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.
In all that impenetrable voodoo math from Polymost it picked the wrong vector to calculate the depth of the scene and since I apparently removed the compensation math for the broken shader on the C++ side the calculated value was no longer correct.
That Polymost renderer really needs to go away. :(
- added command line options to load the original file dump of both mods in the game directory.
- both also require loading additional non-standard-named .art files
* removed temporary placeholder content from string init function. All this gets properly read from definition files now.
* preinitialize a few quotes that are used for status display purposes and are needed in all games
* only use the global episode name table in Blood to avoid redundancy
* let SW's swcustom parser write to the global tables instead of local ones.
This was one huge mess where nothing fit together.
Also added an enhancement that the CD Audio boss theme tracks are also played when CD music is generally off, because these have no equivalent in MIDI. This needs to be checked if it's stylistically ok, though.
Sound is only partially functional, video mode completely nonfunctional, but it makes no sense adjusting them to the current backend code when it's due for replacement.
Reverted this to a sane setting, as it was in the original games and in all other games I have ever seen, i.e. there is a global setting to enable mouse view, and a button to manually trigger it. The toggle can be easily handled by flipping the CVAR directly.
The main problem here was that it triggered a few cases for mouse-less gameplay in the default case with a mouse present, because the mouseaim CVAR was no longer what the game expected.
This misguided change seems to have originated in JFDuke but by now had propagated to all the other games as well, the code was in all 4 frontends.
- disabled the mouse movement sensitivity CVARs pending a refactoring of the code to handle them in the input backend instead of the individual input handlers.
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.