Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
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Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
dca964444b
- backend fixes from GZDoom.
2021-04-25 11:32:50 +02:00
Christoph Oelckers
588fa5ffe2
- fixed: FileSystem.CreatePathlessCopy must set the copy to not have a full path.
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Otherwise it may evade special lookup rules for music and not be found
2021-04-20 20:00:47 +02:00
Christoph Oelckers
f6c4c19b02
- added a filter to the directory loader to remove EDuke32's texture cache files.
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These cause problems with the texture manager.
2021-04-14 22:12:15 +02:00
Christoph Oelckers
a15ac43722
- enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
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Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
f20acca498
- always default the resource ID to -1, even for dummy entries.
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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
fc314b6616
- allow loading Zips where all content is in a subdirectory.
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The same logic as in GZDoom applies: The root must not have any other content and the subdirectory must contain identifiable game content.
Some handling was also added to strip out macOS resource fork folders because they can contain data that can confuse file detection.
2021-04-06 01:06:03 +02:00
Christoph Oelckers
b73b59cf66
- fixed badly inherited exception subclass.
2020-12-30 09:55:57 +01:00
Christoph Oelckers
94d3d643d7
- fixed: the file system's entry count was not updated before rehashing.
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This broke Blood's RFS parser.
2020-12-09 18:56:17 +01:00
Christoph Oelckers
bc0a55de41
- backend update.
2020-10-17 16:01:31 +02:00
Christoph Oelckers
25d79285a3
- added the resource file name to the listmaps printout.
2020-10-14 01:13:36 +02:00
Christoph Oelckers
4ca5bfdd46
- sanity check added for MoveLumpsInFolder
2020-09-27 16:12:51 +02:00
Christoph Oelckers
a27211dc34
- added support for SSI containers to the file system.
2020-09-19 10:07:53 +02:00
Christoph Oelckers
218a9c84fd
- removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved.
2020-07-27 19:38:41 +02:00
Christoph Oelckers
b2f794bde5
- cache QAVs outside the file system as well.
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- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
be9094cb97
Silenced lots of warnings pointed out by XCode.
2020-07-23 17:02:59 +02:00
Christoph Oelckers
a9141af545
- backend update.
2020-06-11 09:15:44 +02:00
Christoph Oelckers
d7225c1965
- backend update from GZDoom
2020-06-07 15:02:54 +02:00
Christoph Oelckers
724c8d4251
- fixed: The full dotted lump filter string was never used.
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The code added all partial matches to the file system but not the full match.
2020-06-07 11:55:51 +02:00
Christoph Oelckers
c4017de12f
- updated to GZDoom's new texture management system.
2020-05-25 23:59:07 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
e2f5e8fe34
- renamed 'common' to 'core'.
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We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
a09e195954
- started transitioning the savegame writer to the newly added serializer.
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Writing info.json done.
2020-02-23 09:41:12 +01:00
Christoph Oelckers
a90185bea9
- cleaned up the remaining dependencies on windows.h
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This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
Christoph Oelckers
5de7fbca37
- consolidation of music lookup code for user maps.
2020-01-27 20:53:41 +01:00
Christoph Oelckers
bbc145cbee
- enabled the Blood RFS parser.
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Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
b57d683938
- added default for nosubdir parameter.
2020-01-12 08:53:11 +01:00
Christoph Oelckers
6305714493
- fixed some issues with RR's Route66 add-on.
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The new movies weren't played because the names did not match.
Transition from the last level of Ep1 to the first one of Ep2 did not work.
Selection with command line switch wasn't reliable.
2020-01-10 21:36:46 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
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Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
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This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
5dcfa1cb0c
- do not use the internal SWCUSTOM.TXT from the Twin Dragon add-on.
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There's a second variant without this definition, so this needs to be defined internally, and since it needs to be done internally it may receive proper localization labels.
2019-12-26 10:47:10 +01:00
Christoph Oelckers
a870df840e
- hooked up the input system and did a major cleanup.
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Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
Christoph Oelckers
706157d623
- converted Blood's sound system to the OpenAL sound engine.
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Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00
Christoph Oelckers
fa7638c446
- removed the old sound system header from Duke and RR frontends and fixed every report this produced:
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* reverb/echo is not yet implemented, so there's two stub functions for now.
* RTS needs to be done differently, because the sound engine cannot play raw buffers without any control data.
2019-12-16 19:18:03 +01:00
Christoph Oelckers
fd9a3a9f16
- fixed lump filtering.
2019-12-16 13:03:22 +01:00
Christoph Oelckers
957d997353
- made joystick configuration menu operational.
2019-12-14 19:21:49 +01:00
Christoph Oelckers
7942bc9490
- completed work on Shadow Warrior main menu.
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This one will definitely be a problem for localization because the font is extremely large.
2019-12-11 20:35:25 +01:00
Christoph Oelckers
30cbcb54b1
- renamed the remaining file system access wrappers in cache1d.h
2019-12-07 10:31:27 +01:00
Christoph Oelckers
749eda32c5
- moved kopenfilereader into the FileSystem class.
2019-12-07 10:14:51 +01:00
Christoph Oelckers
ddfb2223db
- added a directory list function to the file system.
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- fixed lookup for resources by ID - it always picked the first candidate from the hash chain without checking the actual ID.
2019-12-07 09:44:43 +01:00
Christoph Oelckers
7d7507d453
- always add movie and music subdirectories.
2019-12-07 00:57:45 +01:00
Christoph Oelckers
7a8208eb2f
- fixed out of bounds memory access.
2019-12-06 23:20:18 +01:00
Christoph Oelckers
41b116e2f2
- save menu in Duke Nukem is working.
2019-11-30 22:46:00 +01:00
Christoph Oelckers
4fc56203c2
- implemented savegame compression
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Unfortunately necessary because Ion Fury savegames store 120 GB(!!) of data, mostly zeros.
Unlike the old method, this compresses the entire savegame as one block using a ZLib stream so it should be a lot more efficient now.
2019-11-08 01:36:32 +01:00
Christoph Oelckers
d2cbd71dbf
- adjustments
2019-11-07 20:30:56 +01:00
Christoph Oelckers
a4483f131d
- Printf related cleanup.
2019-11-05 20:07:16 +01:00
Christoph Oelckers
12a02cb456
- fixed: lump filters without any dot in the name did not work.
2019-11-03 15:54:18 +01:00
Christoph Oelckers
94aa556953
- some work on a generic cache manager.
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For main resource data this is probably unnecessary - most resources are never cached with the exception of sounds and textures, which are loaded permanently anyway.
But for hardware textures this is different. Due to the poor precaching it is impossible to selectively evict hardware textures that are not needed any longer, so for this an MRU cache is really needed so that they do not accumulate and congest the video RAM in the process.
2019-11-03 10:00:19 +01:00
Christoph Oelckers
e24b1e8903
- replaced all uses of xxhash with SuperFastHash.
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That's one more third party dependency down.
Not only are two hashing algorithms redundant, there was also a large size discrepancy: SuperFastHash is 3 kb of source code while xxhash is 120kb and generally extremely awful code.
It was easy to make a choice here. None of the use cases require this kind of performance tweaking, the longest hashed block of data is a 768 byte palette.
2019-11-02 22:52:13 +01:00
Christoph Oelckers
e35a5bac79
- fixed: 0 is a valid resource ID for Blood.
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Unfortunately this means that looking up ID 0 can be a bit more costly than the rest because all ID-less entries in RFF files also use 0.
For other file types -1 is used.
2019-11-02 20:37:15 +01:00