Commit graph

10060 commits

Author SHA1 Message Date
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
2182b4b1d4 - text update. 2020-02-16 23:12:01 +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
4323632ed2 Merge branch 'master' of https://github.com/coelckers/Raze 2020-02-14 00:56:50 +01:00
alexey.lysiuk
c69d987ec2 - fixed fatal error in menu definition
Script error, "engine/menudef.txt" line 1141: Unknown keyword 'ifgamne'
2020-02-14 11:42:11 +02:00
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
a75b035552 - added a few missing options to the menu 2020-02-14 00:11:11 +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
Christoph Oelckers
e9abbf53c6 - added the missing shadow option to the menu. 2020-02-12 22:09:22 +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