Commit graph

11505 commits

Author SHA1 Message Date
Christoph Oelckers
a690f44fc8 - use constexpr for translation utilities 2020-08-15 10:22:07 +02:00
Christoph Oelckers
c3ddde02b2 - use consistent types in FileReader's ReadInt* functions. 2020-08-15 07:33:21 +02:00
Christoph Oelckers
3d4177fbb2 - fixed return type of FileReader::ReadUInt64.
fixes #181.
2020-08-14 23:56:31 +02:00
Christoph Oelckers
ff38cfe179 - open the in-game menu only when really inside a game and actually playing.
Fixes #182
This isn't foolproof but it's probably the best that can be done.
2020-08-14 22:41:32 +02:00
Christoph Oelckers
2403e8cb2c - fixed RRRA summary screens. 2020-08-14 22:31:54 +02:00
Christoph Oelckers
37ea207d5a - fixed another one of those stupidly badly designed iterator loops.
Fixes #176.
2020-08-14 21:49:12 +02:00
Christoph Oelckers
52ddac21b0 - fixed RR's transition to its final map. 2020-08-14 21:30:09 +02:00
Christoph Oelckers
3455610031 - base palette cleanup.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
249c5b5734 - removed some dead code. 2020-08-14 21:12:32 +02:00
Christoph Oelckers
19635c7bdf - render Blood's choking hands in the 3D view.
This may not be faithful but it looks a lot less buggy than placing these on top of the entire HUD.
2020-08-14 21:08:28 +02:00
Christoph Oelckers
66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +02:00
Christoph Oelckers
a5d9886aa9 - cleaned up the remnants of the old statusbar code. 2020-08-14 00:56:34 +02:00
Christoph Oelckers
67c340b573 - ported the inventory bar.
Now the panel system is only used for displaying the weapons.
2020-08-14 00:38:27 +02:00
Christoph Oelckers
70b2215f4e - ported the minibar HUD. 2020-08-13 22:37:58 +02:00
Christoph Oelckers
8c7b93ceef - ported the compass. 2020-08-13 22:13:56 +02:00
Christoph Oelckers
9ccf717311 - ported the inventory display on the status bar. 2020-08-13 21:57:53 +02:00
Christoph Oelckers
eafaa56834 - armor and key display. 2020-08-13 21:14:01 +02:00
Christoph Oelckers
188b2d2daa - ammo and weapon display ported. 2020-08-13 20:14:53 +02:00
Christoph Oelckers
b50bdb1ca1 - SW: started transition of the status bar. 2020-08-13 18:45:55 +02:00
Christoph Oelckers
dc653bbdc0 - thinning out some crap. 2020-08-13 18:19:44 +02:00
Christoph Oelckers
d7f8d1a5bf - replaced the border drawing code in SW with Blood's. 2020-08-13 17:54:17 +02:00
Christoph Oelckers
0b6f299d0e - removed the bot code.
This would become a refactoring hassle, maybe re-add it later?
2020-08-13 00:45:50 +02:00
Christoph Oelckers
4538068bcc - more SW cleanup, removed two more files. 2020-08-13 00:04:55 +02:00
Christoph Oelckers
bb6972abb4 - SW: get rid of redundant common_game.h 2020-08-12 23:43:21 +02:00
Christoph Oelckers
9c40c2f6af - don't draw screenblends when not in a 3D view.
Fixed #174.
2020-08-12 22:52:41 +02:00
Christoph Oelckers
aef59ef523 - migrated SW cheats to the generic system, removed the more pointless of SWP's cheats and filled in a few blanks. 2020-08-12 22:24:51 +02:00
Christoph Oelckers
80d1b71899 - fixed sounds disappearing when the owning actor was deleted.
These sounds now get unlinked so that they can play out normally.

Fixes #119.
2020-08-12 20:15:02 +02:00
Evan Ramos
81f85ee480 SW: Fix regression causing the last heat seeker to be a normal missile
It was caused by the fix for crashing when firing outside the map.

Also port said fix to the bunny rockets.
2020-08-12 19:16:25 +02:00
Christoph Oelckers
09a3567f14 - fix some more sloppiness with Blood's global game state.
Fixes #171.
2020-08-12 19:11:16 +02:00
Christoph Oelckers
2dad86a304 - made some adjustments to DMessageBoxMenu to handle screens that must close the menu before performing their option.
Fixes #173. The "End Game" menu option needs this.
2020-08-12 19:04:19 +02:00
Christoph Oelckers
2d545767ef - completely clear all texture data when setting a frame size.
SMK tries to draw a texture from it before the first frame has been rendered. This ensures that it gets a fully black frame.
Fixes #167.
2020-08-12 01:32:05 +02:00
Christoph Oelckers
05fbfa3f25 - Blood: When starting a new game, reset the global flag immediately.
Otherwise the game can get stuck in an endless loop when trying to set up a level.
Fixes 168.
2020-08-12 01:16:29 +02:00
Christoph Oelckers
57edd370a7 - fixed: When quitting the game, first clear the menu.
This is to ensure that the menu stack is empty.
Fixes 170
2020-08-12 01:15:03 +02:00
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
Mitchell Richters
5b91a11404 - Blood uses 'beastvision', not 'nightvision'.
Fixes #152.
2020-08-11 07:51:28 +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