
# source/blood/src/aiunicult.cpp
# source/blood/src/blood.cpp
# source/blood/src/db.cpp
# source/blood/src/eventq.cpp
# source/blood/src/gameutil.cpp
# source/blood/src/gameutil.h
# source/blood/src/loadsave.cpp
# source/blood/src/player.cpp
# source/blood/src/player.h
# source/blood/src/triggers.h
# source/blood/src/view.cpp
2020-02-07 22:23:33 +01:00
alexey.lysiuk
8ee516086b
- added default soundfont
...
Using SC-55 Presets from https://www.vogons.org/viewtopic.php?f=9&t=45600
https://forum.zdoom.org/viewtopic.php?t=67284
2020-02-07 22:36:37 +02:00
terminx
b214a67853
Minor clipping fix
...
git-svn-id: https://svn.eduke32.com/eduke32@8608 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-07 18:55:56 +01:00
terminx
ba7de01d7f
This should be ifndef NETCODE_DISABLE
...
git-svn-id: https://svn.eduke32.com/eduke32@8604 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-07 18:55:56 +01:00
alexey.lysiuk
c54f813ea9
- fixed shifting of the current item in save/load menus
...
Virtual <New save game> item wasn't taken into account
2020-02-07 08:06:09 +01:00
nukeykt
438fa1b267
Blood: prevent player struct OOB issues
...
# Conflicts:
# source/blood/src/view.cpp
2020-02-06 18:48:23 +01:00
nukeykt
389ac695de
oops #2
2020-02-06 18:48:02 +01:00
nukeykt
8d99df7dec
oops
...
# Conflicts:
# source/blood/src/demo.cpp
2020-02-06 18:48:02 +01:00
nukeykt
9cc4d9f432
Blood: workaround dudeInfo OOB issue
...
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/demo.cpp
# source/blood/src/dude.cpp
# source/blood/src/dude.h
2020-02-06 18:47:26 +01:00
Christoph Oelckers
215cb14401
- use a non-0 depth bias for sprites.
...
Hopefully this helps fixing the z-fighting issue with wall sprites in some Blood maps.
2020-02-06 18:44:06 +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
alexey.lysiuk
787211c9dc
- unified saved games path handling for all platforms
...
The current game subdirectory is now created on all platforms
Added support for -savedir command line switch for all platforms
Removed save_dir CVAR in favor of cl_savedir which was available on Windows only
Made cl_savedir CVAR global instead of different value per each game
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
803e57c3b3
- fixed: Reverb must be fully disabled when starting the SW intermission.
2020-02-05 20:25:18 +01:00
Christoph Oelckers
dbc958baeb
- fixed swapped color channels in the tinting part of the shader.
2020-02-05 20:02:50 +01:00
Christoph Oelckers
f6d9b5602b
- fixed hud_scale.
2020-02-05 19:06:36 +01:00
Christoph Oelckers
d7e54f83de
- fixed ShadowWarrior's 'map' CCMD.
2020-02-05 18:55:10 +01:00
Christoph Oelckers
4b0db4893a
- fixed a few changes constants.
2020-02-05 18:49:47 +01:00
sirlemonhead
5f2009eea5
PCExhumed: Remove function declaration for ServeSample in movie.cpp
2020-02-05 18:00:41 +01:00
sirlemonhead
efaefff3d0
PCExhumed: Misc code tidying. Changed cases in runlist_ProcessSectorTag() to match editor tag numbers,
...
consolidated duplicate code in runlist_ProcessWallTag(), renamed ActiveSound struct vars etc.
# Conflicts:
# source/exhumed/src/cd.cpp
# source/exhumed/src/exhumed.cpp
# source/exhumed/src/fish.cpp
# source/exhumed/src/grenade.cpp
# source/exhumed/src/mummy.cpp
# source/exhumed/src/sound.cpp
2020-02-05 18:00:40 +01:00
Christoph Oelckers
03a300988e
- version bump and new bug forum URL
2020-02-04 21:11:17 +01:00
Christoph Oelckers
1d468190a6
- fixed: parent-less confirmation screens did not process any input.
2020-02-04 21:02:22 +01:00
Christoph Oelckers
5d4514060b
- disable palette emulation for Blood's cutscenes.
...
These use color 255 as a valid index which the palette emulation shader does not handle.
2020-02-04 20:40:10 +01:00
Christoph Oelckers
1126d5e3d4
- fixed return value of Mus_play
...
This wasn't always returning false if playback failed.
2020-02-04 20:32:51 +01:00
Christoph Oelckers
7bbbe63bd9
- fixed: hictint must not be enabled if the flags are 0.
2020-02-04 20:19:26 +01:00
Rachael Alexanderson
37443f2365
- fix compile on 32-bit
2020-02-04 18:51:15 +01:00
alexey.lysiuk
14ef8e873e
- fixed compilation NO_OPENAL option enabled
2020-02-04 16:16:49 +02:00
Christoph Oelckers
5d8f008140
- added 0 length check to StripExtension.
2020-02-03 22:12:36 +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
95c906e21a
- removed the ENet dependency from gamecontrol.cpp as well.
...
The global init/shutdown code has been moved to the enet.cpp stub so that now only the networking files which need access include enet.h
2020-02-03 21:14:35 +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
CommonLoon102
0d8f901e2d
Blood: proper use of the NOONE_EXTENSIONS preprocessor definition
...
# Conflicts:
# Common.mak
# platform/Windows/nblood.vcxproj
2020-02-03 19:14:06 +01:00
CommonLoon102
081bbe6532
fix cerberus spinning not just if NOONE_EXTENSIONS is enabled
2020-02-03 19:13:42 +01:00
CommonLoon102
256bc3ec08
take maphacks into consideration
...
# Conflicts:
# source/build/src/polymost.cpp
2020-02-03 19:13:42 +01:00
Christoph Oelckers
78ff1f0536
- removed Bfree.
...
It was only used in two places in the header, no need to keep it around.
2020-02-03 19:12:36 +01:00
nukeykt
03b1f65a52
Polymost: fix sprite rendering issues
...
# Conflicts:
# source/build/src/engine.cpp
# source/build/src/polymost.cpp
2020-02-03 19:08:51 +01:00
alexey.lysiuk
cdeaa5b3d5
- suppressed omnipresent GCC warning
...
source/build/include/compat.h:1043:21: warning: self-comparison always evaluates to true [-Wtautological-compare]
2020-02-03 10:48:15 +02:00
hendricks266
060d19ae35
SW: Clamp tsprz of blood pool floor decals
...
git-svn-id: https://svn.eduke32.com/eduke32@8598 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/names2.h
2020-02-02 20:50:39 +01:00
hendricks266
364b41bd55
SW: Clamp tsprz of Bouncing Betty mines to their floorz if beneath the floor
...
This fixes their invisibility in Polymost.
git-svn-id: https://svn.eduke32.com/eduke32@8597 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/draw.cpp
2020-02-02 20:49:54 +01:00
Christoph Oelckers
df36f27b32
- added a few missing voxel checks.
2020-02-02 20:48:40 +01:00
Christoph Oelckers
ca21852945
- hook up -nologo.
2020-02-02 20:44:57 +01:00
hendricks266
5fdd69cbbb
SW: Add Redux's workaround for glitchy fist HUD sprites in widescreen
...
git-svn-id: https://svn.eduke32.com/eduke32@8589 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-02 20:37:21 +01:00
hendricks266
9f2cb8ea0d
renderMakeTSpriteFromSprite: Copy extra, since SW uses it
...
SW: This fixes enemies glowing under nightvision.
git-svn-id: https://svn.eduke32.com/eduke32@8587 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-02 20:36:14 +01:00
hendricks266
3e023684f4
Fix -Wsign-compare warnings in anim.cpp
...
git-svn-id: https://svn.eduke32.com/eduke32@8584 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/anim.cpp
2020-02-02 20:35:43 +01:00
Christoph Oelckers
5b83e51ab5
- reverb testing code
...
- toned down the default reverb.
2020-02-02 20:29:43 +01:00
Christoph Oelckers
8412602621
- added more EDuke credits.
2020-02-02 20:29:43 +01:00
alexey.lysiuk
01050be226
- added save_dir CVAR to customize saved games path
2020-02-02 17:06:13 +02:00
alexey.lysiuk
b70796db4c
- fixed drawing of a single character
...
This fixes missing console prompt and cursor
2020-02-02 15:00:51 +02:00
alexey.lysiuk
d0c58b8e64
- fixed: weapon names were printed instead of ammo in Shadow Warrior
2020-02-02 14:37:07 +02:00
Christoph Oelckers
3a522091b9
- detect the add ons in the Megaton edition.
2020-02-02 13:33:07 +01:00
Christoph Oelckers
1bb1f2ae98
- fixed the crash reporter on Windows.
2020-02-02 13:33:07 +01:00
alexey.lysiuk
a890079906
- added Steam path to Shadow Warrior Redux add-ons
...
Twin Dragon and Wanton Destruction are in the game selection list now
2020-02-02 13:57:45 +02:00
alexey.lysiuk
1edb5fe8ae
- moved showing of start window banner to proper location in Cocoa backend
...
Banner with the current game's name is not used yet but was displayed without any text
2020-02-02 13:55:59 +02:00
Christoph Oelckers
c9d7f21bf1
- fixed the config loader to read long line without messing up the data.
2020-02-02 11:49:36 +01:00
Christoph Oelckers
4d7a43004c
- use the new SW interpolation function for all games.
2020-02-02 10:27:47 +01:00
Christoph Oelckers
f76d139207
- fixed SW's interpolation math.
2020-02-02 09:51:44 +01:00
Christoph Oelckers
a594ba32d4
- added assignment to an unused scratch variable to the InitActor*Noise functions.
...
They are used a state identifiers but identical content-wise so MSVC's linker would merge them all together into one if some code wasn't added to make them different.
A global check for the scratch variable was added in a harmless place to ensure that whole program optimization algorithms won't optimize it out anyway after discovering that the variable is never used.
2020-02-02 08:53:28 +01:00
Christoph Oelckers
c34d9da783
- properly define the BasePalette wrapper.
2020-02-02 07:58:05 +01:00
Christoph Oelckers
ae9ad6612c
- fixed: Exhumed did not pause when the console was open.
2020-02-02 00:10:18 +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
5d55f768e0
- added autodetection for Cryptic Passage and Route 66 add-ons in their originally (messed up) form.
...
Cryptic Passage will also be detected in a Fresh Supply installation now.
2020-02-01 21:12:09 +01:00
alexey.lysiuk
0c2faae48b
- fixed invalid context warnings with Cocoa backend
...
A bunch of 'CGContext<...>: invalid context 0x0' messages were printed to console during OpenGL view creation and resizing
2020-02-01 17:11:56 +02:00
alexey.lysiuk
55cfecbe2c
- extended list of paths to Steam games
2020-02-01 17:09:13 +02:00
alexey.lysiuk
2dafa4555d
- fixed accessing Steam games on Linux and macOS
...
Special $STEAM "environment variable" should not be expanded
2020-02-01 13:17:02 +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
77ad7dfb81
- fixed incomplete savegame restoration from inside the game.
...
This now quits the game loop instead of trying to set up the loaded level from inside it.
2020-02-01 10:50:40 +01:00
Christoph Oelckers
ab3811bac0
- fixed: The 2D drawer must apply the render state before it finishes.
...
Otherwise the global state settings will not be reset.
2020-01-31 22:07:51 +01:00
Christoph Oelckers
4ea61f37fb
- 0.3.3
2020-01-30 22:15:44 +01:00
Christoph Oelckers
eac1007c56
- automap color fix.
2020-01-30 22:05:18 +01:00
Christoph Oelckers
08a5c5ff4d
- added support for loading eduke.con for DN3D mods.
...
This is EDuke32's standard so it needs to be handled for mods using this name.
2020-01-30 20:53:39 +01:00
Christoph Oelckers
4bf519dcb0
- fixed copy/pasted broken 'map' CCMD.
2020-01-30 20:25:52 +01:00
Christoph Oelckers
2334787f1b
- reenabled the depth test for Polymost.
...
This was for debugging but accidentally left in.
2020-01-30 20:13:48 +01:00
Christoph Oelckers
cec7b006ca
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-29 22:06:48 +01:00
Christoph Oelckers
4aaf6c4cf6
- check for angular overflow in pitch calculations.
2020-01-29 21:52:17 +01:00
Christoph Oelckers
a0fa0560d4
- removed in_mousedeadzone CVAR.
2020-01-29 21:51:57 +01:00
Christoph Oelckers
68dc8d1812
- remove in_mousedeadzone, mirroring EDuke's removal of this.
2020-01-29 21:06:47 +01:00
terminx
8aee2f9489
Calculate game loop timing using fractional ticks
...
git-svn-id: https://svn.eduke32.com/eduke32@8572 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:36:55 +01:00
terminx
af816fdf00
This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
...
git-svn-id: https://svn.eduke32.com/eduke32@8568 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:35:34 +01:00
terminx
102c7a6293
Remove useless G_MoveLoop() function
...
git-svn-id: https://svn.eduke32.com/eduke32@8563 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/game.cpp
2020-01-29 19:22:40 +01:00
terminx
541c71902b
ClockTicks maintenance
...
git-svn-id: https://svn.eduke32.com/eduke32@8562 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:21:39 +01:00
terminx
0fcdf3c1af
Rename G_CheckPlayerInSector() to G_GetPlayerInSector()
...
git-svn-id: https://svn.eduke32.com/eduke32@8560 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:20:45 +01:00
terminx
8543f476d7
Ion Fury compatibility improvements
...
git-svn-id: https://svn.eduke32.com/eduke32@8559 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/game.cpp
2020-01-29 19:20:35 +01:00
terminx
eee0509856
Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
...
git-svn-id: https://svn.eduke32.com/eduke32@8558 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:18:26 +01:00
terminx
6836faee07
Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
...
git-svn-id: https://svn.eduke32.com/eduke32@8553 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:15:25 +01:00
terminx
aebc2632f3
Bail out of A_MoveSpriteClipdist() early if passed no velocity
...
git-svn-id: https://svn.eduke32.com/eduke32@8546 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:15 +01:00
terminx
470e9afe22
Macro safety
...
git-svn-id: https://svn.eduke32.com/eduke32@8545 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:02 +01:00
terminx
d0640618fd
Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
...
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.
git-svn-id: https://svn.eduke32.com/eduke32@8543 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/clip.cpp
2020-01-29 19:10:26 +01:00
terminx
5bd62f666e
Add "maxhealth" console command to set the player's maximum health
...
git-svn-id: https://svn.eduke32.com/eduke32@8542 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:10:09 +01:00
terminx
92a6178429
Fix forward movement with the mouse when mouse aiming is disabled
...
This was missed back when input between the x and y axes was normalized to use the same scale.
git-svn-id: https://svn.eduke32.com/eduke32@8541 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:48 +01:00
terminx
e4add4956b
Factor conditions for locking player movement out into new P_CheckLockedMovement() function
...
git-svn-id: https://svn.eduke32.com/eduke32@8539 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:33 +01:00
terminx
9e86e83da8
Use ClockTicks class for the timer values saved and restored when creating a savegame
...
git-svn-id: https://svn.eduke32.com/eduke32@8537 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/savegame.cpp
2020-01-29 19:09:17 +01:00
Christoph Oelckers
a32da009bd
- moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer.
2020-01-29 19:06:26 +01:00
alexey.lysiuk
9dd3213393
- fixed path traversal on POSIX platforms
2020-01-29 11:41:23 +02:00
alexey.lysiuk
93fb98413e
- fixed compilation with GCC and Clang
...
There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Magnus Norddahl
305e6fa617
Move a few more vars to engine.cpp
2020-01-28 22:54:57 +01:00
Magnus Norddahl
113c0d8b34
Move engine variables not managed by polymost.cpp to engine.cpp
2020-01-28 22:41:07 +01:00
Magnus Norddahl
ba23ebdc0f
Set functions and variables that can be static to be static
2020-01-28 22:21:53 +01:00
Christoph Oelckers
9b88d41169
- fixed compile errors.
2020-01-28 21:44:39 +01:00
Christoph Oelckers
e119dc841b
- fixed setup of hires textures.
...
File check was accidentally inverted.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
08ec38ce75
- fixed some missing menu texts.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
1f5f7c63fe
- rewrite of tileCopySection
2020-01-28 12:42:17 +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