NoOneBlood
f1f9fcff5c
- Changes for conditions (WIP)
...
- Fix for picWidth();
2020-05-22 17:29:22 +02:00
NoOneBlood
71b110a75e
- Double print in console fix for consoleSysMsg
...
- Changes for kModernCondition
# Conflicts:
# source/blood/src/globals.cpp
2020-05-22 17:29:12 +02:00
NoOneBlood
c27f3b8d20
- Changes in damage scale for Custom Dude
...
- Conditions: added conditions for player and enemies (WIP)
2020-05-22 17:28:48 +02:00
NoOneBlood
014dfc346b
- Added tracking type of conditions. Generally conditions is still WIP.
...
- Update aim for player while playing qav scenes.
- Fix compile warnings
2020-05-22 17:28:35 +02:00
Evan Ramos
4d7b37ca1a
Rednukem: Remove redundant comment and fix formatting
...
# Conflicts:
# source/rr/src/gameexec.cpp
2020-05-22 17:26:36 +02:00
nukeykt
b7294e45a1
Blood : Fix mirror issue
...
Fixes #334 and #338
# Conflicts:
# source/blood/src/menu.cpp
2020-05-22 17:25:54 +02:00
MexMeRcUrY
aee64e8e34
fix #333
2020-05-22 17:24:42 +02:00
MexMeRcUrY
5faef5d6dd
Blood: Caleb doesn't talk in multiplayer
2020-05-22 17:24:41 +02:00
MexMeRcUrY
f1421bd8ee
Blood: Caleb doesn't talk in multiplayer
2020-05-22 17:24:41 +02:00
sirlemonhead
8f8f033956
Rednukem: Limit sprite shade change to Redneck Rampage games, and add guard for invalid array access. Fixes ASAN error.
2020-05-22 17:22:18 +02:00
sirlemonhead
19ab05655b
Prevent invalid array index in polymost_spriteIsModelOrVoxel()
...
# Conflicts:
# source/build/src/polymost.cpp
2020-05-22 17:22:18 +02:00
sirlemonhead
73a56f76af
PCExhumed: Avoid some original memory read bugs and correct some bullet code branching.
2020-05-22 17:22:00 +02:00
sirlemonhead
02d4712e57
Rednukem: Fix MVE crash on Release gcc builds.
2020-05-22 17:21:03 +02:00
sirlemonhead
808d0591eb
Rednukem: Add newline to end of playmve.h
2020-05-22 17:21:03 +02:00
sirlemonhead
b89c6da6b8
Rednukem: Playback support added for Rides Again intro movie. Closes #266
...
# Conflicts:
# GNUmakefile
# platform/Windows/rednukem.vcxproj
# platform/Windows/rednukem.vcxproj.filters
# source/rr/src/game.cpp
2020-05-22 17:21:03 +02:00
sirlemonhead
20cfbc1786
PCExhumed: Fix the timing of credits text when not using CD audio.
...
# Conflicts:
# source/exhumed/src/exhumed.cpp
2020-05-22 17:17:54 +02:00
Evan Ramos
262f2234c6
Duke3D: Disable dead code in implementation of undocumented SE 128
...
Avoids warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
2020-05-22 17:11:16 +02:00
Jordon Moss
49deeb350e
Fix trains not moving spawn points with higher indexes than player count.
2020-05-22 17:11:16 +02:00
Richard C. Gobeille
d9b8f58558
Duke3d: make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware
2020-05-22 17:01:37 +02:00
Richard C. Gobeille
e2d79b4682
engine: add yax_getflorzofslope() and yax_getceilzofslope()
2020-05-22 17:01:36 +02:00
Richard C. Gobeille
5e677d6089
Duke3d: restore previous version of VM_ASSERT macro for compilers other than MSVC
2020-05-22 17:01:35 +02:00
Richard C. Gobeille
3ab314e95a
engine: make cliptestsector() (used by clipmove(), etc) TROR aware
...
This is intended to help with issues where enemies get stuck in thin TROR layers.
# Conflicts:
# source/build/src/clip.cpp
2020-05-22 17:00:55 +02:00
Richard C. Gobeille
14f3eb17f1
Duke3d: flip CON_USE_COMPUTED_GOTO dispatch macro logic around so the branch is taken less often
2020-05-22 17:00:12 +02:00
Richard C. Gobeille
34126a50be
Duke3d: change random_angle hack in CON_MOVE to match CON_AI
2020-05-22 17:00:11 +02:00
Richard C. Gobeille
b0902f916a
Duke3d: zero player return_to_center when setting horizRecenter to false
2020-05-22 17:00:10 +02:00
Richard C. Gobeille
2d4f6be147
Duke3d: convert several more VM error checks into VM_ASSERT statements
...
# Conflicts:
# source/duke3d/src/gameexec.cpp
2020-05-22 17:00:09 +02:00
Richard C. Gobeille
7fbcab3dc1
Duke3d: VM_ASSERT fix
2020-05-22 16:57:34 +02:00
Richard C. Gobeille
86e2f4ec8a
Revert "Duke3d: set .horizRecenter when handling SK_CENTER_VIEW"
...
This reverts commit ef06d8c3dba3e4ccf9388bf31404ab23ebdcb37e.
2020-05-22 16:57:01 +02:00
Richard C. Gobeille
1f82cfa3bf
Duke3d: replace VM_CONDITIONAL macro with a lambda
...
# Conflicts:
# source/duke3d/src/gameexec.cpp
2020-05-22 16:57:00 +02:00
Richard C. Gobeille
c0160065e4
Duke3d: this is intended to fix an issue where CON VM errors within a CON_FOR loop could cause an infinite loop
2020-05-22 16:56:24 +02:00
Richard C. Gobeille
8cf064b90c
Duke3d: add a few missing VM_ASSERT checks
2020-05-22 16:56:23 +02:00
Richard C. Gobeille
1a1112b4c1
Duke3d: fix OOB memory access in CON_FOR
2020-05-22 16:55:37 +02:00
Richard C. Gobeille
dc9c6ce2e6
Duke3d: allow SE_14_SUBWAY_CAR to move STAT_PLAYER sprites
...
Fixes #18 .
2020-05-22 16:54:12 +02:00
Richard C. Gobeille
23909f8ca1
Duke3d: hoist checks for ST_2_UNDERWATER outside of loops in SE_14_SUBWAY_CAR processing
2020-05-22 16:54:10 +02:00
Richard C. Gobeille
45fd214ffe
Duke3d: remove interpolation fixups from subway
...
These aren't needed anymore after Striker's patch to improve overall interpolation.
2020-05-22 16:54:09 +02:00
Richard C. Gobeille
b19d258870
Duke3d: fix APLAYER radius damage distance calculation regression
...
Fixes #20 .
2020-05-22 16:54:08 +02:00
Richard C. Gobeille
f5788c331e
Clarify clipupdatesector() log message a bit
...
# Conflicts:
# source/build/src/clip.cpp
2020-05-22 16:52:08 +02:00
Richard C. Gobeille
32ddabb12c
Derp...
...
Probably actually fixes #4 . Regardless, I want to note that this is really sub-optimal.
# Conflicts:
# source/duke3d/src/m32def.cpp
2020-05-22 16:51:27 +02:00
Richard C. Gobeille
61d82c8152
Fix really stupid error with CON_NULLOP branch detection
...
Fixes #4 .
# Conflicts:
# source/duke3d/src/gamedef.cpp
# source/duke3d/src/m32def.cpp
2020-05-22 16:50:28 +02:00
Richard C. Gobeille
94d098f8ef
Fix a crash with tabledivide64()
...
Fixes #1 .
2020-05-22 16:50:02 +02:00
Jordon Moss
79d2bb1bb8
Fix player sprite disappearing and chat indicator using the wrong sprite when typing.
2020-05-22 16:48:44 +02:00
Jordon Moss
658a96ce19
Re-added a check in VM_Move that probably should't have been removed.
2020-05-22 16:48:24 +02:00
Mitchell Richters
d98813f00f
SW: Allow sector object interpolations to be disabled for debugging.
...
New code is causing some issues. Upstream allow it to be toggled, so let's do that also.
2020-05-22 16:43:34 +02:00
Christoph Oelckers
bad17f29e0
- made some tweaks to the anti-z-fighting code in Polymost.
...
It now picks the minimum of the current formula and the one from before June 2017 - the current one was causing problems with sprites in the distance so now the old one is used as an upper bound.
2020-05-22 16:27:45 +02:00
Christoph Oelckers
683672a1be
- added missing game specific autoload handler.
2020-05-22 01:24:40 +02:00
Mitchell Richters
45cc95401f
SW: Make game compile after upstream backports.
2020-05-21 18:47:37 +02:00
Evan Ramos
0ab81904c2
SW: Allow Strafe Left and Right to turn vehicles
2020-05-21 18:47:37 +02:00
Evan Ramos
9d11c7dfb1
SW: Add FOV support.
2020-05-21 18:47:37 +02:00
Evan Ramos
edccdccfb4
SW: Fall back gracefully if map mirror tags are not fully correct
2020-05-21 18:47:37 +02:00
Evan Ramos
e6dd2741f3
SW: Instrument Saveables with debug_break
2020-05-21 18:47:37 +02:00
Evan Ramos
9eefd3d892
SW: Add PanelSpriteFunc values to saveables
2020-05-21 18:47:37 +02:00
NY00123
024d4e7297
SW: Afraid that we should disable almost all kinds of SOs in multiplayer
...
for now, due to possible jitters. Currently leaving remote-controlled SOs.
2020-05-21 18:47:37 +02:00
NY00123
ab99b3b79d
SW: Call FunctionKeys from getinput only if the latter is called
...
from faketimerhandler. This should fix the timing of playing an
RTS file's sound and sending the corresponding message.
2020-05-21 18:47:37 +02:00
NY00123
75c76f073a
SW: Fix aiming in coop view
2020-05-21 18:47:37 +02:00
NY00123
5baba6b9f3
SW: Don't interpolate a non-remote sector object controlled
...
by the player. Make sure looking up/down is still smooth.
2020-05-21 18:47:37 +02:00
NY00123
bdacab366a
SW: Disable interpolation of sector objects that
...
don't move as smooth as possible in multiplayer
2020-05-21 18:47:37 +02:00
NY00123
f3654d80e7
Store sector object interpolation data in saved game
2020-05-21 18:47:37 +02:00
NY00123
27675d9f4f
Remove the preceding sprite interpolation functions, not needed anymore
2020-05-21 18:47:37 +02:00
NY00123
221172311c
SW: Let's make use of interpso.*. Still need to do a few more things.
2020-05-21 18:47:37 +02:00
NY00123
2b1e32bf3d
SW: Add the currently-unused interpso.* files, enabling interpolation
...
of sector objects as whole groups of points and sprite angles.
The following goals are intended to be achieved with this code:
- Make it easy to let the user toggle sector object interpolation.
- Interpolate the angles of sprites carried by sector objects.
- Use the right amount of samples for interpolating a sector object,
depending on the players' locations, as done in the checks within
DoSector. Unfortunately, modifying DoSector itself to
unconditionally call MoveSectorObjects(sop, synctics) technically
changes the way sectors move (in the logical sense), and was
found out to make a specifically constructed user map unbeatable.
- Make it easy to disable interpolation of a whole sector object in
case of a need. This is especially important if such an object
is controlled by a player in multiplayer, mostly since this
isn't compatible with the way player prediction is working.
2020-05-21 18:47:37 +02:00
NY00123
f6a5572775
SW: Add the currently unused InterpolateSO option.
...
A known issue, which also applies to existing settings like the voxel
toggle, is that its value gets written to the saved game, and when such
a game is loaded, the its value gets overwritten by the one in the
saved game. Options should move to settings.cfg later, anyway.
2020-05-21 18:47:37 +02:00
NY00123
890a737152
SW: Add the oangdiff field to USER struct as suggested by Hendricks,
...
and use it in MovePoints. This will be used for interpolating
the angles of sprites carried by SOs soon.
2020-05-21 18:47:37 +02:00
NY00123
d467ce3eb8
SW: Interpolate the player's bob_z, based on suggestion by Striker.
...
Using pp instead of ppp seems to work better with prediction.
2020-05-21 18:47:37 +02:00
NY00123
10e4c3e121
sw/src/draw.cpp: Import from Duke3D the Polymost shadow drawing hacks
2020-05-21 18:47:37 +02:00
NY00123
33043b3b05
sw/src/network.cpp: Fix waitforeverybody in Master/Slave
...
modes. This uses SVN r1135 and r1143 as a reference.
2020-05-21 18:47:37 +02:00
NY00123
dea7c83361
sw/src/network.cpp: Fix sending of messages in Master/Slave.
...
Thanks Dynamo for spotting the bug.
2020-05-21 18:47:37 +02:00
NY00123
63743eea67
sw/src/draw.cpp:analyzesprites: Interpolate other players' sprites, in a
...
similar manner to what's done in Duke3D (with the addition of the angle).
There seem to be some jitters with this, mostly in Master/Slave mode.
Decreasing PAKRATE in mmulti.cpp might also increase the frequency
of this occuring in Peer-2-Peer mode.
2020-05-21 18:47:37 +02:00
NY00123
5a6dd2224f
sw/src/jsector.cpp:JS_DrawCameras: Make camera oscilation
...
less dependent on the frame rate.
It would probably be better to update this from the game loop side,
like in Duke3D, but it's still better than the preceding situation.
2020-05-21 18:47:37 +02:00
Mitchell Richters
471f0df69d
SW: Q16.16 refinements in DoPlayerDeathFollowKiller.
2020-05-21 18:47:37 +02:00
Mitchell Richters
14273dd200
SW: Add GetDeltaQ16Angle.
2020-05-21 18:47:37 +02:00
NY00123
36e6dee64c
Add PedanticQ16AngleFloor to sw/src/game.h and use it in DoPlayerTurn
2020-05-21 18:47:37 +02:00
NY00123
b84975e406
SW: Remove drive_oangvel from PLAYERstruct. We can use local variables instead.
2020-05-21 18:47:37 +02:00
NY00123
6aecd46dbc
SW - Hopefully a better way to decide if getinput should call
...
DoPlayerTurn/DoPlayerHorizon while input is tied to the frame rate:
Introduce the new player flags PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM.
Set PF2_INPUT_CAN_TURN if DoPlayerTurn can be called outside
of getinput. Similarly set PF2_INPUT_CAN_AIM if DoPlayerHorizon
can be called in this manner.
getinput will only call DoPlayerTurn/DoPlayerHorizon
if PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM is set. These flags are reset
right before the call to the player's current DoPlayerAction function.
For one example in which this assists, it's not always the
case that DoPlayerDeathFollowKiller may call DoPlayerTurn,
even if we assume that pp->input.q16angvel is never zero.
2020-05-21 18:47:37 +02:00
NY00123
e3197d206d
SW: Temporarily lock angle and horiz right upon player death
2020-05-21 18:47:37 +02:00
NY00123
bfd79d8bc2
sw/src/draw.cpp:drawscreen: Don't interpolate while the game is paused
2020-05-21 18:47:37 +02:00
NY00123
656e059c86
sw/src/game.cpp: Remove unused ReloadPromptMode variable
2020-05-21 18:47:37 +02:00
NY00123
8d748c19e4
Minor SW cleanup: Have a single declaration of
...
GamePaused within game.h. Do the same with ReloadPrompt.
2020-05-21 18:47:37 +02:00
NY00123
5a0e54b63e
SW: Migrate the player's RevolveAng field to Q16.16 format.
...
This fixes truncations of q16ang in MovePlayer. One known
fixed issue is a minor micro-shaking effect, reproduced
while standing on a non-moving SO (e.g., the bus in level 1).
The latter is also related to the use of camq16ang.
Based in idea on patch from mjr4077au.
2020-05-21 18:47:37 +02:00
NY00123
ef85bc58c3
sw/src/draw.cpp:drawscreen: Use GetQ16AngleFromVect for pointing
...
at a remote-controlled SO. In case PedanticMode == FALSE, this
leads to small improvements with aiming at the car in EXAMPLE.MAP.
2020-05-21 18:47:37 +02:00
NY00123
207240f277
Add GetQ16AngleFromVect wrapper function to sw/src/game.h
2020-05-21 18:47:37 +02:00
NY00123
6fcb8f7a6a
Add gethiq16angle and the getq16angle wrapper to the engine
2020-05-21 18:47:37 +02:00
NY00123
e2a789b8cc
SW: Lock angle and horiz right after teleporting to sprite
2020-05-21 18:47:37 +02:00
NY00123
8e9130c31a
sw/src/draw.cpp:drawscreen: Removing the check that pp->sop_control
...
is non-null seems to resolve the newly introduced interpolation
issue for looking up/down while controlling a sector object.
We can also remove the PF_DEAD test, since
game.cpp:getinput should lock any kind of aiming.
src/src/game.cpp:getinput: We now, however, need to further
lock turning here while controlling a sector object.
2020-05-21 18:47:37 +02:00
NY00123
4c73c11255
SW: Ensure the player's rendering angle is in sync with a rotating
...
sector. This re-introduces the angle interpolation in drawscreen
while sector object interpolation is in use.
A side-effect of this is that looking up/down is now less smooth
while controlling a sector object (e.g., a turret).
2020-05-21 18:47:37 +02:00
NY00123
0c4deb9298
sw/src/track.cpp:MovePlayer: We also need to update pp->camq16ang here.
...
Note that this angle is currently not interpolated,
as done for the sector.
2020-05-21 18:47:37 +02:00
NY00123
fd6df8e509
sw/src/track.cpp:MovePlayer: Missed this in preceding interpolation fixes
2020-05-21 18:47:37 +02:00
NY00123
1d1aa4581b
sw/src/track.cpp: If interpolation is enabled, also cover
...
the SO's midpoint. Fixes aiming at a remote controlled SO.
2020-05-21 18:47:37 +02:00
alexey.lysiuk
2974af3178
- fixed a bunch of compilation errors with MSVC 16.6.0
2020-05-21 10:29:59 +03:00
Mitchell Richters
559539bed2
- bump save versions for SW following the massive amount of changes.
2020-05-20 14:43:03 +02:00
Mitchell Richters
979c4846a4
SW: Fixes and cleanups following backporting upstream's input changes.
2020-05-20 14:43:03 +02:00
Mitchell Richters
2c0ad0dd12
SW: Fix compilation after backporting upstream's input changes.
2020-05-20 14:43:03 +02:00
NY00123
3913a05713
Use pragma pack in sw/src/network.h instead of the locally defined
...
PACKED macro. This is more consistent with the current Duke3D codebase,
and further fixes build with older versions of MinGW GCC, in which
attribute packed is broken without specifying -mno-ms-bitfields.
2020-05-20 14:43:03 +02:00
NY00123
ff49bc2209
SW: Remove unused wfe_Clock variable
2020-05-20 14:43:03 +02:00
NY00123
b0318afbdb
Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon
2020-05-20 14:43:03 +02:00
NY00123
10a5120e40
sw/src/network.cpp: I think that it's safe to enable
...
the sync check on the slave side in Master/Slave mode.
2020-05-20 14:43:03 +02:00
NY00123
0f761cdc77
SW: This hopefully resolves issues with leaving multiplayer games
2020-05-20 14:43:03 +02:00
NY00123
7749b0f7b9
SW: Interpolate sector objects in non-demo, single player games.
...
Let's see if this is breaking anything.
2020-05-20 14:43:03 +02:00
NY00123
25be14ccc0
Another change modifying saved game format in SW:
...
Increase MAXINTERPOLATIONS from 1024 to MAXSPRITES.
2020-05-20 14:43:03 +02:00
NY00123
bf0ace3748
SW change breaking compatibility with existing saved games:
...
Remove startofdynamicinterpolations and short_startofdynamicinterpolations.
2020-05-20 14:43:03 +02:00
NY00123
18602d41c9
SW: Reset the number of interpolations on level load
2020-05-20 14:43:03 +02:00