Mitchell Richters
22a940c922
- don't make assumptions about refreshfreq when calculating smoothratio.
2020-04-16 00:01:51 +02:00
Mitchell Richters
5c3c55b6cd
- fix issues with Linux SDL builds following changes to refreshfreq.
2020-04-16 00:01:49 +02:00
Mitchell Richters
587a5d5d9a
- fix loading of CRC cache if file does not exist.
2020-04-16 00:01:13 +02:00
Mitchell Richters
4654fd648d
Renderer: Disable models by default since they're not supported currently.
...
- Better to see sprites in HRPs than nothing on-screen.
2020-04-14 00:00:23 +02:00
Mitchell Richters
23c401fbc2
SW: Make "Center_View" key return smoothly.
2020-04-14 00:00:22 +02:00
Mitchell Richters
db428a4f03
All Games: Make more precise use of 'scaleAdjustmentToInterval()'.
...
- Inline function returns a double, therefore we should use it and not potentially truncate the mantissa.
- Use divisors to get true numbers of some floats (3.333 -> 10/3, etc).
- Remove a few brackets/parentheses where possible from what are already exceedingly bracketed lines.
2020-04-14 00:00:21 +02:00
alexey.lysiuk
e6431a756b
- fixed error when Steam config cannot be opened
...
https://forum.zdoom.org/viewtopic.php?t=68193
2020-04-13 23:59:53 +02:00
Mitchell Richters
654ab5bee4
- Repair compiling on Arch Linux with GCC 9.3.0.
...
'countof()' was not available.
2020-04-13 23:59:51 +02:00
alexey.lysiuk
e220b47469
- require ZMusic library for non-MSVC targets
...
This improves error reporting when ZMusic was not found during CMake configuration step
2020-04-13 23:59:50 +02:00
Mitchell Richters
f6b8ca6a22
Change Next/Previous Weapon button handling for Shadow Warrior.
...
- Makes consistent with Duke 3D, RR and Blood.
2020-04-13 23:59:49 +02:00
Mitchell Richters
f302ccb715
Change Next/Previous Weapon button handling for Blood.
...
- Makes consistent with Duke 3D and RR.
- Makes weapon selection work in Windows until refactoring can occur.
2020-04-13 23:59:48 +02:00
Mitchell Richters
02d436f802
Change Next/Previous Weapon button handling for Duke and RR games.
...
- Resolves inability to change weapons under SDL-based environments as reported at https://forum.zdoom.org/viewtopic.php?f=340&t=67232#p1142970
2020-04-13 23:59:47 +02:00
Mitchell Richters
0996e87f79
SW: Smooth out 180 degree turn landing and replace some fix16_min/max with fix16_clamp.
2020-04-13 23:59:17 +02:00
NY00123
2d73466425
SW: Use the old interpolation path in drawscreen if player is dead
2020-04-13 23:59:16 +02:00
NY00123
120abb1029
SW: With the input tied to frame rate, disable aiming while the
...
player is dead, and also disable horizontal aiming while on a ladder.
2020-04-13 23:59:15 +02:00
Mitchell Richters
40ca656f38
SW: Use a bit more Q16.16 in places.
2020-04-13 23:59:14 +02:00
Christoph Oelckers
156a225ff4
- renamed global palookup variable.
...
Since the same word gets used in text messages and local variables in the game code it is easier this way to search for it and facilitate its transition to the translation table management in PaletteContainer.
2020-04-13 23:58:46 +02:00
Christoph Oelckers
fda4293013
- draw the movie franes outside of the tile system to reduce the palette maintenance.
...
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2
- palette code cleanup
2020-04-13 23:58:44 +02:00
Christoph Oelckers
f74ba52990
- compile fixes.
2020-04-12 05:40:16 +02:00
Christoph Oelckers
d46ea7481f
- handle RRRA E1L2's fog in the shader instead of hacking the shade tables.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
ee11fba4e7
- cleaned out some software rendering-only palette code from Blood.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
29f95e2000
- added 3 missing files.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
4d1d90d712
- use a global constant for the transparent palette index instead of hardcoding it to the 255 literal everywhere.
...
- added the needed glue to allow palettecontainer.cpp to compile.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
ac07af7028
- m_png.cpp is common.
2020-04-12 08:30:42 +02:00
Christoph Oelckers
2c5d081799
- added the special colormaps for the texture compositor.
2020-04-12 08:30:42 +02:00
Christoph Oelckers
f1040fa699
- match with GZDoom's console code, move to 'common'.
2020-04-12 08:30:42 +02:00
Christoph Oelckers
57cb22f135
- console code matching with GZDoom
...
Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
14cdfa3f3c
- more file matching.
...
- moved c_con to Duke subproject because it's the only one using this stuff.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
2883553ed2
- moved file lookup functions to utilities and matched to GZDoom's version.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
a60a0eeefa
- use GZDoom's CMake based updaterevision tool.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
8e87674d4c
- backend code matching with GZDoom
2020-04-12 08:30:40 +02:00
Christoph Oelckers
0ca4bbd0c4
- changed some menu related names to match GZDoom.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
ac32194079
- code cleanup / removal of imgui.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
f671eb622f
- migrated to GZDoom's utility code.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
2a9813eb5c
- code matching with GZDoom.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
797640c494
- use ZDoom's memory allocation wrapper instead of EDuke's.
...
This simply plays nicer with the compiler's diagnostics.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
588162e083
- removed redundant MAKE_ID definition.
2020-04-12 08:30:37 +02:00
Christoph Oelckers
69b8976c66
- GZDoom timer code added.
...
This may come in handy later.
2020-04-12 08:30:37 +02:00
Christoph Oelckers
672a9eb912
- removed the unused CompressedFileWriter class.
2020-04-12 08:30:37 +02:00
Christoph Oelckers
6ef93ba514
- match cmdlib.cpp/.h with GZDoom.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
e2f5e8fe34
- renamed 'common' to 'core'.
...
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Mitchell Richters
c23351a4b9
Menu System: Add confirmation to FOptionMenuItemSafeCommand()
...
- Resolves 'https://forum.zdoom.org/viewtopic.php?f=340&t=67721 '.
2020-04-10 10:29:50 +02:00
Mitchell Richters
4eb7b11ea6
Blood: Workaround for map view showing 1px of non-border at the bottom.
2020-04-09 08:14:10 +02:00
Mitchell Richters
c750614211
SW: Workaround for map view showing 1px of non-border at the bottom.
2020-04-09 08:14:10 +02:00
Christoph Oelckers
6589d31678
0.6.0
...
- fixed compilation.
2020-04-08 00:51:46 +02:00
Christoph Oelckers
3c3ea281f0
- fixed compilation.
2020-04-08 00:40:02 +02:00
Richard C. Gobeille
01bb5491af
Rename G_HaveActor() and G_DefaultActorHealth() for clarity
...
The new names are G_TileHasActor() and G_DefaultActorHealthForTile().
# Conflicts:
# source/duke3d/src/duke3d.h
2020-04-08 00:38:50 +02:00
Richard C. Gobeille
c8f15f8e4b
Demote labeltype to uint8_t
2020-04-08 00:38:49 +02:00
NY00123
3610609659
Add a workaround for possible rounding errors in calculations of
...
sintable and radarang. sintable[512] was different in a 32-bit build.
From-SVN: r8796
2020-04-08 00:38:48 +02:00
Evan Ramos
b54a6e0565
WT Incinerator projectile velocity hotfix from Nuke.YKT
...
From-SVN: r8791
2020-04-08 00:38:48 +02:00
Evan Ramos
fd025374d4
Implement WT episode 5 ending
...
From-SVN: r8790
2020-04-08 00:38:47 +02:00
Evan Ramos
52eab0545b
Implement WT's widescreen tiles
...
From-SVN: r8789
# Conflicts:
# source/duke3d/src/menus.cpp
# source/duke3d/src/premap.cpp
# source/duke3d/src/sbar.h
2020-04-08 00:38:46 +02:00
Evan Ramos
e6940cd591
Implement hardcoded WT stuff
...
Includes the new weapon, enemy projectiles, and breakable objects.
Patch from Nuke.YKT.
I edited it some, mostly to add the proper "if (WORLDTOUR)" checks.
From-SVN: r8788
# Conflicts:
# source/duke3d/src/namesdyn.cpp
2020-04-08 00:38:45 +02:00
Evan Ramos
0d576cf798
Fix negative viewtypes to match what World Tour expects
...
From-SVN: r8787
2020-04-08 00:38:45 +02:00
Evan Ramos
2dbbfd4db2
Cleanup some Duke game logic, mostly to allow easier chaining to the default case
...
From-SVN: r8786
2020-04-08 00:38:44 +02:00
Richard C. Gobeille
ec3e8bffe1
Are you kidding me? This fixes the elevator in Duke3D E2L3.
2020-04-08 00:38:43 +02:00
Richard C. Gobeille
53baf228eb
Fix stupid typo that broke the camera aiming at the enemy that killed you in Duke3D
2020-04-08 00:38:43 +02:00
Christoph Oelckers
eaf27c2583
- fixed joystick CVAR use.
2020-04-08 00:38:42 +02:00
Mitchell Richters
1aa1e62c4d
SW: Don't process input at frame rate if ScrollMode2D is true.
...
- ScrollMode2D was running at the frame rate, turning off vsync made it unacceptable.
2020-04-06 21:28:36 +02:00
Mitchell Richters
b801a73db9
Exhumed: Fix look up/down in line with input amendments.
2020-04-06 08:06:38 +02:00
Mitchell Richters
2ddc442e48
Exhumed: Improve player input.
...
- Input velocity now consistent irrespective of frame rate.
- Angle and horizon calculated at frame rate.
- Replace usage of F16() macro with fix16_from_int() in GetInterruptKeys().
Note: Known issues with look up/down keys that is to be repaired.
2020-04-06 08:06:38 +02:00
Mitchell Richters
039022d9ac
SW: Further refine turning and optimise horizon adjustment.
...
- Move DoPlayerTurn() into getinput(). Vehicle code remains external for now.
- Remove horizAdjust boolean and always do horizon code in getinput(). Eliminates single off frame at start of a new level until DoPlayerMove() is called at least once.
2020-04-05 21:28:25 +02:00
Mitchell Richters
377ba68344
SW: Minor tweaks.
2020-04-05 21:28:25 +02:00
NY00123
a178961a3e
sw/src/game.cpp:LoadLevel: Rename q16ang -> ang
2020-04-05 21:28:25 +02:00
NY00123
d2e9595980
sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,
...
a bit later.
2020-04-05 21:28:25 +02:00
NY00123
537313f620
SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings
2020-04-05 21:28:25 +02:00
NY00123
3bc46078b8
Fix multiplayer desync after the change to q16 angle and horiz.
...
Note that this includes non-portable unaligned accesses, but this
already applies to surrounding code. Just add comments for now.
2020-04-05 21:28:25 +02:00
Christoph Oelckers
536ed3827d
- removed debug messages in Blood's savegame code.
2020-04-03 23:35:52 +02:00
Mitchell Richters
5db8047b41
SW: Remove line accidentally left from 'MoveScrollMode2D()'.
2020-04-02 08:18:23 +02:00
Christoph Oelckers
a7caa7b63c
- fixed some reporting stuff for Blood.
2020-04-01 22:35:56 +02:00
Mitchell Richters
68bf97462a
Blood: Remove constexpr on player horizon values.
2020-04-01 22:34:57 +02:00
Mitchell Richters
e6420e1eb4
Blood: Rebalance q16mlook.
...
- Make scaling more consistent with other games.
- Fix CONSTEXPR to constexpr.
- Remove usage of macro 'F16()' by using explicit fix16_from_*() type.
2020-04-01 22:34:57 +02:00
Mitchell Richters
8e94c48eff
SW: Make map follow mode work better.
...
- Input was too fast following input code changes.
- Speed of input can now be changed with toggling the run key.
- Remove function 'MoveScrollMode2D()' and incorporate into 'getinput()' to reduce code duplication.
- Store map follow coordinates in PLAYERp struct and remove old globals.
2020-04-01 13:05:54 +02:00
Mitchell Richters
4630c8a0b7
SW: Get PLAYER_TURN_SCALE to be just right.
...
- Original value was 12 and was far, far too high following the Q16.16 implementation.
- Value of 3 is too fast.
- Value of 2 is too slow.
- Value of 2.4 (12 / 5) feels just right.
2020-03-31 23:15:09 +02:00
Mitchell Richters
2852536dbf
SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT.
...
- Look and snap up/down action was too aggressive and unlike vanilla, corrected.
- PLAYER_TURN_AMOUNT was slightly high, unbalancing the axes.
2020-03-31 08:58:56 +02:00
Mitchell Richters
533d5dd42f
Blood: Repair issue with strafing following cherry pick merge conflicts.
2020-03-31 08:56:36 +02:00
nukeykt
348cecb644
Blood: revert change that broke demos
2020-03-31 08:56:36 +02:00
nukeykt
c50f54d064
Blood: don't update view angle when game is paused
2020-03-31 08:56:36 +02:00
nukeykt
c8372c233e
Blood: Tie player input to the frame rate instead of the game tickrate
...
Look up/down and spin180 are a bit broken right now.
Big thanks to terminx for similar commit for eduke32.
2020-03-31 08:56:36 +02:00
nukeykt
371b613ebe
Blood: reduce handleevents calls
2020-03-31 08:56:36 +02:00
Mitchell Richters
5ebc65a1fb
SW: Refinements to new input code.
...
- videoNextPage() moved to after restoring interpolations.
- Properly use Q16.16 in as many places as possible. This fixes the angle/X-axis issues.
- Remove unnecessary call to timerUpdate() in main loop, only needs calling once and is called by eventhandlers().
2020-03-30 16:20:25 +02:00
ny00123
28e69d0793
Revert the change of call to FAF_DrawRooms into a conditional one,
...
as done in r8766, since this breaks status bar output in tiled
overhead map with Polymost. Do add comment about this for now.
git-svn-id: https://svn.eduke32.com/eduke32@8779 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/draw.cpp
2020-03-30 09:55:30 +02:00
CommonLoon102
26344d1193
Blood: fix ILLUSION.MAP crash
2020-03-30 09:55:15 +02:00
Mitchell Richters
9e8e441d02
Further improve Duke3D and RR main game loop.
...
- Replace if statement containing nested do/while loop with a while loop.
2020-03-30 09:53:04 +02:00
Mitchell Richters
d4dd737cd5
SW: Amend scaleAdjustmentToInterval() with correct value for SW.
2020-03-30 09:52:14 +02:00
Mitchell Richters
1cdd5b08d8
SW: Fix incorrectly declared function input type.
2020-03-30 09:52:14 +02:00
Mitchell Richters
eaa51138ad
SW: Amendments to accommodate changes in master.
2020-03-30 09:52:14 +02:00
Mitchell Richters
c162014dab
SW: Process input at frame rate.
2020-03-30 09:52:14 +02:00
Mitchell Richters
d78d046bad
SW: Minor repairs for Q16.16 implementation.
2020-03-30 09:52:14 +02:00
Mitchell Richters
1ecc74c2ec
SW: Use Q16.16 for angle.
2020-03-30 09:52:14 +02:00
Mitchell Richters
f07a0ae01e
SW: Use Q16.16 for horiz.
2020-03-30 09:52:14 +02:00
Mitchell Richters
e878c5bab8
SW: Improve main game loop.
...
- Remove MoveLoop() as it's only ever called by RunLevel().
- Continuously call getinput() and domovethings() within the game's tic rate.
2020-03-30 09:52:14 +02:00
Christoph Oelckers
5af0217db7
- got rid of the software rendering blend tables.
2020-03-29 17:23:57 +02:00
Christoph Oelckers
41545b644a
- cleaned out most of the software renderer's static global variables.
2020-03-29 16:59:49 +02:00
Christoph Oelckers
7392b699e4
- cleaning out a few more parts of the software renderer.
2020-03-29 15:54:02 +02:00
Christoph Oelckers
3f69044770
- removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
...
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
0de4b134da
- stripped out most of the software renderer.
...
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
621a9338e5
- render camera textures with the hardware renderer.
...
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
Christoph Oelckers
8f3cc0b5af
- removed screen tilting code for software renderer.
...
Since this doesn't work anymore the code is no longer needed - and it stands in the way of doing camera textures purely in hardware.
2020-03-29 08:36:39 +02:00
Mitchell Richters
2cbbe9ec61
Remove last vestiges of input latency from Duke3D and RR main game loops.
...
- Hack code to break loop early removed. If game code is running slow, that's not the fix.
- Get input and fill the input_t struct in same loop as G_DoMoveThings().
- Remove unnecessary do/while (0) loop.
2020-03-25 14:42:51 +01:00
Mitchell Richters
1a2663f7ac
Change detection arrays for Redneck games.
...
- Redneck Deer Huntin' also comes with Redneck Rampage Rides Again.
- Changes permit all games to be detected, including RRRA if you own Deer Huntin'.
2020-03-22 12:05:01 +01:00
Mitchell Richters
b1ebb897e8
Repair HUD scaling returning to 100% when relaunching Duke or RR games.
...
- Resolves https://forum.zdoom.org/viewtopic.php?f=340&t=67811
2020-03-22 10:37:43 +01:00
Mitchell Richters
e272286df5
Repair vehicle acceleration following changes to input handling.
...
- Make localInput.fvel only equal to input.fvel + pPlayer->moto_speed.
- Define MOTOTURN and MAXVELMOTO in line with other defines used throughout P_GetInput*() functions.
- Clamped minimum fvel value is also now correct.
2020-03-21 11:30:36 +01:00
alexey.lysiuk
b923f9612b
- fixed compilation with MSVC 16.5.0 when using std::sort() with TArray<>
...
error C2676: binary '[': 'TIterator<T>' does not define this operator or a conversion to a type acceptable to the predefined operator
2020-03-21 11:18:04 +02:00
Mitchell Richters
f1b7707f7a
Repair vehicle input functions following changes to input handling.
...
- Calculate turnAmount in 1st 'if (turn)' statement to save on a 2nd.
- Divide all subsequent values from turAmount for cascasing effect.
- Rearrange some code to save on if statements checking the same condition.
- Remove q16horz code since player has no vertical movement on a vehicle.
- Remove horizAngleAdjust code as it's not necessary and has a jarring effect.
2020-03-20 23:21:54 +01:00
Christoph Oelckers
fca147c83b
- fixed compilation.
2020-03-20 21:26:28 +01:00
ny00123
da1d97ba9c
sw/src/draw.cpp: Don't draw rooms if textured overhead map is drawn
...
later. This also turns out to fix a Polymost-specific bug revealed
in SVN r8711. Further remove a call to PicInView which does nothing.
git-svn-id: https://svn.eduke32.com/eduke32@8766 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:39:35 +01:00
terminx
c110c1018d
Fix IF crouch jumping and unintentional automatic crouching under sprites
...
git-svn-id: https://svn.eduke32.com/eduke32@8737 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:38:33 +01:00
terminx
6c9bdae0ec
Reduce width of a couple fields in memberlabel_t
...
git-svn-id: https://svn.eduke32.com/eduke32@8735 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:38:05 +01:00
terminx
7dc1a3c904
Make gamestructures a proper object
...
git-svn-id: https://svn.eduke32.com/eduke32@8734 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.vcxproj
# platform/Windows/eduke32.vcxproj.filters
# source/duke3d/src/gamedef.cpp
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gamevars.cpp
# source/duke3d/src/m32def.cpp
# source/duke3d/src/m32def.h
# source/duke3d/src/m32exec.cpp
# source/duke3d/src/m32structures.cpp
2020-03-20 17:37:54 +01:00
terminx
21ec33ac51
Eliminate unnecessary goto
...
git-svn-id: https://svn.eduke32.com/eduke32@8731 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:35:25 +01:00
terminx
2e17467a8f
Fix return type of A_CheckHitSprite()
...
Since the returned value is a distance, it should be int32_t.
git-svn-id: https://svn.eduke32.com/eduke32@8730 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:35:09 +01:00
terminx
4bdffa4f0f
Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
...
git-svn-id: https://svn.eduke32.com/eduke32@8727 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:48 +01:00
terminx
a7e1d3f307
Patch from Nuke.YKT to fix a couple of NAM/WW2GI issues
...
git-svn-id: https://svn.eduke32.com/eduke32@8726 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:27 +01:00
terminx
3941fccc4c
Patch from Striker to improve sprite interpolation
...
git-svn-id: https://svn.eduke32.com/eduke32@8724 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:19 +01:00
terminx
8c5e3116c9
Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
...
This fixes the fire sprites inside exploding walls not waking up after the wall explodes.
git-svn-id: https://svn.eduke32.com/eduke32@8723 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:33:51 +01:00
terminx
7ed8f5aec4
Fix a bug with swinging doors
...
This fixes a bug with swinging doors where multiple swinging doors linked together could become out of sync with each other if you block one door from moving and activate the second door again while the first is still blocked.
git-svn-id: https://svn.eduke32.com/eduke32@8721 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:33:25 +01:00
terminx
086141e205
Fix off-by-one error in various CON text truncation warnings
...
git-svn-id: https://svn.eduke32.com/eduke32@8720 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/gamedef.cpp
2020-03-20 17:33:15 +01:00
terminx
19630b0d4e
Add missing diagnostic information for getactor/setactor
...
Internally, there are several different permutations of the opcodes that implement CON_GETACTOR and CON_SETACTOR. This maps the internal opcodes back to the external keywords that generated them and makes sure they all have the script line number attached to them for use in diagnostic warning and error messages.
git-svn-id: https://svn.eduke32.com/eduke32@8719 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:32:13 +01:00
terminx
e88535a228
Fix tripbomb laser
...
git-svn-id: https://svn.eduke32.com/eduke32@8718 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:31:46 +01:00
terminx
8def930980
Replace MERGE_NODES macro with vsmerge() function
...
git-svn-id: https://svn.eduke32.com/eduke32@8715 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymost.cpp
2020-03-20 17:31:21 +01:00
terminx
05b59467f5
Merge fix16.cpp and fix16_str.cpp
...
git-svn-id: https://svn.eduke32.com/eduke32@8709 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
# source/thirdparty/src/fix16_str.cpp
2020-03-20 17:29:20 +01:00
Mitchell Richters
88502f9962
Manually merge missed aliasing from EDuke32 SVN commit 8555.
2020-03-20 17:04:34 +01:00
Mitchell Richters
8bef451ed9
Manually merge EDuke32 SVN commit 8619.
2020-03-20 17:04:33 +01:00
Mitchell Richters
029b0bbb45
Manually merge EDuke32 SVN commit 8617.
2020-03-20 17:04:33 +01:00
Mitchell Richters
15a362f9ac
Manually merge EDuke32 SVN commit 8605.
2020-03-20 17:04:33 +01:00
Mitchell Richters
a5612b1a02
Manually merge EDuke32 SVN commit 8565.
2020-03-20 17:04:33 +01:00
Mitchell Richters
1222a3a56a
Manually merge parts of EDuke32 SVN commit 8559.
2020-03-20 17:04:33 +01:00
Mitchell Richters
062850c30a
Manually merge parts of EDuke32 SVN commit 8243.
2020-03-20 17:04:32 +01:00
Mitchell Richters
53c9d8425c
Manually merge EDuke32 SVN commit 8555.
2020-03-20 17:04:32 +01:00
Mitchell Richters
2124862a9a
Manually merge EDuke32 SVN commit 8554.
2020-03-20 17:04:32 +01:00
Mitchell Richters
e964837219
Manually merge EDuke32 SVN commit 8552.
2020-03-20 17:04:32 +01:00
Mitchell Richters
84c518a067
Manually merge EDuke32 SVN commit 8551.
2020-03-20 17:04:31 +01:00
Mitchell Richters
61135e2635
Manually merge EDuke32 SVN commit 8541.
2020-03-20 17:04:31 +01:00
Mitchell Richters
71ada1d674
Manually merge EDuke32 SVN commit 8539.
2020-03-20 17:04:31 +01:00
Mitchell Richters
63edfcf7c7
Manually merge EDuke32 SVN commit 7775.
2020-03-20 17:04:31 +01:00
terminx
cefb1a5551
Fix stupid typo that broke conveyor belts
...
git-svn-id: https://svn.eduke32.com/eduke32@8620 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:12 +01:00
terminx
9630126a6d
Improve player input locking logic
...
This fixes the issue with mouse input and viewscreens.
git-svn-id: https://svn.eduke32.com/eduke32@8619 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:12 +01:00
terminx
bcb561014d
Fix hilarious bug where holding the strafe modifier and pressing turn left/right moved the player in the wrong direction
...
git-svn-id: https://svn.eduke32.com/eduke32@8617 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:11 +01:00
terminx
ce2c378dcb
Emulate previous behavior for player oang/ohoriz/angvel struct members
...
git-svn-id: https://svn.eduke32.com/eduke32@8605 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:11 +01:00
terminx
b48de3ca3c
Take CRANE sprites into account before applying mouse input
...
git-svn-id: https://svn.eduke32.com/eduke32@8565 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:11 +01:00
terminx
d04bf2cfb9
Ion Fury compatibility improvements
...
git-svn-id: https://svn.eduke32.com/eduke32@8559 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:11 +01:00
terminx
ae9b6915ce
Get rid of the globals used when implementing the framerate based input polling
...
git-svn-id: https://svn.eduke32.com/eduke32@8555 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:11 +01:00
terminx
e94ce88b27
Use the saturating versions of the fix16 functions for player input
...
git-svn-id: https://svn.eduke32.com/eduke32@8554 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:10 +01:00
terminx
659ebf82d8
Improve player view recentering
...
git-svn-id: https://svn.eduke32.com/eduke32@8552 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:10 +01:00
terminx
3b43bba32f
Tie player input to the frame rate instead of the game tickrate
...
This voodoo bullshit entirely eliminates any and all player viewport input latency.
git-svn-id: https://svn.eduke32.com/eduke32@8551 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:01:10 +01:00
Christoph Oelckers
de2c07aa6a
- revert all consolidation efforts between Duke and RR frontends.
...
Too many problems with different code.
2020-03-18 08:24:31 +01:00
Christoph Oelckers
ef63e47cbf
- fixed per-level music in RR.
2020-03-14 18:14:50 +01:00
Christoph Oelckers
c9a69d96b2
- SW: copied fix from SWR to always spawn anime girls for the addons.
2020-03-08 20:53:04 +01:00
Christoph Oelckers
80cc12001f
- a bit of cleanup.
2020-03-08 13:54:00 +01:00
Christoph Oelckers
62fa254497
- 0.5.1
2020-03-08 08:05:19 +01:00
ny00123
d98bf9ba62
sw/src/draw.cpp:ResizeView: Make map zooming less dependent
...
on the frame rate
git-svn-id: https://svn.eduke32.com/eduke32@8700 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/draw.cpp
2020-03-08 08:02:01 +01:00
Christoph Oelckers
93eea97477
- allow selecting frontend for Duke3D in gameinfo.txt
2020-03-07 20:14:03 +01:00
ny00123
68f249873c
sw/src/weapon.cpp: Comment out unused MissileSeek and ComboMissileSeek
...
params, but leave them for documentation. Note that currently, the
only use of ComboMissileSeek is in the saveable_weapon_code array.
git-svn-id: https://svn.eduke32.com/eduke32@8698 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-07 19:49:24 +01:00
ny00123
cf093e9ea6
SW: Comment out function parameters accessed only in commented out code
...
git-svn-id: https://svn.eduke32.com/eduke32@8697 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-07 19:48:28 +01:00
ny00123
4842f18f1b
SW: Mark function parameters as unused in cases we can't easily change
...
the functions' signatures (often due to being used as callbacks/hooks)
git-svn-id: https://svn.eduke32.com/eduke32@8696 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/jnstub.cpp
# source/sw/src/menus.cpp
# source/sw/src/panel.cpp
# source/sw/src/text.cpp
2020-03-07 19:48:14 +01:00
ny00123
3e8dc4e509
SW: Remove a bunch of unused function parameters
...
git-svn-id: https://svn.eduke32.com/eduke32@8694 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/brooms.cpp
# source/sw/src/draw.cpp
# source/sw/src/game.cpp
# source/sw/src/inv.cpp
# source/sw/src/save.cpp
# source/sw/src/spike.cpp
# source/sw/src/text.cpp
# source/sw/src/weapon.cpp
2020-03-07 19:45:38 +01:00
ny00123
f9155048fc
sw/src/weapon.cpp: Remove conditional set of unused variable hsp
...
in InitMineShrap, as well as unused variable sp in TestDontStick
git-svn-id: https://svn.eduke32.com/eduke32@8693 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-07 19:38:46 +01:00
ny00123
9c7553c776
sw/src/weapon.cpp: Insert unused SHRAP structs into #if 0 blocks
...
git-svn-id: https://svn.eduke32.com/eduke32@8692 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-07 19:38:21 +01:00
Christoph Oelckers
73a4e0d1fe
- made Blood's FullMap flag global and removed the hacks to show the full automap.
...
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
ny00123
14a2560d5f
sw/src/player.cpp: Remove unused globals related to mouse status
...
git-svn-id: https://svn.eduke32.com/eduke32@8690 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-07 19:30:18 +01:00
ny00123
f5df1b5a19
sw/src/player.cpp: A bit more complicated cases of unused vars
...
git-svn-id: https://svn.eduke32.com/eduke32@8689 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-07 19:30:18 +01:00
ny00123
ed6e9df07c
SW: Handle cases in which the result of an expression
...
with (possible) side-effects is written to an unused var.
git-svn-id: https://svn.eduke32.com/eduke32@8688 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/console.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/save.cpp
# source/sw/src/sounds.cpp
# source/sw/src/swconfig.cpp
2020-03-07 19:30:18 +01:00
ny00123
d55871927a
SW: Comment out unused vars, which would become
...
used if previously commented out code was uncommented
(including a few instances of uninitialized var reads).
git-svn-id: https://svn.eduke32.com/eduke32@8686 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/brooms.cpp
# source/sw/src/cheats.cpp
# source/sw/src/draw.cpp
# source/sw/src/game.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/menus.cpp
# source/sw/src/rts.cpp
# source/sw/src/sector.cpp
# source/sw/src/setup.cpp
# source/sw/src/sounds.cpp
# source/sw/src/weapon.cpp
2020-03-07 19:30:17 +01:00
ny00123
896de8aa1c
SW: Remove a ton of unused vars
...
git-svn-id: https://svn.eduke32.com/eduke32@8685 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/anim.cpp
# source/sw/src/border.cpp
# source/sw/src/brooms.cpp
# source/sw/src/config.cpp
# source/sw/src/console.cpp
# source/sw/src/coolie.cpp
# source/sw/src/draw.cpp
# source/sw/src/game.cpp
# source/sw/src/hornet.cpp
# source/sw/src/jbhlp.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/jsector.cpp
# source/sw/src/menus.cpp
# source/sw/src/miscactr.cpp
# source/sw/src/network.cpp
# source/sw/src/ninja.cpp
# source/sw/src/player.cpp
# source/sw/src/save.cpp
# source/sw/src/serp.cpp
# source/sw/src/setup.cpp
# source/sw/src/sounds.cpp
# source/sw/src/sprite.cpp
# source/sw/src/swconfig.cpp
# source/sw/src/weapon.cpp
2020-03-07 19:30:17 +01:00
Christoph Oelckers
5a6096c740
- no Lunatic
2020-03-07 19:30:17 +01:00
alexey.lysiuk
53cda00747
- added detection of Redneck Deer Huntin' installed from Steam
2020-03-07 11:31:46 +02:00
Christoph Oelckers
2c203fbf80
- more consolidation between RR and Duke.
2020-03-06 19:29:13 +01:00
Christoph Oelckers
cb322a1a1b
Merge branch 'master' of https://github.com/coelckers/Raze
2020-03-06 17:44:53 +01:00
Christoph Oelckers
6095808503
- consolidation of dynamic sound remapping
2020-03-06 17:23:30 +01:00
Christoph Oelckers
a5c2152530
- consolidated the dynamic tile handling for Duke and RR frontends
2020-03-06 17:12:38 +01:00
alexey.lysiuk
12a655b58f
- fixed build with GCC and Clang
...
source/duke3d/src/gameexec.h:109:35: error: expected primary-expression before ‘)’ token
source/duke3d/src/gameexec.h:115:35: error: expected primary-expression before ‘)’ token
2020-03-06 13:26:32 +02:00
NoOneBlood
aa5b7033de
- Condition type update (WIP)
...
- IncDec type update (can iterate multiple data fields)
- Fix compile warning (?)
2020-03-05 22:11:22 +01:00
Christoph Oelckers
86278fc79c
- fixed bad annotation.
2020-03-05 21:14:45 +01:00
Christoph Oelckers
a519861571
- I think this is needed...
2020-03-05 21:14:34 +01:00
Christoph Oelckers
b3c1d5001e
- used double frame buffering for VPX playback.
...
With a single buffer this tends to run into situations where an unrendered texture gets deleted before it is drawn.
2020-03-05 20:56:41 +01:00
Christoph Oelckers
e2fab16fd4
- fixed crashes with VM asserts.
...
No idea what went wrong here - formatting the string in two stages works fine, though.
2020-03-05 20:28:37 +01:00
Christoph Oelckers
4a76674f4b
- deleted a few unused files
2020-03-05 01:20:58 +01:00
Christoph Oelckers
4788dc42fb
- cleanup of the screentext consolidation
...
Since SetIfGreater is only used by the text code, the redundant copies could be removed.
2020-03-05 01:17:31 +01:00
Christoph Oelckers
822079abe0
fixed some compiler warnings listed by XCode
2020-03-05 01:01:05 +01:00
Christoph Oelckers
2c50554c6f
- Hmmm... Clang...
2020-03-05 01:01:05 +01:00
Christoph Oelckers
a00bb4cbea
- started consolidation of EDuke/RedNukem code by moving the identical parts of actor.h to a shared namespace.
2020-03-05 01:01:05 +01:00
Christoph Oelckers
a203e37aeb
- removed buggy diagnostics print.
2020-03-05 01:01:04 +01:00
Christoph Oelckers
f59bfa1224
- consolidation of screentext code
2020-03-05 00:58:38 +01:00
nukeykt
b88eeea9a2
Exhumed: Correctly set player action id for mummified state
2020-03-04 17:57:16 +01:00
nukeykt
2bf65c9108
Exhumed: Use old ksqrt implementation
2020-03-04 17:57:15 +01:00
NoOneBlood
bdca9420f5
- Event redirection support for modern types
...
- New modern type "Condition" (WIP)
- Fix damage scale for custom dude
- Extend Impact and Vector flags so they can be used with dudes
- Impact condition can be triggered with missiles and explosions
- Updates for Teleport Target type (gModernMap)
- Updates for Effect Gen type
- Updates for Wind Gen type
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/aiunicult.h
2020-03-02 23:53:33 +01:00
Christoph Oelckers
8eef69b1a6
- compile fixes.
2020-03-02 23:05:07 +01:00
sirlemonhead
df34d8ca85
PCExhumed: Big bunch of AI tidying, code consistency changes and misc fixes. Aiming to get compatibility with new demos from DOS exe.
...
# Conflicts:
# source/exhumed/src/anubis.cpp
# source/exhumed/src/bubbles.cpp
# source/exhumed/src/bubbles.h
# source/exhumed/src/bullet.cpp
# source/exhumed/src/bullet.h
# source/exhumed/src/fish.cpp
# source/exhumed/src/fish.h
# source/exhumed/src/grenade.cpp
# source/exhumed/src/grenade.h
# source/exhumed/src/lavadude.cpp
# source/exhumed/src/lavadude.h
# source/exhumed/src/lion.cpp
# source/exhumed/src/lion.h
# source/exhumed/src/mummy.cpp
# source/exhumed/src/mummy.h
# source/exhumed/src/queen.cpp
# source/exhumed/src/queen.h
# source/exhumed/src/ra.cpp
# source/exhumed/src/ra.h
# source/exhumed/src/rat.cpp
# source/exhumed/src/rat.h
# source/exhumed/src/rex.cpp
# source/exhumed/src/roach.cpp
# source/exhumed/src/roach.h
# source/exhumed/src/runlist.cpp
# source/exhumed/src/scorp.cpp
# source/exhumed/src/set.cpp
# source/exhumed/src/set.h
# source/exhumed/src/snake.cpp
# source/exhumed/src/snake.h
# source/exhumed/src/spider.cpp
# source/exhumed/src/spider.h
# source/exhumed/src/wasp.cpp
# source/exhumed/src/wasp.h
2020-03-02 23:01:55 +01:00
Christoph Oelckers
6656547908
- fixed some warnings in Deer Huntin' code
2020-03-02 15:41:30 +01:00
Christoph Oelckers
348325c879
- removed some editor-only code from engine.cpp
2020-03-01 19:12:18 +01:00
Christoph Oelckers
375bf639de
- that was stupid.
2020-03-01 18:40:49 +01:00
Christoph Oelckers
951d28f15d
- Exhumed movie fix.
2020-03-01 18:32:43 +01:00
Christoph Oelckers
cf662de165
- commented out diagnostic messages.
2020-03-01 17:22:31 +01:00
Christoph Oelckers
edf513a789
- Clang complained again. :(
2020-03-01 16:43:34 +01:00
Christoph Oelckers
f89915ac8f
- fixed game start check for Exhumed's ingame menu.
2020-03-01 16:40:19 +01:00
Christoph Oelckers
ee191f0681
- SW: map cheat partially reimplemented.
2020-03-01 16:33:06 +01:00
Christoph Oelckers
12af524dcc
- fixed Exhumed's ingame menu.
...
The bad setup here didn't let the menu's exit action pass to the game code, it still needed ugly workarounds.
2020-03-01 16:32:41 +01:00
Christoph Oelckers
2e8ace603b
- fixed SW sound crash.
2020-03-01 13:10:07 +01:00
Christoph Oelckers
f1e2c0c226
- use the proper way to register an empty song on Blood maps without music.
2020-03-01 12:57:23 +01:00
Christoph Oelckers
3596be48bf
- Clang did not like this.
2020-03-01 11:33:46 +01:00
Christoph Oelckers
fde633041b
- SW: fixed ownership of non-following sounds.
2020-03-01 10:59:53 +01:00
Christoph Oelckers
b06c84ad8c
- fix case sensitive path composition.
2020-03-01 10:17:26 +01:00
Christoph Oelckers
809d2fc555
- fixed SW: DoPlayerFall should only stop the scream sound, but nothing else.
2020-03-01 09:59:52 +01:00
Christoph Oelckers
d6b17c0406
- fixed bad vector comparison in SW's sound code.
2020-03-01 09:18:23 +01:00
Christoph Oelckers
cd5ff69c98
- Duke: Do not let the max kill counter underflow.
...
The entire thing looks broken anyway but this at least prevents the broken values from showing up in the statistics.
2020-03-01 08:35:05 +01:00
Christoph Oelckers
70f684d137
- check both upper and lower case versions of file names on non-Windows platforms when looking for addons.
2020-03-01 07:40:13 +01:00
Christoph Oelckers
83d56f56d5
- fixed uninitialized 'isInitialized' variable in FGameConfigFile.
2020-03-01 07:28:40 +01:00
Christoph Oelckers
61fbbc56c0
- fixed intermittent ambient sounds in SW.
2020-02-29 17:55:31 +01:00
Christoph Oelckers
4bc0531bf7
- disabled help screen in Exhumed and save menus in Deer Huntin'.
2020-02-29 12:55:12 +01:00
Christoph Oelckers
69e018d0c4
- added serialization of playing sounds.
...
For ambient sounds that can be cleanly restarted a new 'transient' flag was added so that these do not get written out.
Tested on SW so far, other games yet to do.
2020-02-29 12:33:35 +01:00
hendricks266
da6c7ddab5
Add mhkreset maphack command
...
Thanks to LeoD.
git-svn-id: https://svn.eduke32.com/eduke32@8644 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:47 +01:00
hendricks266
dc2d6a098e
Fix mdpivxoff and mdpivyoff commands
...
Thanks to LeoD.
git-svn-id: https://svn.eduke32.com/eduke32@8643 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:23 +01:00
Christoph Oelckers
64a34f8af7
- disable the tenth weapon slot for Ion Fury.
2020-02-29 09:58:15 +01:00
Christoph Oelckers
4414d59fbc
- added a check to the player sound code to prevent the surfacing sound from blocking out other speech.
...
The start of the third level is badly timed and this will block the introduction line.
2020-02-29 09:30:12 +01:00
Christoph Oelckers
b68cbddb7d
- fixed missing crosshair in RR after merging the Deer Huntin' code.
2020-02-29 08:58:30 +01:00
Christoph Oelckers
1a66878205
- fixed some issues with Exhumed's ambient and creepy sounds.
...
Both now refer to a proper target for bookkeeping.
2020-02-28 19:56:37 +01:00
sirlemonhead
69aba5f3ea
PCExhumed: Don't modify coordinates with abs() in runlist_CheckRadialDamage(), correct to original behaviour.
2020-02-28 18:42:45 +01:00
Christoph Oelckers
3855eb889e
- SW: fixed ambient sound playback.
...
There was a coordinate and a restarting problem.
2020-02-27 23:11:03 +01:00
Christoph Oelckers
cec4aad75a
- saveversion bump.
2020-02-27 19:56:17 +01:00
nukeykt
7c96c550d9
Blood: disable TROR in map v7
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# Conflicts:
# source/blood/src/db.cpp
2020-02-27 19:55:42 +01:00
nukeykt
d7f9a5acee
Blood: store parallax sky info in savegame
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# Conflicts:
# source/blood/src/loadsave.cpp
2020-02-27 19:55:12 +01:00
Christoph Oelckers
9d934d22b2
- silence MSVC warnings.
2020-02-27 19:50:29 +01:00
nukeykt
bb3009c8a7
Rednukem: dh wip
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# Conflicts:
# source/rr/src/rrdh.h
2020-02-27 19:44:24 +01:00
nukeykt
882b061ee1
Rednukem: add dh specific code
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# Conflicts:
# source/rr/src/rrdh.cpp
# source/rr/src/rrdh.h
2020-02-27 19:44:00 +01:00
nukeykt
8c37e94061
Rednukem: dh player code
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# Conflicts:
# source/rr/src/rrdh.h
2020-02-27 19:36:15 +01:00
Christoph Oelckers
dbf446ee6c
- ported the menu changes of the last commit.
2020-02-27 19:26:30 +01:00
nukeykt
95cc4a8aab
Rednukem: dh menu
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# Conflicts:
# source/rr/src/menus.cpp
# source/rr/src/rrdh.h
2020-02-27 18:28:14 +01:00
sirlemonhead
cd4090e531
PCExhumed: Fix Anubis drum not moving correctly when shot (bad angle calc).
2020-02-27 18:27:33 +01:00
Christoph Oelckers
0ed3b3b3ea
- manual merge of * PCExhumed: Don't shrink/expand screen viewable area if in map mode. Fixes #327
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Code was too different for cherry-picking.
2020-02-26 20:51:19 +01:00
Christoph Oelckers
80768e2fa8
- register the correct menu classes.
2020-02-26 20:31:49 +01:00
Christoph Oelckers
1eb00949e3
- manually added the RRDH menu stuff.
2020-02-26 20:31:49 +01:00
nukeykt
16052577a4
Rednukem: dh wip
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# Conflicts:
# source/rr/src/game.cpp
# source/rr/src/menus.cpp
2020-02-26 20:31:49 +01:00
nukeykt
ac2a17f5ea
Rednukem: dh wip
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# Conflicts:
# GNUmakefile
# platform/Windows/rednukem.vcxproj
# platform/Windows/rednukem.vcxproj.filters
# source/rr/src/common_game.h
# source/rr/src/screens.cpp
2020-02-26 20:31:48 +01:00
Christoph Oelckers
0551c16203
- added detection for Deer Huntin' GRP.
2020-02-26 20:31:48 +01:00
Christoph Oelckers
7533fbaa8e
- fixed: special 2D palettes do not have brightmaps so any such texture must be completely excluded from being checked.
2020-02-26 18:10:06 +01:00
Christoph Oelckers
bf4ac0a5c0
Merge branch 'master' of https://github.com/coelckers/Raze
2020-02-26 17:38:03 +01:00
Christoph Oelckers
ca18e70f2d
- SW: Do not skip status bar when the menu is up.
2020-02-26 01:06:07 +01:00
Christoph Oelckers
6315bd3960
- Exhumed - fixed wrong sound origin for special effect sound
2020-02-26 00:20:52 +01:00
Christoph Oelckers
638f8b0102
0.5.0
2020-02-25 21:20:58 +01:00
Christoph Oelckers
c045096393
- fixed: When loading a savegame without music, stop any playing music.
2020-02-25 21:15:25 +01:00
Christoph Oelckers
9945131d3a
- RR: Do not start the "8-track player" when a map got a dedicated music track defined.
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Otherwise it may become a bit annoying.
2020-02-25 21:11:19 +01:00
Christoph Oelckers
864c3c5766
- SW: Fixed fortune cookie text display.
2020-02-25 21:03:38 +01:00
Christoph Oelckers
8c01061053
- SW: Explicitly call hud_size's callback to reinitialize the status bar when loading a savegame.
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Since part of the bar's content is stored in a savegame it needs to be manually refreshed after loading or it may display garbage.
2020-02-25 20:51:58 +01:00
Christoph Oelckers
b4a2a5c187
- fixed Exhumed's creepy sounds.
2020-02-25 20:10:36 +01:00
Christoph Oelckers
71083f2b23
- use sound rolloff settings for Exhumed that actually work.
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I cannot say if this is correct because the sound in PCExhumed doesn't seem right so the rolloff distance was more or less guesswork based on what sounds ok.
2020-02-25 19:40:39 +01:00
Christoph Oelckers
1c2ea506f2
- fixed: Windows must call the wide version of _mkdir for Unicode support.
2020-02-25 18:49:24 +01:00
Christoph Oelckers
7d725bfe8a
Exhumed sound coordinate fixes
2020-02-25 00:40:51 +01:00
sirlemonhead
999840a9b5
PCExhumed: Corrected sector tag number handling for enemy death triggered sectors. Fixes issue #328
2020-02-24 22:13:32 +01:00
Christoph Oelckers
2f91c2f696
- fixed the Exhumed sequence reader.
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There was interference with the sound loader here - both accessed the same file handle so the sequence's sound data wasn't read correctly, resulting in memory corruption.
2020-02-24 21:59:04 +01:00
Christoph Oelckers
fe1133e5c2
- fixed EnumerateChannels.
2020-02-24 20:19:03 +01:00
Christoph Oelckers
920f424184
- pitch fix.
2020-02-24 18:34:15 +01:00
Christoph Oelckers
3a7067dbec
- properly transitioned Exhumed's sound system to the OpenAL sound engine.
2020-02-23 20:40:45 +01:00
Christoph Oelckers
3aea6d1fad
- refactored sound user data to be easier to serialize.
2020-02-23 18:30:48 +01:00
Christoph Oelckers
83adb81756
- call the proper functions to stop sounds in Shadow Warrior.
2020-02-23 17:13:18 +01:00
Christoph Oelckers
c8aa006f82
- fixed sound channel iterator to properly handle callbacks that delete sounds.cpp
2020-02-23 17:12:40 +01:00
Christoph Oelckers
e28de10c00
- serialize sound IDs as index, not name.
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The name is not unique. This really needs something better.
2020-02-23 17:11:54 +01:00
Christoph Oelckers
935a880b63
- Blood's ambient sound table does not need to be written to the savegame because it can be statically reinitialized after loading.
2020-02-23 17:10:29 +01:00
Christoph Oelckers
c35a2e5f11
- do not hold persistent references to sound channels in SW's ambient sound code.
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For robustness, channels should always be looked up when needed so that the sound engine is free to do with them as it needs.
2020-02-23 15:41:57 +01:00
Christoph Oelckers
985e441d80
- transitioned all JSON-based savegame code to FSerializer and removed sjson.
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Now everything is in place to transition the rest of the savegame code as well.
2020-02-23 14:03:03 +01:00
Christoph Oelckers
1b6b43291b
- disabled the 'portable' savegame feature for Ion Fury.
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This won't survive the coming savegame refactoring because its only reason for existence is to work around the savegame format's volatility.
2020-02-23 09:55:49 +01:00
Christoph Oelckers
a09e195954
- started transitioning the savegame writer to the newly added serializer.
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Writing info.json done.
2020-02-23 09:41:12 +01:00
Christoph Oelckers
88b6661395
- hooked up GZDoom's JSON serializer.
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It's time to build a better savegame format and also to replace SJSON with something easier to work with.
2020-02-22 18:41:24 +01:00
Christoph Oelckers
8a085c0af9
- fixed undefined behavior with unpositioned but attenuated sounds.
2020-02-22 17:23:23 +01:00
Christoph Oelckers
39c96d58c6
- fixed bug with wallsprite calculation trashing angles of voxel sprites.
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Fix was missed from upstream due to a merge conflict.
2020-02-22 16:56:20 +01:00
Christoph Oelckers
8e9491b5e4
- ported music start fix from GZDoom.
2020-02-22 16:12:40 +01:00
Christoph Oelckers
3c88e1c30a
- proper detection for SW Redux.
2020-02-22 14:57:43 +01:00
Christoph Oelckers
9fab46b7d7
- initialize the secret hint system for each level.
2020-02-22 08:57:18 +01:00
Rachael Alexanderson
3a30e083ad
- add Redneck Rampage to Steam search paths
2020-02-21 19:02:51 -05:00
Christoph Oelckers
455137e5e0
- re-enabled depth clamping.
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This was never supposed to remain deactivated.
2020-02-21 21:36:42 +01:00
Christoph Oelckers
020692588c
- fixed level names in statistics printout.
2020-02-21 21:36:42 +01:00
Rachael Alexanderson
6a40d71e89
- Replicate commit from: 5ee864ab5b
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- Special thanks to @hanatos
2020-02-21 07:55:11 -05:00
Christoph Oelckers
56c959d025
- Blood: Stop music before starting a cutscene.
2020-02-19 18:34:17 +01:00
Christoph Oelckers
c253cd899c
- fixed statistics reader for savegames.
2020-02-18 21:23:28 +01:00
Christoph Oelckers
ce9b71a31f
- fixed hitbox for menu sliders.
2020-02-18 21:05:46 +01:00
Christoph Oelckers
6282062492
- fixed brightmaps.
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They are no longer run through the texture postprocessor and the shader now applies them correctly.
2020-02-18 20:43:16 +01:00
Christoph Oelckers
4671161852
- fixed the secret hint system.
2020-02-17 23:07:29 +01:00
Christoph Oelckers
7dc26a3162
- stop all playing sound when starting a new game.
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- give all bonus screen sounds in Duke the CHANF_UI flag.
2020-02-17 19:43:58 +01:00
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
41a81989d8
0.4.5
2020-02-16 21:38:49 +01:00
Christoph Oelckers
57a3f89105
- workaround for cl_autoaim not being set anymore.
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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.
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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.
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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.
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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.
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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.
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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
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
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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
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The side effects here are worse than the benefit.
2020-02-14 00:21:09 +01:00