Commit graph

11602 commits

Author SHA1 Message Date
Mitchell Richters
5cb3562bc1 Merge remote-tracking branch 'Raze-coelckers/master' into back_to_basics2 2020-08-21 15:16:31 +10:00
Mitchell Richters
3067bad9b9 - Blood/Duke/Exhumed/SW: Fix map CCMD so the game doesn't return to the menu if incorrect map specified (or crash in the case of Exhumed). 2020-08-21 15:11:02 +10:00
Christoph Oelckers
2713c2d3c3 - deleted unused printext function. 2020-08-21 00:54:57 +02:00
Christoph Oelckers
33dcb413d8 - final cleanup on Exhumed's intro sequence. 2020-08-21 00:49:07 +02:00
Christoph Oelckers
80055b97e8 - fixed the title screen 2020-08-21 00:30:46 +02:00
Christoph Oelckers
98c064dcbc - fixed the missing plasma effect in Exhumed's title screen. 2020-08-21 00:13:05 +02:00
Christoph Oelckers
6947b9cf98 - title screen WIP 2020-08-20 23:45:52 +02:00
Christoph Oelckers
d9e23c0ab9 - missing null check 2020-08-20 23:41:45 +02:00
Christoph Oelckers
31e792223a - converted Exhumed intro to use the ScreenJob framework. 2020-08-20 21:05:14 +02:00
Christoph Oelckers
da90bd3b6a - fixed: When drawing fullscreen, ignore texture offsets.
Fixes #218.
Exhumed also has a fullscreen image with bogus offsets.
2020-08-20 20:43:17 +02:00
Christoph Oelckers
4267b7d5fc - put the movie player in a class so that it can be allocated on the stack. 2020-08-20 18:35:52 +02:00
Christoph Oelckers
966cf5e262 - fixed the sound in Exhumed's intro movie.
Taking a cue from GDX to properly synchronize it because PCExhumed's approach looked broken by design.
It had no frame rate sync and solely depended on the low level audio stream for it.
2020-08-20 17:52:56 +02:00
Christoph Oelckers
3a5c0b30bb - statusbar fixup. 2020-08-20 17:04:21 +02:00
Christoph Oelckers
78bfbdb253 - Exhumed status bar work.
Unfortunately this is a bit limited due to how the data was designed.
2020-08-20 17:04:21 +02:00
Mitchell Richters
37d687e4e9 - Blood: Repair regression in VectorScan() from 266364fc2e causing demo regressions and other game issues.
Fixes #216.
2020-08-20 22:17:28 +10:00
Mitchell Richters
cc15de3ed9 - SW: Comment out code block causing interpolation issues when initialising a nuke.
* If there was a `pNukePresent()` function, that's where the commented out code belongs.
* I believe the rocket switching type was simplified during development and this is just an omission that's now obvious with interpolation. Only just, but you can notice this in an uninterpolated state while bobbing.
* Fixes #212.
2020-08-20 08:52:22 +10:00
Mitchell Richters
7698723e43 - SW: Fix cheats via the console following changes in e22d9b21e4. 2020-08-20 07:43:57 +10:00
Christoph Oelckers
70bc99dba7 - Duke: draw the screen border after all the content it's supposed to mask. 2020-08-19 22:16:57 +02:00
Christoph Oelckers
f888df9f5b - fixed screen resize actions to work outside the automap. 2020-08-19 20:38:36 +02:00
Christoph Oelckers
d645674c1c - consolidated the DEF parser parts in the backend.
Only Blood had some special handling - better implement callbacks here instead of requiring a second parsing pass.
2020-08-19 20:29:37 +02:00
Christoph Oelckers
dd20d74c51 - revert unintended change of text labels. 2020-08-19 19:18:47 +02:00
Christoph Oelckers
cbe4618a91 - do not play the random sword selection sounds on a map's very first tic.
This tends to interfere with map specific voice lines.
Fixes #214
2020-08-19 19:07:06 +02:00
Christoph Oelckers
c2fd4d3d18 - SW: reset screen blend when resetting a level.
Fixes #211
2020-08-19 17:31:05 +02:00
Christoph Oelckers
5cfd427e42 - renamed local totalclock variables to reduce noise for the forthcoming timer cleanup. 2020-08-19 17:23:18 +02:00
Christoph Oelckers
91cc6a657b - tick the fortune cookie display within the playsim code to ensure its duration is handled properly.
Fixes #204
2020-08-19 17:10:54 +02:00
Christoph Oelckers
f327e3832a - fixed Blood's weapon drawer.
It didn't clear its custom flags and applied the wrong shade.
2020-08-19 16:56:36 +02:00
Christoph Oelckers
e22d9b21e4 - changed SW's cheat prefix from 'sw' to 'lw' (i.e. Lo Wang) so that the cheats do not start with two movement keys. 2020-08-19 16:51:15 +02:00
Christoph Oelckers
94beac937d - scale down the notify display by 2 in RR.
Its fonts are double the size as the other games and this must be factored in here for HUD scaling to work as expected.
2020-08-19 16:40:54 +02:00
Mitchell Richters
042caf1b21 - SW: Implement cl_weaponsway for game. 2020-08-19 15:35:04 +10:00
Christoph Oelckers
0a8f7e60b6 - fixed incompatibility of FindDistance3D with Shadow Warrior.
Fixes #200 and most likely many other issues as well.
2020-08-18 23:49:44 +02:00
Christoph Oelckers
57cdcda253 - initiate a proper game state reset when ending an episode.
Fixes #207.
2020-08-18 20:56:18 +02:00
Christoph Oelckers
6eba7dc410 - play music on the summary screen and check for advancing every frame.
Fixes #203
2020-08-18 20:26:16 +02:00
Christoph Oelckers
5acd7cf5e1 - SW: Stop music when ending game.
Fixes #205
2020-08-18 20:15:06 +02:00
Christoph Oelckers
b417ad2f6d - 0 is a valid level number.
Fixes #206.
2020-08-18 20:12:04 +02:00
Christoph Oelckers
aa5f42e5f4 - more header consolidation and cleanup.
In particular, this removes the pointless kTrue and kFalse constants.
2020-08-18 18:56:56 +02:00
Christoph Oelckers
4ea93ebccc Exhumed code cleanup
merging all AI headers and removing several unused files
2020-08-18 18:56:39 +02:00
Mitchell Richters
8d101a4a57 - SW: Properly fix the Uzi when reloading. 2020-08-18 22:48:58 +10:00
Mitchell Richters
471355dc2b - SW: Fix some typos in pUziReload(), fix some interpolation issues in pUziClip() and fix sequence of events in InitWeaponUzi2(). 2020-08-18 21:40:48 +10:00
Mitchell Richters
a29d7bd3cd - SW: Change pSpawnSprite() x/y coordinates from int to double to preserve precision for some calls. 2020-08-18 21:39:20 +10:00
Mitchell Richters
7af5d26feb - SW: Fix the Uzi's reload interpolation issues. 2020-08-18 20:58:58 +10:00
Mitchell Richters
78e0e94f58 - SW: Fix interpolation issues with sword, fists and heart. 2020-08-18 20:49:12 +10:00
Mitchell Richters
5cc30ad7c6 - SW: Increase precision of x/y coordinates where possible. 2020-08-18 18:26:04 +10:00
Mitchell Richters
d79c61d559 - SW: Interpolate between ox/x and oy/y coordinates in pDisplaySprites(). 2020-08-18 18:26:02 +10:00
Mitchell Richters
df6f27530e - SW: Define ox and oy in PANEL_SPRITEstruct and back up panel sprite x/y coordinates where appropriate. 2020-08-18 18:26:00 +10:00
Mitchell Richters
da2b1347ef - SW: Change smoothratio from int to double for storing returned result from CalcSmoothRatio() with full precision. 2020-08-18 18:25:58 +10:00
Mitchell Richters
e8faca52a2 - SW: Prepare draw and panel code for interpolation of weapon's x/y coordinates. 2020-08-18 18:25:56 +10:00
Christoph Oelckers
a535f62d4a - fixed: SW's intro cutscene must not terminate its sound.
Fixes #201.
2020-08-18 00:04:48 +02:00
Christoph Oelckers
65cb267d56 - save the cookie texts in a savegame and clear them on level exit. Also handle them on a per-player basis.
Fixes #196
2020-08-17 22:05:14 +02:00
Christoph Oelckers
9159855957 - SW: set the main view's projection after rendering the camera texture, not before.
Otherwise the main view will take over the projection settings from the camera texture.
Fixes #194.
2020-08-17 21:33:42 +02:00
Christoph Oelckers
ba2ff12f5b - fixed summary screen properly this time.
Fixes #195
2020-08-17 21:19:18 +02:00