Christoph Oelckers
938db6d35d
- sounds in the menu are working now.
...
Since the in-game sound is paused in the menu these sounds need the CHAN_UI flag to play.
2019-12-16 08:19:57 +01:00
Christoph Oelckers
c9198729b0
- did some tweaks to the sound.
...
The angle was wrong and the rolloff type apparently as well. It sounds a lot better now, especially after also altering the minimum distance for the rolloff. This one is interesting, it looks like a bug where the desired value was shifted two bits too much, quadrupling the distance where volume reduction starts.
2019-12-15 20:55:15 +01:00
Christoph Oelckers
22ef66209d
- sound is finally playing, but the volume needs balancing and positioning doesn't seem to be 100% correct.
2019-12-15 20:16:36 +01:00
Christoph Oelckers
4f9eda189a
- a few sounds play, but it's still very buggy.
2019-12-15 19:00:41 +01:00
Christoph Oelckers
38dc39b8cd
- got it to start, cannot hear anything...
2019-12-15 17:16:11 +01:00
Christoph Oelckers
d7ddd620e4
- added some final missing pieces to the sound code.
2019-12-15 16:32:39 +01:00
Christoph Oelckers
a28cd17454
- refactoring of DN3D sound code complete but not tested yet.
2019-12-15 13:34:00 +01:00
Christoph Oelckers
62660e76f3
- sound system rework. Not complete.
2019-12-15 10:00:25 +01:00
Christoph Oelckers
dba1a348d5
Merge branch 'master' into sound
2019-12-15 07:57:48 +01:00
Christoph Oelckers
d23b4a7e33
- hooked up ZDoom' joystick code and removed the remaining parts of the old MACT input library.
2019-12-14 20:15:15 +01:00
Christoph Oelckers
773c480940
- this sound system is too insane to be ported.
2019-12-12 21:42:58 +01:00
Christoph Oelckers
c5c2873223
- added GZDoom's sound engine.
...
This is not connected with the games yet.
2019-12-12 19:21:36 +01:00
Christoph Oelckers
b5cc3ef883
- moved a few bits of code around in Duke's sounds.cpp.
...
- refactored the only place in the entire code that used the return of S_PlaySound.
2019-12-12 18:43:27 +01:00
Christoph Oelckers
86dc909559
- added detection logic for zipped versions of the Cryptic Passage add-on for Blood and the Route66 add-on for Redneck Rampage.
...
- 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
2019-12-11 23:41:05 +01:00
Christoph Oelckers
95625567e0
- fixed compile errors.
2019-12-11 18:40:42 +01:00
Christoph Oelckers
875678f20b
- transitioned Shadow Warrior to the global mapinfo
2019-12-11 02:01:11 +01:00
Christoph Oelckers
250dd36289
- this better uses currentLevel for consistency
2019-12-11 01:19:32 +01:00
Christoph Oelckers
ec96ae8992
- cleanup of -map setup.
2019-12-11 01:11:35 +01:00
Christoph Oelckers
cb051b44ea
- removed unused compression records from savegame header
2019-12-11 01:10:59 +01:00
Christoph Oelckers
69fd6cf69d
- removed currentBoardFilename
...
This was only used for displaying the name for user maps, everything else was using other means of getting the data already, and even here currentLevel is better suited.
2019-12-11 01:01:03 +01:00
Christoph Oelckers
5c0cd5114d
- transitioned Blood to the common mapinfo system.
2019-12-11 00:57:53 +01:00
Christoph Oelckers
ebb43f9129
- use the currentLevel record for the status screens. What was there could be broken by scripts thanks to the non-existent access control to critical variables.
...
- give the final map in RR a proper mapinfo record. Without this the map is not really stable with the current savegame system.
2019-12-10 23:04:06 +01:00
Christoph Oelckers
0e19d4262e
- savegame and mapinfo cleanup in DN3D and RR frontends.
...
Also added an "end game" flag to the mapinfo. For those who like to assemble single levels into custom episodes. More features for that to come. ;)
2019-12-10 22:22:59 +01:00
Christoph Oelckers
4cc22e155f
- better handling for maps without names.
...
Use the file's base part as name if that happens.
2019-12-10 17:35:28 +01:00
Christoph Oelckers
db29fc1a01
- removed the mostly useless changelevel CCMDs.
...
It makes more sense to do a real 'map' CCMD instead once the level management is working properly.
2019-12-10 17:25:45 +01:00
Christoph Oelckers
4f04fe66de
- transitioned RR to the new mapinfo
2019-12-10 00:31:55 +01:00
Christoph Oelckers
3b57f38e55
- started transitioning to a global mapinfo list.
...
This will make it a lot easier for cross-game parts of the engine to query game state.
So far the EDuke frontend has been ported over.
2019-12-10 00:01:45 +01:00
Christoph Oelckers
ba978ab0d9
- text update and missing includes.
2019-12-09 17:17:15 +01:00
Christoph Oelckers
66218dd074
- connect SW with statistics code and added missing function for Blood
...
# Conflicts:
# source/blood/src/blood.h
# source/common/menu/messagebox.cpp
# source/sw/src/game.cpp
# source/sw/src/game.h
2019-12-09 01:03:18 +01:00
Christoph Oelckers
4ef9ec6708
- call STAT_StartNewGame globally from the menu
2019-12-09 01:00:46 +01:00
Christoph Oelckers
9f25c9c117
- some string rework
...
* 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.
2019-12-09 01:00:46 +01:00
Christoph Oelckers
a74797b97c
- fix merge errors.
2019-12-08 08:51:54 +01:00
terminx
0456d8f36d
These shouldn't be references
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git-svn-id: https://svn.eduke32.com/eduke32@8408 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:39:20 +01:00
terminx
694863a8a1
Fix cacheAllSounds() being called before .def parsing... oops!
...
git-svn-id: https://svn.eduke32.com/eduke32@8404 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:37:51 +01:00
terminx
f5e3b4bb5a
Fix osdcmd_changelevel
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git-svn-id: https://svn.eduke32.com/eduke32@8397 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:30:57 +01:00
terminx
0b2f550f09
This change to Gv_DivVar() is faster when benchmarked
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git-svn-id: https://svn.eduke32.com/eduke32@8396 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:30:35 +01:00
terminx
a2fd43da2f
Clean up CON_FOR a little
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git-svn-id: https://svn.eduke32.com/eduke32@8395 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:29:24 +01:00
terminx
9146dc9a89
Remove duplicate call to cacheAllSounds() from S_SoundStartup()
...
git-svn-id: https://svn.eduke32.com/eduke32@8375 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/sounds.cpp
2019-12-08 08:13:15 +01:00
terminx
c851da92a6
Improve interaction between cheat entry and player input
...
git-svn-id: https://svn.eduke32.com/eduke32@8369 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/cheats.cpp
# source/duke3d/src/player.cpp
2019-12-08 08:05:14 +01:00
terminx
cf0a74a888
Fix noclip in Duke3d
...
git-svn-id: https://svn.eduke32.com/eduke32@8368 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 07:59:31 +01:00
terminx
cbfb675577
Shitcan the few uses of the bool type in the VM after reading some things and dicking around on godbolt.org
...
git-svn-id: https://svn.eduke32.com/eduke32@8366 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gameexec.h
2019-12-08 07:56:50 +01:00
Christoph Oelckers
0157446ad1
- thorough cleanup of the Shadow Warrior music code.
...
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.
2019-12-07 19:57:19 +01:00
Christoph Oelckers
ff50a1681f
- simplified the music playing interface a bit.
...
#
2019-12-07 18:28:30 +01:00
Christoph Oelckers
13c7dcecf6
- exported all game relevant texts from Duke Nukem and Redneck Rampage.
2019-12-07 14:53:13 +01:00
Christoph Oelckers
0342b96335
- cleaned out the remaining wrappers from cache1d.h and use the file system directly instead.
2019-12-07 10:49:23 +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
66756bfa13
- final fixes for Blood's and Duke Nukem's menus.
2019-12-06 18:36:49 +01:00
Christoph Oelckers
7a9138cde0
- made the confirmation screen functional.
...
This works but still needs a bit of visual work.
2019-12-05 23:17:55 +01:00
Christoph Oelckers
54177cd27d
- added the animated player display.
2019-12-05 19:52:46 +01:00
Christoph Oelckers
169d68f583
- fixed stuff and cleaned out most of the old menu code.
2019-12-05 19:00:40 +01:00
Christoph Oelckers
628bd9efc6
Filled in the rest of the menus
...
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.
2019-12-05 00:47:05 +01:00
Christoph Oelckers
cb0538d0f2
- mouse aiming cleanup.
...
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.
2019-12-05 01:08:35 +01:00
Christoph Oelckers
3ea526055f
- added a generic message display, using ZDoom's code.
...
This is mainly meant for Nam and WW2GI which have an ugly-as-hell font for these texts.
2019-12-04 23:07:02 +01:00
Christoph Oelckers
6d04f0f159
- added option to print custom messages with Duke Nukem's quote system.
...
- hooked up all front ends with a generic message printing function so that common code can access the native message displays. This is needed for consolidation of some input actions which are mostly identical but print messages.
- preparations for a generic message system.
2019-12-04 21:35:35 +01:00
Christoph Oelckers
138326314e
- text update.
2019-12-04 17:30:41 +01:00
Christoph Oelckers
7d1eb74b5e
- more menus implemented
2019-12-04 01:38:51 +01:00
Christoph Oelckers
72857db17b
- refactor of the quote storage.
...
This was consolidated for both EDuke and RedNukem frontends, put into a class with strict access control and the length limit was lifted.
The new class will eventually allow better localization control.
2019-12-04 00:28:28 +01:00
Christoph Oelckers
c561255018
- moved the application of in_mousebias and in_mousedeadzone into the backend code.
...
This piece was repeated 6x for each call to CONTROL_GetInput, creating quite a bit of redundancy.
2019-12-03 20:58:43 +01:00
Christoph Oelckers
6245a0e2e2
- added mouse and controller menus
...
The controller menu obviously does not work yet, it needs quite a bit of backing code fron GZDoom first.
2019-12-03 01:21:27 +01:00
Christoph Oelckers
65ae00fb74
- completion of controls menu
...
- some message printing cleanup in SW frontend. This still has its native console that needs to be removed.
2019-12-03 00:57:03 +01:00
Christoph Oelckers
26daff79db
- fixed compile errors and updated string table.
2019-12-02 18:11:10 +01:00
Christoph Oelckers
00b2467eea
- WIP keybinding cleanup
2019-12-02 02:07:32 +01:00
Christoph Oelckers
36cf2583e4
- removed some dead code.
2019-12-02 00:19:35 +01:00
Christoph Oelckers
e2be025433
- fixed the Ion Fury credit screens.
...
The entire 'fix' here consisted of hacks to give the CON script exactly what it needs to show them as intended.
2019-12-01 17:48:56 +01:00
Christoph Oelckers
b372cb5f35
- the primary Blood menus are working.
...
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.
2019-12-01 15:31:08 +01:00
Christoph Oelckers
aed05840ae
- removed the mouseInactiveConditional interface function.
...
This was only a crutch to let the input interface work with the original menus.
Now that the one in Blood is gone, all the conditions are no longer relevant. (Shadow Warrior never got far enough to implement this)
2019-12-01 10:31:44 +01:00
Christoph Oelckers
5d0d37df25
- disconnected Blood's menu.
...
This is due for replacement next.
2019-12-01 10:18:38 +01:00
Christoph Oelckers
55ba1116ec
- fixing the last commit.
2019-12-01 09:03:51 +01:00
Christoph Oelckers
8a98f9b3ca
- removed quitevent.
...
This was some meticulously preserved relic of bad old DOS times used to block OS facilities to close an app.
Since this has been worked around at a lower level already the variable was essentially without function but some quite bad code depended on it.
2019-12-01 09:02:17 +01:00
Christoph Oelckers
d8c74a8b00
- don't show the map name when the menu is active
...
Since it uses the same font this causes ugly visual clashes.
2019-12-01 08:25:24 +01:00
Christoph Oelckers
c36402eb5c
- fixed savegame validation and recursive ticker calls.
2019-11-30 23:33:04 +01:00
Christoph Oelckers
41b116e2f2
- save menu in Duke Nukem is working.
2019-11-30 22:46:00 +01:00
Christoph Oelckers
2a9e4fca46
WIP safety commit
2019-11-30 19:23:54 +01:00
Christoph Oelckers
d5c3991c2e
- fixed compile errors in menu code.
2019-11-30 10:03:20 +01:00
Christoph Oelckers
b3c335cd1d
Merge branch 'menu_for_real' of https://github.com/coelckers/demolition into menu_for_real
...
# Conflicts:
# source/common/menu/loadsavemenu.cpp
# source/duke3d/src/d_menu.cpp
# source/rr/src/d_menu.cpp
2019-11-30 01:06:37 +01:00
Christoph Oelckers
79ce4563eb
- fixed game resuming when closing the load and save menus.
2019-11-30 01:03:14 +01:00
Christoph Oelckers
90c5ea6acc
- updated option menu code to latest scripted version
...
This mainly means being able to use the generic font.
This also adds more generalization to the menu sound handling, plus an option to turn menu sound off. This is motivated by the pig sounds which RR uses in the menu.
2019-11-29 01:28:13 +01:00
Christoph Oelckers
0cedad6390
- started work on load/save menus.
2019-11-29 00:37:19 +01:00
Christoph Oelckers
1f1b927b6b
- fixed a few issues.
2019-11-28 20:11:27 +01:00
Christoph Oelckers
59ebb10512
- fixed compilation and unhooked the Redneck Rampage menu so that it can be replaced.
2019-11-28 19:35:35 +01:00
Christoph Oelckers
324056ad88
- more cleanup on music code
...
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!)
* removed a few more leftover parts of the old music system
* savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.)
* handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
2019-11-28 03:18:58 +01:00
Christoph Oelckers
a59917b35d
- more cleanup of sound code
...
removed the remaining parts of the old music system in EDuke32 and RedNukem frontends.
2019-11-28 03:02:33 +01:00
Christoph Oelckers
d569cd76c1
- cleanup of sound code - removal of the cache lock
...
This has been inoperable for a long time and by now the cache is entirely gone.
2019-11-28 02:36:34 +01:00
Christoph Oelckers
f62611e90d
- cleaned out a large chunk of menus.cpp
...
… leaving only the parts still needed for reference.
2019-11-28 01:49:50 +01:00
Christoph Oelckers
b12377962a
- moved the game interface function to d_menu
2019-11-28 01:30:24 +01:00
Christoph Oelckers
4e5f59a373
- Menu WIP
...
* implemented single image screens
* implemented skeleton of the image scroller
* added RR-specific definitions to the menus (need to copy and adjust d_menu.cpp)
* added definitions for credits screens.
2019-11-28 01:02:45 +01:00
Christoph Oelckers
ef3ad690da
- initial work on credits screens.
2019-11-28 00:02:36 +01:00
Christoph Oelckers
5f5fe271f7
- fixed handling of the custom game mode menus in Ion Fury.
...
Sadly the scripting which necessitates this all is such a hack that it's probably necessary to fix again if the next project comes along that uses the same kind of "creativity" instead of providing a robust implementation.
2019-11-27 23:35:12 +01:00
Christoph Oelckers
8492e3c67a
- migrated SW's savegame code to the same containers as the other front ends.
...
Fortunately everything here was wrapped in macros so that it was relatively simple to change.
2019-11-27 19:31:58 +01:00
Christoph Oelckers
3bb46a4d8d
Merge branch 'master' into menu_for_real
2019-11-27 18:04:44 +01:00
hendricks266
7698f73b55
Fix tautological comparison in savegame.cpp
...
git-svn-id: https://svn.eduke32.com/eduke32@8314 1a8010ca-5511-0410-912e-c29ae57300e0
2019-11-27 18:01:57 +01:00
Christoph Oelckers
a4a4b230fd
- deleted a large batch of code from the menu that is no longer needed.
2019-11-27 17:58:14 +01:00
Christoph Oelckers
723b210c95
- major work on savegame code
...
Not tested yet!
* Added a JSON-based header to the savegames so that the unified menu can read from a common data source.
* moved loading and saving of frontend independent data to the wrapper so that support is automatic.
2019-11-27 00:41:26 +01:00
Christoph Oelckers
3b7aa74c27
- connecting the dots in the menu. Duke Nukem can now start a level.
2019-11-26 23:20:54 +01:00
Christoph Oelckers
0f4d80b5d3
Merge branch 'master' into menu_for_real
2019-11-26 19:19:21 +01:00
hendricks266
348ccdfd5b
Templatize the branchless negation method used for GV_FLAG_NEGATIVE
...
git-svn-id: https://svn.eduke32.com/eduke32@8312 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/compat.h
2019-11-26 18:09:00 +01:00
hendricks266
a51e91d4e9
SW: Fix keyboard input
...
git-svn-id: https://svn.eduke32.com/eduke32@8303 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/config.cpp
# source/duke3d/src/menus.cpp
# source/mact/include/control.h
# source/mact/src/control.cpp
# source/sw/src/config.cpp
# source/sw/src/menus.cpp
2019-11-26 18:03:13 +01:00
Christoph Oelckers
6782d817b7
- reformatting and deletion of unused code.
2019-11-26 17:43:31 +01:00
Christoph Oelckers
dce633de8b
- use a floating point origin in the menu's implementation
...
Using fixed point here makes no sense, let's keep that to the code that still lives in the 90's.
2019-11-26 00:20:21 +01:00