Christoph Oelckers
9fab46b7d7
- initialize the secret hint system for each level.
2020-02-22 08:57:18 +01:00
Rachael Alexanderson
3a30e083ad
- add Redneck Rampage to Steam search paths
2020-02-21 19:02:51 -05:00
Christoph Oelckers
455137e5e0
- re-enabled depth clamping.
...
This was never supposed to remain deactivated.
2020-02-21 21:36:42 +01:00
Christoph Oelckers
020692588c
- fixed level names in statistics printout.
2020-02-21 21:36:42 +01:00
Rachael Alexanderson
6a40d71e89
- Replicate commit from: 5ee864ab5b
...
- Special thanks to @hanatos
2020-02-21 07:55:11 -05:00
Christoph Oelckers
56c959d025
- Blood: Stop music before starting a cutscene.
2020-02-19 18:34:17 +01:00
Christoph Oelckers
c253cd899c
- fixed statistics reader for savegames.
2020-02-18 21:23:28 +01:00
Christoph Oelckers
ce9b71a31f
- fixed hitbox for menu sliders.
2020-02-18 21:05:46 +01:00
Christoph Oelckers
6282062492
- fixed brightmaps.
...
They are no longer run through the texture postprocessor and the shader now applies them correctly.
2020-02-18 20:43:16 +01:00
Christoph Oelckers
4671161852
- fixed the secret hint system.
2020-02-17 23:07:29 +01:00
Christoph Oelckers
7dc26a3162
- stop all playing sound when starting a new game.
...
- give all bonus screen sounds in Duke the CHANF_UI flag.
2020-02-17 19:43:58 +01:00
Christoph Oelckers
a657b55b50
- give all cutscene sounds in SW the CHANF_UI flag.
2020-02-17 19:12:05 +01:00
CommonLoon102
1105d52677
Blood: rename Ummune to Immune
2020-02-17 18:41:15 +01:00
Christoph Oelckers
dcad616030
- unpause sound when starting the demo loop.
2020-02-17 18:40:32 +01:00
Christoph Oelckers
41a81989d8
0.4.5
2020-02-16 21:38:49 +01:00
Christoph Oelckers
57a3f89105
- workaround for cl_autoaim not being set anymore.
...
Only for singleplayer for now, the network implementation for this flag leaves a lot to be desired.
2020-02-16 21:31:29 +01:00
Christoph Oelckers
40cbaf969c
- ignore GRPINFOs without a defined game.
...
These can cause unpredictable behavior, including crashes.
2020-02-16 20:18:07 +01:00
Christoph Oelckers
3cd2b92dd1
- pause all game sounds while the menu or console are open and marked SW's UI sounds as such.
2020-02-16 20:08:04 +01:00
Christoph Oelckers
a873dcf6e0
- fixed the pause key.
...
Apparently SDL maps this to a different scan code.
Since pause is hard coded in all games the corresponding menu option has been disabled.
2020-02-16 17:22:14 +01:00
Christoph Oelckers
19f9860c11
- fixed Blood's sfxKill3DSound function checking the wrong ID.
2020-02-16 16:52:02 +01:00
Christoph Oelckers
c583318f31
- guard NNLoadSaveConstruct with #ifdef NOONE_EXTENSIONS.
2020-02-16 14:54:24 +01:00
Christoph Oelckers
26d4114566
- Blood: Fix for buried zombies losing their targeting ability when being struck down while rising from the grave.
...
Normally they change their type when being fully risen - but when attacked before that happens, never reach that code. To keep them functional, the change must be performed before performing the first target check in thinkChase.
2020-02-15 21:47:02 +01:00
Christoph Oelckers
cc872c79fc
- removed some vertex fudging code in polymost_domost that was no longer present in upstream code.
...
This looks like it fixes a few render glitches.
2020-02-15 21:36:29 +01:00
Christoph Oelckers
410f5a4545
- clean out stale sprite pointers in User when a sprite gets removed.
...
This was the main reason for those constant crashes, the game was accessing an invalid sprite, treating its data as valid.
Also added a few checks for valid targets in two places where it still crashed.
2020-02-14 21:44:59 +01:00
Christoph Oelckers
c643aadb4b
- fixed hud scaling slider value ranges
2020-02-14 00:56:23 +01:00
Christoph Oelckers
071a364d83
- SW: Stop all sound before starting a cutscene
2020-02-14 00:52:57 +01:00
Christoph Oelckers
dff86c7e38
- removed some coordinate fudging for drawing SW's automap background
...
The current code does not need this
2020-02-14 00:41:36 +01:00
Christoph Oelckers
84bf6ad785
- unused code removed
2020-02-14 00:38:22 +01:00
Christoph Oelckers
844dcc22ae
- SW: Don't allow level change via cheat when dead.
2020-02-14 00:37:15 +01:00
Christoph Oelckers
71485fe9d0
- reverted special detection of Duke add-ons
...
The side effects here are worse than the benefit.
2020-02-14 00:21:09 +01:00
Christoph Oelckers
488f8b1526
- Text code for AI state saving
2020-02-14 00:00:35 +01:00
Christoph Oelckers
91b7770e84
- use a command line switch to set Duke compatibility
...
At this point the command line CCMD execution has not run yet, so setting the CVAR does not work as expected.
2020-02-13 16:09:27 +01:00
Christoph Oelckers
d63d9f80bb
- fixed missing menu descriptor for Blood.
2020-02-12 23:41:26 +01:00
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
Christoph Oelckers
1c24ae3fad
- restrict cl_weaponswitch to 0 and 1 for Shadow Warrior.
2020-02-12 22:46:18 +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
9c9638a765
- save version bump.
...
# Conflicts:
# source/common/version.h
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
...
# 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
82939f2037
- do not reinitialize all actors in Blood when loading a savegame.
...
The call to actInit has been replaced with only performing the one necessary thing that needs to be done here - setting the enemy default difficulty.
2020-02-12 18:44:04 +01:00
Christoph Oelckers
1f7877823b
- applied intro cutscene aspect ratio fix from NBlood.
2020-02-12 17:59:22 +01:00
Christoph Oelckers
4c682813e7
- more unused data removed
2020-02-12 01:00:47 +01:00
Christoph Oelckers
4d45117ca5
- removed pointless and non-functional null check
...
clipmapinfo is a static global variable, its address is never null.
2020-02-12 00:42:34 +01:00
Christoph Oelckers
9f9e59e3ba
- fixed some warnings
2020-02-12 00:43:21 +01:00
Christoph Oelckers
9fdd1d9e17
- continued work on Blood save state
...
* save and restore the ambient sound state
* removed a few unused global variables
* removed unused code from choke.cpp
2020-02-12 00:43:13 +01:00
Christoph Oelckers
fd384a5f47
- added an indexer for Blood's AI states.
...
These seem to be the only pointer variables that need to be written out to a savegame, but to restore them they need to be turned into indices before saving.
2020-02-12 00:22:11 +01:00
Christoph Oelckers
29e51a677f
First round of Blood Savegame fix.
...
- const-ify most tables in actor.cpp for documentation purposes.
- gVectorData cannot be made const because one single field in there gets modified by code. :?
- save the global data in nnexts.cpp.
2020-02-11 23:15:25 +01:00
Christoph Oelckers
2f0a31508e
- added Y/N to end game message.
2020-02-11 21:33:20 +01:00
Christoph Oelckers
1aa72cfbbd
- fixed: The quicksave requester did not open the menu properly
...
This resulted in input not reaching it.
2020-02-11 21:25:21 +01:00
Christoph Oelckers
52e12702cf
- fixed Linux paths not ending with a slash.
2020-02-11 21:00:01 +01:00
Christoph Oelckers
286d53d3bf
- added the missing handling for the basepal tinting.
2020-02-11 20:55:47 +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
a67c281290
- added StopFX function for Shadow Warrior.
...
Needed by an upstream change.
2020-02-11 19:28:25 +01:00
Christoph Oelckers
744bd67616
- removed redundant check.
2020-02-11 18:26:58 +01:00
terminx
9bd966c77e
Macros for a couple hardcoded values
...
git-svn-id: https://svn.eduke32.com/eduke32@8641 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:50 +01:00
terminx
a9e8666b07
This lets the player jump into the vents in DUKEDC3.MAP
...
Since this is Duke3D, I'm sure this change breaks something else.
git-svn-id: https://svn.eduke32.com/eduke32@8640 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:39 +01:00
terminx
ff3ec2e66b
Re-enable ignoring 256 units of curb when clipping against ceilings
...
This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.
git-svn-id: https://svn.eduke32.com/eduke32@8639 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:05 +01:00
terminx
376c29dba6
Rename ZOFFSET1 to ACTOR_FLOOR_OFFSET and use ACTOR_MAXFALLINGZVEL in several places where it should have been used
...
git-svn-id: https://svn.eduke32.com/eduke32@8637 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/player.cpp
2020-02-11 18:23:49 +01:00
terminx
46b62aa6aa
Fix for E1L1 dumpster fire issue
...
git-svn-id: https://svn.eduke32.com/eduke32@8636 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:23:14 +01:00
terminx
5a13be1f7b
Avoid overflow in clipmove()
...
git-svn-id: https://svn.eduke32.com/eduke32@8633 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:22:41 +01:00
hendricks266
9269295102
SW: Don't restart the music when loading a save playing the same track
...
git-svn-id: https://svn.eduke32.com/eduke32@8627 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/game.cpp
# source/sw/src/save.cpp
2020-02-11 18:21:58 +01:00
hendricks266
5d475c2788
SW: Add handleevents to end credits
...
From JFSW commit 0c651743f8371fade0231e9c3206ca25e6ae5269
git-svn-id: https://svn.eduke32.com/eduke32@8626 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:21:00 +01:00
hendricks266
0b23c14b9d
SW: Fix potential blank 3DR logo
...
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f
git-svn-id: https://svn.eduke32.com/eduke32@8625 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/game.cpp
2020-02-11 18:20:59 +01:00
hendricks266
8e0407a425
SW: Fix potential buffer overrun in colormap
...
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f
git-svn-id: https://svn.eduke32.com/eduke32@8624 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:20:22 +01:00
hendricks266
a2f507d044
CON: Add getarraysequence and setarraysequence
...
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8623 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/game.h
2020-02-11 18:20:04 +01:00
hendricks266
8adb6be002
CON: Factor out implementations of setarray and resizearray commands
...
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8622 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:19:12 +01:00
CommonLoon102
8d7d8cc930
Blood: Clear keys on new level, fixes #308
...
# Conflicts:
# source/blood/src/player.h
2020-02-11 18:17:22 +01:00
Christoph Oelckers
37f3bb37d4
- re-added menu opening sound for Duke and RR.
2020-02-11 18:13:15 +01:00
Christoph Oelckers
f0039afa5e
- fixed: INI sections for game vars were never created.
2020-02-11 00:22:56 +01:00
Christoph Oelckers
41f2c62ed1
- use the original Build engine compatibility for Shadow Warrior.
...
The 'modern' code causes problems with the tank in the fourth map and probably elsewhere, too.
2020-02-10 22:38:17 +01:00
Christoph Oelckers
e2457d104b
- fixed: Voxels did not explicitly set their palette and took the last one set.
2020-02-10 22:05:53 +01:00
Christoph Oelckers
39a9e3cd8b
- removed double detection of DN3D addons.
2020-02-10 20:38:38 +01:00
Christoph Oelckers
a32bc350f1
- allow all keys to open the menu in Blood's demo loop.
2020-02-10 20:35:21 +01:00
alexey.lysiuk
744e4161f7
- removed message about vintage build
2020-02-10 15:10:45 +02:00
alexey.lysiuk
508b019447
- removed useless call in SDL backend
...
Its result wasn't used, and it may invoke function of DDummyFrameBuffer during initial sound precaching
2020-02-10 15:09:59 +02:00
Christoph Oelckers
8374b9e1b4
- fixed: The menu code should not reset the global input state when trying to close a menu with none open.
2020-02-09 22:57:04 +01:00
Christoph Oelckers
e3f8fca36e
- fixed two crash bugs I found while testing some mods.
2020-02-09 22:32:13 +01:00
Christoph Oelckers
4e58265d21
- disabled parts of EDuke commit 7829 because its side effects are worse than what it tries to fix.
...
In particular this causes backwards sliding against walls.
2020-02-09 22:18:36 +01:00
Christoph Oelckers
c53d9cfc3a
- reworked voxel texture generation to use the backend's palette manager.
...
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
Christoph Oelckers
6257994198
- fixed validation of hud_custom CVAR.
2020-02-09 18:42:14 +01:00
Christoph Oelckers
b87ee10a0a
- added missing string length check.
2020-02-09 18:37:24 +01:00
NoOneBlood
fa057282df
- Fix kModernTargetChanger wrong dudeInfo
2020-02-09 16:16:02 +01:00
Christoph Oelckers
7f58e8b6ca
0.4.1
2020-02-09 16:14:36 +01:00
Christoph Oelckers
91b9ce54e4
- use a dedicated flag for defined hightile tints so that the shader can use them.
2020-02-09 15:53:08 +01:00
Christoph Oelckers
a5fc374b59
- always recalculate the projection matrix.
...
Trying to cache this is not useful, it barely saves time and was causing display errors.
# Conflicts:
# source/build/src/polymost.cpp
2020-02-09 15:53:07 +01:00
alexey.lysiuk
30204d6072
- made ZMusic library required for non-MSVC targets
2020-02-09 16:48:07 +02:00
Christoph Oelckers
6231cec7c1
- sound backend update.
2020-02-09 13:26:51 +01:00
Christoph Oelckers
9310c25a7b
- -addon 0 seems to be a valid parameter...
2020-02-09 09:48:55 +01:00
Christoph Oelckers
598ce8a2ef
- increased amount of vertices to allow handling voxel packs.
...
This is merely a stopgap until the code can be properly refactored.
2020-02-09 08:32:40 +01:00
Christoph Oelckers
1054356cef
- fixed CD music playback in SW on maps with no MIDI defined.
2020-02-08 21:37:32 +01:00
alexey.lysiuk
67b5cd2cb3
- disabled progress bar on Cocoa start window
2020-02-08 16:56:52 +02:00
NoOneBlood
5d6ac932d3
Removed IsItemSprite, IsWeaponSprite, IsAmmoSprite function duplicates
2020-02-08 12:01:24 +01:00
Christoph Oelckers
681155de65
- fixed GOG path lookup.
...
I was unable to verify the Steam paths so they may or may not work.
2020-02-07 22:23:33 +01:00