Christoph Oelckers
6b475417dc
Merge branch 'master' into gzbackend
2019-12-23 14:31:31 +01:00
hendricks266
0a7f5f558a
Rename colmatch functions
...
git-svn-id: https://svn.eduke32.com/eduke32@8488 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/colmatch.h
# source/build/src/build.cpp
# source/build/src/defs.cpp
# source/build/src/palette.cpp
# source/duke3d/src/lunatic/dynsymlist_editor.lds
# source/duke3d/src/lunatic/dynsymlist_game.lds
# source/duke3d/src/lunatic/engine.lua
# source/tools/src/transpal.cpp
2019-12-23 10:59:14 +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
d24bd0fc14
- added refactored sound code to RR frontend.
...
- removed most code using the low level sound interface directly from Duke and RR frontends.
2019-12-16 16:18:47 +01:00
Christoph Oelckers
a66fc98d24
- a few more tweaks of the sound system.
...
* removed the distance hack for explosions and replaced it with a lowered attenuation. The distance hack combined with the rolloff hack forced these sounds to always be unattenuated, even when at the far end of a level. Now they fade, but much less than other sounds.
* increased the default NearLimit to 6. For some sounds 4 is not enough and this needs a global limit that works for everything.
2019-12-16 13:41:57 +01:00
Christoph Oelckers
84b6a89057
- fixed inconsistent coordinate system transformations
...
- fixed bad sound ID being passed in S_CalcDistAndAng;
- cleaned up CalcPosVel.
- lowered the volume of unattenuated sounds a bit. They were disproportionately loud compared to the old sound system.
2019-12-16 13:02:43 +01:00
Christoph Oelckers
b1b33ef231
- fixed hang with skill sound on game start.
...
This waits inside code where S_Update wasn't called. To make things clearer the waiting loop was moved closer to where it gets played.
2019-12-16 09:19:04 +01:00
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