Commit Graph

13569 Commits

Author SHA1 Message Date
Christoph Oelckers 230312e7f3 - re-fixed Blood skill selection. 2021-04-13 18:08:55 +02:00
Mitchell Richters 7b57df3c8f - Exhumed: Redo player panning code.
* 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
Christoph Oelckers 88fb2185fa - Blood: default skill is 2, not 3. 2021-04-13 00:31:49 +02:00
Christoph Oelckers 92cdec077d - fixed some bogus range checks in automap code. 2021-04-12 20:54:12 +02:00
Christoph Oelckers 1e40e93da4 - fixed the vertical offsets of the World Tour skies.
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers aed7e8166e - fixed setup of startup title. 2021-04-12 19:39:42 +02:00
Christoph Oelckers ac04403292 - added native support for Nightfright's Alien World Order" GRP generator. 2021-04-12 19:35:39 +02:00
Christoph Oelckers efe76a6647 - Blood: fixed crash with badly defined drop objects.
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers a15ac43722 - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers d25838fe15 - Blood: fixed issue with INI detection when having content added by RFS files. 2021-04-12 00:31:36 +02:00
Christoph Oelckers 135dd1f081 - added PlaySound CCNDs. 2021-04-12 00:31:23 +02:00
Christoph Oelckers 9b977ba96e - fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers 6142f9d795 - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers fd6a71cac5 - fixed a random crash with an empty sprite I just experienced. 2021-04-11 21:14:09 +02:00
Christoph Oelckers 0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers e5e23cd63c - make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers 32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers 6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers d663d84596 - changed precaching setup for Exhumed.
This looks overly simplistic - I doubt it's enough to catch everything.
2021-04-11 10:54:10 +02:00
Christoph Oelckers e4cf768fa8 - call StartPrecaching to keep Vulkan happy. 2021-04-11 10:50:04 +02:00
Christoph Oelckers 387c62d584 - rewrote SW's precaching code.
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00
Christoph Oelckers 9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Christoph Oelckers b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Christoph Oelckers 0bdbf0f1cb - fixed: alpha was never set for voxels.
Fixes #304
2021-04-11 08:26:36 +02:00
Christoph Oelckers 184d9be6b1 - fixed palette setup for duplicate base palettes.
Due to some old code it could happen that these weren't fully set up and missed their translations.
Fixes #301 - Blood's invulnerability palette is identical to the base.
2021-04-10 21:42:53 +02:00
Christoph Oelckers addfe4e904 - activate the progress bar on the startup screen. 2021-04-10 19:28:46 +02:00
Christoph Oelckers db5fbe3bbb - make the startup banner in the initial console window work. 2021-04-10 19:14:30 +02:00
Christoph Oelckers 02dedaad46 - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:48:39 +02:00
Christoph Oelckers ff0a3df302 - fixed extended music lookup again.
# Conflicts:
#	source/core/parsefuncs.h
2021-04-09 21:28:23 +02:00
Christoph Oelckers 2820c50f3e - Blood: let the RFS parser handle forward slashes when cutting out the base directory of a given file name. 2021-04-09 18:25:32 +02:00
alexey.lysiuk 57c7a85d9f - fixed compilation with Clang
source/build/src/defs.cpp:3198:56: error: cannot pass non-trivial object of type 'FString' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
2021-04-09 15:55:30 +03:00
Christoph Oelckers fb02b38279 - better .def loading logic.
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers 03c19a0cad - removed the no longer used 'options' menu item graphic for Exhumed. 2021-04-09 14:29:31 +02:00
alexey.lysiuk c8c8635b4c - fixed render backend switch menu option 2021-04-09 10:47:00 +03:00
Christoph Oelckers f20acca498 - always default the resource ID to -1, even for dummy entries.
Better be safe than sorry, this should never happen in Blood but we never know what people may load...
2021-04-08 22:03:25 +02:00
Christoph Oelckers 778a75c097 - fixed rffdefineid handler passing a bad file name to the backend. 2021-04-08 21:36:52 +02:00
Christoph Oelckers 51c4c47183 - block manual advancing of intermission screens when already fading out.
This seems to cause some serious stability issues with how they handle the 2D drawer.
2021-04-08 18:01:42 +02:00
Christoph Oelckers 793d2d99ef - re-fixed the music lookup. 2021-04-08 17:46:53 +02:00
Christoph Oelckers a53ed46bae - fixed item placement on SW minihud.
Fixes #295
2021-04-08 17:43:56 +02:00
Christoph Oelckers fc1fbfe8b3 - fixed .def 'music' parsing.
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers e2f570a70a - fixed: extended sound lookup must check the sound/ folder. 2021-04-08 16:05:32 +02:00
Christoph Oelckers 1439897b65 - fixed extended music lookup.
The logic was inverted for extended lookup which always resulted in failure to find the song.
2021-04-08 15:55:37 +02:00
Christoph Oelckers e0ee3a6701 - fixed: Vulkan did not define NPOT_EMULATION for its fragment shader. 2021-04-08 09:29:08 +02:00
Christoph Oelckers 8cc3a81c3b - enable the render backend switch in the menu.
Vulkan is working now so this can be reactivated.
2021-04-07 23:56:01 +02:00
Christoph Oelckers a80c5db02b - forgot to save the Exhumed part of the last commit 2021-04-07 21:37:01 +02:00
Christoph Oelckers 58fb938aa7 - block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
At these places there's some inteference that can bring the engine into an unstable state.
This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
2021-04-07 19:39:48 +02:00
Christoph Oelckers 68b7628f56 - RRRA: Sector effector type 156 is not supposed to scroll the floor texture. 2021-04-07 18:12:25 +02:00