Christoph Oelckers
cbfa8abd34
- fixed some messed up conditionals in RR's switch code.
...
Fixes #166
2020-08-12 00:31:04 +02:00
Christoph Oelckers
83796e9eed
- changed map startup order to first play a cutscene before loading the level.
...
Something with the timers is screwing up here if a cutscene gets played - Blood's timer code is even worse than Duke's.
Fixes #151 .
2020-08-11 23:21:08 +02:00
Christoph Oelckers
4c01f1e073
- don't count chickens as kill.
...
Fixes #160 .
2020-08-11 21:42:41 +02:00
Christoph Oelckers
0686928ee8
- fixed transition to credits in blood.
...
Fixes #150 .
2020-08-11 20:26:50 +02:00
Christoph Oelckers
fcc271ed7b
- treat 100 as maximum volume for 2D sounds when coming from the SFX data.
...
Without this, many sounds are way too quiet, e.g. at tne beginning of E2M1 or the end of E3M7.
Fixes #146 .
2020-08-11 20:17:56 +02:00
Christoph Oelckers
85364c2bb6
- let all video players respect the SoundEnabled setting.
...
Fixes #164 .
2020-08-11 19:52:54 +02:00
Mitchell Richters
e083f78f8e
- stop Duke screaming while falling if player puts the jet pack on.
...
No need to keep screaming if the player has saved themselves.
2020-08-11 15:40:02 +02:00
Christoph Oelckers
6a10a7f266
- changed the rules for dimming the menu to be more clear
...
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.
Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
2020-08-11 00:46:27 +02:00
Christoph Oelckers
000c00dc91
- block game input during intro cutscenes
...
Fixes #158
2020-08-11 00:42:08 +02:00
Mitchell Richters
7243c08379
- stop weapon from moving up and down while cl_weaponsway 0
is set.
...
* Default zDelta is -2048, so only add (zDelta / 128.) if `cl_weaponsway 1` and add (-2048. / 128.) otherwise.
* Fixes #134 a bit better.
2020-08-11 08:40:42 +10:00
Christoph Oelckers
1d03d3d6a2
- fixed HUD meter and crosshair default size.
...
Fixes #137
2020-08-10 23:06:24 +02:00
Christoph Oelckers
7a2b1ee0aa
- moved Blood's updatePauseStatus call to the main loop.
...
Fixes #149
2020-08-10 22:44:24 +02:00
Christoph Oelckers
030ca6f75d
- reset the timer after the initial cutscene in Blood
2020-08-10 22:22:27 +02:00
Christoph Oelckers
070f04093a
- clear the buffer for the cutscene textures when starting a new cutscene.
...
Otherwise the first frame may display garbage.
2020-08-10 22:16:02 +02:00
Christoph Oelckers
97b202955c
- strip the drive letter off WAV names for cutscenes.
2020-08-10 22:11:00 +02:00
Christoph Oelckers
5165834441
- handle GS_FULLCONSOLE in Blood
2020-08-10 22:02:58 +02:00
Christoph Oelckers
cf5be7fbfa
- default gl_control_tear to false.
...
This doesn't work that well with animated cutscenes.
2020-08-10 22:02:37 +02:00
Christoph Oelckers
e93ec79608
- Blood: restart music after level warp.
2020-08-10 21:41:16 +02:00
Christoph Oelckers
3ba5ca46c9
- fixed font alignment in Blood
2020-08-10 21:14:42 +02:00
Christoph Oelckers
ca740ad709
- increase volume for summary screen's speeches in Duke.
...
Fixes #125
2020-08-10 20:59:04 +02:00
Christoph Oelckers
b1c8046470
- fixed dimming checks for menu.
...
Now with proper game state management this can be done better.
2020-08-10 20:43:51 +02:00
Christoph Oelckers
28b9aafe69
- disable translucency for menu text shadows.
...
It didn't look that great.
2020-08-10 20:27:00 +02:00
Christoph Oelckers
7317caf567
- do not loop the scream sound on the summary screen.
...
Fixes 143.
2020-08-10 20:24:49 +02:00
Christoph Oelckers
8a2d34cceb
- fixed typo in BUNZ cheat.
2020-08-10 20:22:12 +02:00
Christoph Oelckers
ddf238ff19
- fixed cheat args parser.
...
Fixes 139
2020-08-10 20:18:21 +02:00
Mitchell Richters
09f347353a
- fix cl_weaponsway()
for Blood.
...
Fixes #134 .
2020-08-10 22:08:44 +10:00
Mitchell Richters
db6d2e4d89
- fix cl_viewbob()
for Blood.
...
Fixes #134 .
2020-08-10 22:08:44 +10:00
Mitchell Richters
4c74c172e3
- fix screenjob.cpp PlayVideo()
returning after stripping drive letter without checking whether it was able to re-open the file thereafter successfully.
...
Fixes #128 .
2020-08-10 21:15:17 +10:00
Christoph Oelckers
d3df4e580c
- do not restart one-page image scrollers with Enter
...
Instead go back one menu level.
Fixed #129
2020-08-10 01:12:53 +02:00
Christoph Oelckers
c7e664d3a6
- animate status bar elements
...
Fixes #127
2020-08-10 00:36:50 +02:00
Christoph Oelckers
0492c5f4d3
- optimized reverb settings.
...
Fixes #124
2020-08-09 13:26:48 +02:00
Mitchell Richters
a3a7a8f6be
- repeat of cf548e055e
for RR.
2020-08-09 16:41:42 +10:00
Mitchell Richters
fb6a58904a
- Set glcycle_t
class as active when stat fps
is active.
...
Fixes #122 .
2020-08-09 16:39:15 +10:00
Mitchell Richters
cf548e055e
- clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting.
...
* With steroids and a controller (controllers have a slightly higher max fvel/svel than a keyboard), I could not get xvel to exceed 503.
* Fixes #123 .
2020-08-09 16:24:48 +10:00
Christoph Oelckers
d731bf4e57
- fixed typo in floor damage check.
...
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers
dfa3519ebc
- stop screaming sound when landing.
...
Fixes #116
2020-08-07 22:20:29 +02:00
Christoph Oelckers
596367f10f
- Screenblend fixes.
2020-08-07 22:00:43 +02:00
Christoph Oelckers
f8c65839f0
- fixed broken jumping.
...
This was a nasty, but typical case for Duke where a variable did not contain what the name said and was carried along way too much code.
Fixes #112
2020-08-07 21:59:11 +02:00
Christoph Oelckers
4b69a181c3
- use symbolic constants for some statnums
2020-08-06 20:54:51 +02:00
Christoph Oelckers
4cfeb9b2cc
- fixed bouncing flame in VACA2.
...
Taking a hint from EDuke32 here.
2020-08-06 20:54:02 +02:00
Mitchell Richters
47dbc46213
- fixed the interpolation issues while on a crane.
...
* Partially addresses issues discussed in #105 and #106 .
2020-08-06 15:39:45 +10:00
Christoph Oelckers
9060abbafd
- 8 more SW headers gone.
2020-08-06 00:18:45 +02:00
Mitchell Richters
bbe05b0c81
- harden FinalizeInput()
with else blocks on each if statement after checking whether all movement is blocked.
...
Fixes #105 .
2020-08-06 07:25:04 +10:00
Christoph Oelckers
3e8ff96e6b
- added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code.
2020-08-05 22:57:45 +02:00
Christoph Oelckers
514c029e47
- this wasn't supposed to get committed.
2020-08-05 22:40:47 +02:00
Christoph Oelckers
a30933871e
- fixed most end of game cutscenes.
2020-08-05 22:36:39 +02:00
Christoph Oelckers
ba3c353198
- use the correct code for the devastator in operateweapon.
...
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's.
Fixes #104 .
2020-08-05 22:36:38 +02:00
Christoph Oelckers
72806e27eb
- cleanup work on SW
...
* consolidating smaller headers to reduce number of files
* remap all unmapped keyboard checks to corresponding buttons
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4a0e155637
- fixed starting of bonus screen music.
...
It must not be done in the constructor of the screen but when actually playing the first frame.
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4fef66c78a
- SW script parser cleanup
2020-08-05 22:36:37 +02:00
Mitchell Richters
a3dfa58662
- correct typo in Blood text string because I'm OCD like that.
2020-08-05 23:17:57 +10:00
Mitchell Richters
ddd30e742c
- ensure player's angle input while playing with cl_syncinput 0
is scaled appropriately when sector's lotag is ST_2_UNDERWATER.
2020-08-05 22:57:47 +10:00
Mitchell Richters
d1a68421bd
- fix cl_weaponsway
for Duke.
2020-08-05 20:04:14 +10:00
Mitchell Richters
2919cdcb44
- clamp the calculated horizAngle
to -180/180 to stop overflowing if player moves the mouse stupidly quick while cl_syncinput 1
is set.
2020-08-05 19:56:49 +10:00
Mitchell Richters
03bccb3a06
- functionalise significant portions of 0ee3ab4df8
.
2020-08-05 19:24:42 +10:00
Mitchell Richters
0142449d95
- clamp angle velocity as originally intended.
2020-08-05 17:59:46 +10:00
Mitchell Richters
736811e864
- properly tune sethorizon()
so that 'frominput' bool can be removed. Returning to centre function is essentially consistent between input states now.
2020-08-05 17:59:01 +10:00
Mitchell Richters
0ee3ab4df8
- revert most of e474ebc2b7
and adjust player's angle/horizon in a way that's compatible with cl_syncinput 0
and cl_syncinput 1
.
...
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.
Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00
Mitchell Richters
65428a2d1a
- revert ea98978ae7
and baed75ff8a
, and do in a more compatible way with synchronised and unsychronised input.
2020-08-05 17:43:14 +10:00
Mitchell Richters
bb0129c331
- add missed savegame addition when doing 9f8d50c0a1
.
2020-08-05 17:39:02 +10:00
Mitchell Richters
9f8d50c0a1
- add horizAdjust after processing pitch adjustments and call sethorizon()
in processinput_d()
after dokneeattack()
.
...
Fixes #101 .
2020-08-05 14:23:07 +10:00
Christoph Oelckers
454e0e36c9
- added a sound for advancing multi-screen menus.
...
Fixes #100 .
2020-08-05 00:32:29 +02:00
Christoph Oelckers
f363aca1b7
- fixed the crane in Duke3D.
...
Fixes #92
2020-08-05 00:28:14 +02:00
NY00123
22b492a5b3
SW: If a saved load is loaded at a point which is right after killing
...
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.
# Conflicts:
# source/sw/src/game.cpp
2020-08-04 20:11:37 +02:00
Mitchell Richters
157933e902
- fixed regression from b9eef9c6a3
where the angle wouldn't apply if horizon was specified.
2020-08-04 23:13:22 +10:00
Mitchell Richters
b9eef9c6a3
- make ang and horiz optional on each game's warptocoords
CCMD as suggested in commentary for 1dc6edfa56
.
2020-08-04 22:33:17 +10:00
Mitchell Richters
8817914744
- add printcoords as an ADD_STAT()
define and move string code into static function for shared use between CCMD and ADD_STAT.
2020-08-04 21:56:32 +10:00
Mitchell Richters
b08d571be9
- create Blood dynamic CCMD warptocoords
.
...
* The setting of the player's horizon/viewangle probably still requires work, but warping to pos x/y/z works fine.
2020-08-04 19:10:43 +10:00
Mitchell Richters
a9b05eff86
- fix coolie death issues raised in https://forum.zdoom.org/viewtopic.php?f=340&t=69254 in manner suggested by OP.
2020-08-04 19:02:26 +10:00
Mitchell Richters
3e44d850b3
- fix issues with Exhumed and SW warptocoords
CCMDs when cherry-picking from public branch.
2020-08-04 18:04:44 +10:00
Mitchell Richters
24d847f4ec
- create Duke dynamic CCMD warptocoords
.
2020-08-04 18:04:02 +10:00
Mitchell Richters
af830518a6
- create Exhumed dynamic CCMD warptocoords
.
2020-08-04 17:53:37 +10:00
Mitchell Richters
1dc6edfa56
- create SW dynamic CCMD warptocoords
.
2020-08-04 17:53:34 +10:00
Mitchell Richters
38fa10326d
- create engine CCMD printcoords
.
2020-08-04 17:53:31 +10:00
Mitchell Richters
2bdf5f38e5
- remove code meant to have been deleted when performing e474ebc2b7
. Makes processinput_r()
match processinput_d()
.
2020-08-04 17:13:28 +10:00
Mitchell Richters
bc103595ce
- force scaleAdjust
to be 1 when cl_syncinput
is 1.
...
* Above calculation has some micro variances to it which were leading to strange behaviour like the bike's tilting not working properly with `cl_syncinput 1`.
2020-08-04 17:11:32 +10:00
Mitchell Richters
293c1af4c2
- interpolate p->TiltStatus
for RR(RA).
2020-08-04 17:11:00 +10:00
Mitchell Richters
cdb8e5b94e
- do these in the order that processinput()
does them in.
2020-08-04 16:30:20 +10:00
Mitchell Richters
a2a668cd7b
- fix vehicle turning issues following cl_syncinput
changes/fixes in e474ebc2b7
.
2020-08-04 16:28:57 +10:00
Mitchell Richters
cb93560a4a
- fix regression from e474ebc2b7
by which the player could adjust their angle on a camera while cl_syncinput 0
(default) was set.
...
* Issue doesn't occur with `cl_syncinput 1` because `processinput()` returns when p->newowner >= 0 before `applylook()` is called from within it.
* Fixes #96 .
2020-08-04 13:02:19 +10:00
Christoph Oelckers
41cc5cac34
- fixed responsiveness issues with Blood's weapon selection.
...
This shouldn't really do anything and might point to some deeper implementation flaw.
2020-08-04 00:06:36 +02:00
Christoph Oelckers
b0c1140649
- fixed bad default for viewDrawText's alpha.
...
Like so many other things in Build the concept of alpha is hopelessly stupid and really makes no sense, and this was carried over here.
2020-08-03 21:26:19 +02:00
Christoph Oelckers
4bab061bd0
- removed some dead code from SW.
2020-08-03 20:53:00 +02:00
Christoph Oelckers
d526c6401f
- use the generic cheat system for Blood.
2020-08-03 20:51:31 +02:00
Christoph Oelckers
d729bc898c
- fixed character counter in MakeUTF8.
2020-08-03 20:18:33 +02:00
Christoph Oelckers
724c811de3
- Moved message storage to the map records.
2020-08-03 20:16:32 +02:00
Christoph Oelckers
35a5c4e23c
- undid hardcoded coupling of Mapinfo slots with episode/level pairs in Blood.
...
This both lifts the imposed limit of 16 levels and will allow dynamic management of global mapinfo data.
2020-08-03 20:11:30 +02:00
Christoph Oelckers
d87f0dc0b0
- uninitialized variable fixed
2020-08-03 20:07:23 +02:00
Christoph Oelckers
0036402be8
- removed most of the network code in Blood.
...
Mainly to expose the parts that still get used in single player because there's some problems here that need addressing.
ENet is also gone now.
2020-08-03 20:06:27 +02:00
Christoph Oelckers
dea0804f9a
- how could this compile?
2020-08-03 19:14:33 +02:00
Christoph Oelckers
825b286424
- removed some redundant parts in level.cpp
...
Let's use the underlying data directly.
2020-08-03 19:11:48 +02:00
Christoph Oelckers
5704c57fe0
- changed the byte order swappers to use ZDoom's versions
...
This is to reduce redundancy, plus, these are native on Windows and macOS.
2020-08-03 19:09:57 +02:00
Christoph Oelckers
3c8da8c421
- moved LocalKeys to controls.cpp
...
to consolidate input code in one file.
2020-08-03 19:08:49 +02:00
Mitchell Richters
7493d4e334
- remove unused getters from player_struct
.
2020-08-03 23:01:53 +10:00
Mitchell Richters
aead65183c
- draw the crosshair using getHalfLookAng()
inline function, making use of its double precision and optionally interpolated result.
2020-08-03 22:56:43 +10:00
Mitchell Richters
d3d9bb0823
- partially revert 19e4393a4f
by adding the player's mouse input after calculating the true pitch of p->q16horiz
.
...
* Need to add `p->horizAdjust` in with `p->q16horiz` because the values passed to that variable are the same as what would have been directly added to `p->q16horiz` in `processinput()`.
* Leaving mouse input to apply after calculating the pitch lets us take advantage of the calculated pitch's accuracy to provide consistent mouse input across the pitch's range.
2020-08-03 22:39:09 +10:00
Mitchell Richters
1556e80dd2
- apply same RR horizon workaround from e474ebc2b7
for when cl_syncinput 1
is set for angle as well.
2020-08-03 22:31:44 +10:00
Mitchell Richters
19e4393a4f
- add all the horizon values before converting into true pitch inside sethorizon()
.
2020-08-03 22:13:10 +10:00
Mitchell Richters
573cb363ae
- add new weapon interpolation variable from player_struct
into savegame code.
2020-08-03 21:26:28 +10:00
Mitchell Richters
e474ebc2b7
- multiple input fixes for both games, and for both cl_syncinput 0
and cl_syncinput 1
modes.
...
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +10:00