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
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
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
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# 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
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
37f3bb37d4
- re-added menu opening sound for Duke and RR.
2020-02-11 18:13:15 +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
Christoph Oelckers
67a2952ead
- fixed RR's music.
2020-02-05 22:03:42 +01:00
Christoph Oelckers
f6d9b5602b
- fixed hud_scale.
2020-02-05 19:06:36 +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
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
Christoph Oelckers
ca21852945
- hook up -nologo.
2020-02-02 20:44:57 +01:00
Christoph Oelckers
4d7a43004c
- use the new SW interpolation function for all games.
2020-02-02 10:27:47 +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
1cce5d8de2
- fixed RR was still generating input events when the game was paused.
2020-02-01 13:07:58 +01:00
Christoph Oelckers
eac1007c56
- automap color fix.
2020-01-30 22:05:18 +01:00
Christoph Oelckers
4bf519dcb0
- fixed copy/pasted broken 'map' CCMD.
2020-01-30 20:25:52 +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
Rachael Alexanderson
212cfde186
- add levelwarp cheat to Redneck and Duke
2020-01-27 22:29:47 -05:00
Christoph Oelckers
9ca1e56713
- added extended sound lookup as well plus menu options.
2020-01-27 22:29:45 +01:00
Christoph Oelckers
5de7fbca37
- consolidation of music lookup code for user maps.
2020-01-27 20:53:41 +01:00
alexey.lysiuk
5510df77be
- streamlined CMake configuration of game libraries
...
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Christoph Oelckers
6f3bbcba46
- fixed the demo setup for Blood.
...
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
Christoph Oelckers
00da92377a
- clear the screen before drawing a scene. Thanks to ability to layer scenes with scripting it is not possible to render solid geometry fully opaque.
2020-01-26 11:54:50 +01:00
Christoph Oelckers
cb652ad147
- use Pal_2D for Duke's title screen.
...
This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
f8a807e3bb
- cleaned out a tiny bit of the garbage that has accumulated in compat.h.
...
This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
Christoph Oelckers
493525a58e
- consolidation of engine save code.
...
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
ef3ade08d3
- silence debug diagnostics for non-test builds
2020-01-20 00:42:40 +01:00
BSzili
bd1523ef2d
Rednukem: fix building with NETCODE_DISABLE
...
# Conflicts:
# source/rr/src/game.cpp
# source/rr/src/net.h
2020-01-19 23:54:04 +01:00
Christoph Oelckers
2bc1708870
- removed the complete crosshair color hackery.
...
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers
8cd9775513
- fixed VP8 video player.
...
Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
298bbb4c97
- removed some leftover pieces of the original savepic code in RR.
2020-01-15 20:52:36 +01:00
Christoph Oelckers
a4d8e68b9f
- added an engine credits menu page.
2020-01-15 20:39:41 +01:00
Christoph Oelckers
6ace2f8bf0
- added savepic generation to RR.
2020-01-14 20:12:08 +01:00
Christoph Oelckers
45a93fc57e
- fixed a few bad or missing string labels.
2020-01-13 18:05:43 +01:00
Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
...
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408
- added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
...
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
9ca2819ad1
- added missing validation to S_GetUserFlags functions.
2020-01-12 09:32:30 +01:00
Christoph Oelckers
55dab6d3d3
- hooked up the high color texture colorization code.
...
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
6305714493
- fixed some issues with RR's Route66 add-on.
...
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
dc6e7c52c1
- don't pop up the menu over the intro movies when ending a game.
2020-01-08 17:36:21 +01:00
nukeykt
dfd6796159
Rednukem: fix thunder effect timing
2020-01-07 20:13:06 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
...
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
...
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
e2d64a1c4a
- copied anim fix to RR.
2020-01-03 11:47:10 +01:00
Evan Ramos
a6c2641c20
Rednukem: Fix tspr->clipdist bits
2020-01-03 08:07:28 +01:00
Evan Ramos
d7a7bb3e78
Make use of renderAddTSpriteFromSprite
...
# Conflicts:
# source/blood/src/m32exec.cpp
# source/rr/src/m32exec.cpp
2020-01-03 08:07:27 +01:00
Evan Ramos
e363cd53a5
tspritetype cleanup
...
# Conflicts:
# source/blood/src/m32common.cpp
# source/blood/src/m32exec.cpp
# source/blood/src/m32structures.cpp
# source/blood/src/mapedit.cpp
# source/rr/src/astub.cpp
# source/rr/src/m32common.cpp
# source/rr/src/m32exec.cpp
# source/rr/src/m32structures.cpp
2020-01-03 08:07:10 +01:00
Christoph Oelckers
d09b83d4a5
- moved the last remaining function out of baselayer.cpp and removed that file.
...
g_logFlushWindow was deleted entirely because with the current console this is not needed anymore.
2020-01-01 12:01:26 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441
- added handling for changing the screen size (dragging the window borders / change scale factor)
2020-01-01 09:49:06 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
...
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
d3a57e6e74
- route all clearscreen calls that happen after drawing the scene through the 2D drawer.
...
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
...
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
nukeykt
cdb08f22dd
Fix redneck compiling
...
# Conflicts:
# platform/Windows/eduke32.sln
# platform/Windows/rednukem.vcxproj
# platform/Windows/rednukem.vcxproj.filters
# source/rr/src/config.cpp
# source/rr/src/game.cpp
# source/rr/src/game.h
# source/rr/src/osdcmds.cpp
# source/rr/src/sounds.cpp
2019-12-29 22:34:16 +01:00
Christoph Oelckers
6dc064a178
- another unused one.
2019-12-29 17:13:12 +01:00
Christoph Oelckers
3a6d0b8f84
- more cleanup.
2019-12-29 17:04:38 +01:00
Christoph Oelckers
f6dee38d28
- route all 2D drawing through the 2D drawer unconditionally.
...
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
a021b96119
- added the needed parts of GZDoom's render backend to have the postprocessor working.
...
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
2b95808d42
- fixed ambient sounds not restarting in DN3D and RR.
2019-12-28 12:59:19 +01:00
Christoph Oelckers
6373b75d22
Merge branch 'master' into powerslave
...
# Conflicts:
# source/common/gamecontrol.cpp
# source/common/version.h
# wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
d473f9c590
- replaced all uses of Bfree with Xfree so they are subjected to debug instrumentation, uses FStrings in a few cases where it made sense.
...
- fixed: Sound channels weren't freed.
2019-12-26 14:43:44 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
...
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
d8dfe752b5
- fixed handling of music in Redneck Rampage and Shadow Warrior.
...
After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
Christoph Oelckers
1a8f11e01d
Merge branch 'master' into powerslave
...
# Conflicts:
# source/build/src/sdlayer.cpp
# source/common/menu/menu.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
414201e741
- fixed palette translucency after aborting movie playback.
2019-12-25 17:13:10 +01:00
Christoph Oelckers
120a985b98
- disable palette transparency for color 255 when running an animation.
...
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers
b0cefdedce
- plugged all memory leaks that were reported with Shadow Warrior when starting the first level.
2019-12-25 11:26:19 +01:00
Christoph Oelckers
5e821de481
- replaced the leaky hash table that was used to handle the animations.
...
Just replaced with a linear array - for a hash table indexed with a string to be efficient, a much larger amount of data is needed than 20 or 30 entries.
This is also hardly the kind of data where losing a microsecond for performing the search matters.
2019-12-25 09:51:44 +01:00
Christoph Oelckers
055b310d60
- rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
...
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers
2820dc85a8
- plugged more memory leaks.
...
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
2019-12-24 18:53:29 +01:00
Christoph Oelckers
0d908960ed
- started fixing memory leaks: Console and clip shapes done.
2019-12-24 16:09:43 +01:00
Christoph Oelckers
1b9a2f5932
- disabled the message entering code.
...
This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
2019-12-24 13:21:36 +01:00
Christoph Oelckers
a870df840e
- hooked up the input system and did a major cleanup.
...
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
9ab8a8c737
- refactored the coordinate printout to a stat and removed printext256 and the associated font.
2019-12-23 20:55:12 +01:00
Christoph Oelckers
3b98635170
- removed all remaining references to SDL. The Windows version is now fully native.
2019-12-23 20:03:03 +01:00
Christoph Oelckers
62ecedf1f8
- got it to the point where it can render to the GL surface from the native backend.
2019-12-23 19:37:40 +01:00
Christoph Oelckers
6e9631f2d8
- fixed all undefined symbols except OpenGLFrameBuffer.
2019-12-23 10:53:58 +01:00
Christoph Oelckers
773be7db26
- moved around a few bits of code to get rid of winbits.cpp/h.
2019-12-22 18:53:58 +01:00
Christoph Oelckers
3cb68b2bf0
- replaced the semi-broken screenshot name generator.
...
Also took this file out of the 'build' folder, now that all code in here comes from elsewhere.
This also removes a few dead declarations.
2019-12-19 19:47:51 +01:00
Christoph Oelckers
ef01c34346
- fixed status bar initialization for all games.
...
Also deleted a few obsolete config variables for the old menu.
2019-12-19 09:31:39 +01:00
Christoph Oelckers
2cf9a4a626
- removed leftpver music calls as well.
...
The code should now be free of the old audio backend.
2019-12-18 22:32:09 +01:00
Christoph Oelckers
75c76ccf66
- changed SW's PlaySound interface to take pointers to objects instead of pointers to coordinates.
...
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
2019-12-18 11:09:01 +01:00
Christoph Oelckers
a7075bc1b0
- SW sound WIP
...
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.
does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers
7916b16efc
- fixed undefined behavior with iterating over null unique_ptrs.
...
I have no idea why this works most of the time - it should crash right away.
2019-12-17 20:08:59 +01:00
Christoph Oelckers
706157d623
- converted Blood's sound system to the OpenAL sound engine.
...
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
4d5755ca67
- update of the sound engine for unlimited channels per source.
...
Blood needs this.
2019-12-17 00:29:38 +01:00
Christoph Oelckers
fa7638c446
- removed the old sound system header from Duke and RR frontends and fixed every report this produced:
...
* 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
fbfb1972b8
- fixed a few places where the wrong sound ID was checked.
2019-12-16 17:41:44 +01:00
Christoph Oelckers
3cba51cfd4
- missed one line.
2019-12-16 17:02:35 +01:00