Commit Graph

477 Commits

Author SHA1 Message Date
Christoph Oelckers bc5d3eea88 - split the worker part for tileImportTexture out of the parser. 2020-09-15 01:21:17 +02:00
Christoph Oelckers 42d4e112a1 - clear the message display unconditionally when restarting the game.
It was only done when the level was reloaded.
Fixes #400
2020-09-14 21:32:36 +02:00
Christoph Oelckers 0e58203d92 - fixed rintersect and removed some unused bits from engine.cpp. 2020-09-13 20:15:46 +02:00
Christoph Oelckers 6ad8046b47 - dual license d_net.cpp and i_net.cpp
The same source was available under both in GZDoom, so keep it.
2020-09-13 19:38:31 +02:00
Christoph Oelckers b289e6bc5e - cleanup. 2020-09-13 19:27:05 +02:00
Christoph Oelckers 4f0856c02b - fixed a typo. 2020-09-13 19:21:08 +02:00
Christoph Oelckers a4754d7f34 - rewrote the map hack parser using sc_man.
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.

Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers 9e81fa89a8 - fixed some of the issues with palette emulation
* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation

This works a lot better than before but is still not complete.
2020-09-12 21:23:14 +02:00
Christoph Oelckers 222f82304d - fixed savegame image generation.
There were two errors:
1. The postprocessor was not run on the generated scene so that the target framebuffer never got set.
2. The generated PNG was not finalized and failed the integrity check of the savegame menu.

Fixes #48
2020-09-12 01:11:32 +02:00
Christoph Oelckers 807dd17165 - forgotten debug output removed. 2020-09-11 21:20:44 +02:00
Christoph Oelckers 1646e302d2 - fixed screenjob fadeout. 2020-09-11 20:55:58 +02:00
Christoph Oelckers 38cc094ac3 - adapt ClearAllInput to new globalized code. 2020-09-10 23:35:42 +02:00
Christoph Oelckers d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers 52cbb5c9dc - implemented reloading from the last saved game, like in GZDoom.
Fixes #352
2020-09-10 22:45:42 +02:00
Christoph Oelckers 59eb923c11 - fixed replacement of hires textures.
Fixes #107
2020-09-10 20:52:40 +02:00
Christoph Oelckers 41a2a63efd - moved the VP8 decoding loop into the movie player class and got rid of animvpx.
This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers 83eba019b8 - added support for Megaton's widescreen assets.
Fixes #386
2020-09-10 00:05:10 +02:00
Mitchell Richters ee5689b07e Merge branch 'back_to_basics2' into InputStuffs 2020-09-09 21:04:42 +10:00
Christoph Oelckers 2fc058e487 - don't autosave just after starting a new game. 2020-09-08 23:00:31 +02:00
Mitchell Richters b72a3326d0 Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers d011a16c5b - added a menu option for WT's music switch.
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers 298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers 8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +02:00
Christoph Oelckers d1f1bf2ae1 - fixed icorrect validation of give ccmd
Fixes #379
2020-09-08 16:18:17 +02:00
Mitchell Richters 92443806af Merge branch 'back_to_basics2' into InputStuffs 2020-09-08 06:26:32 +10:00
Christoph Oelckers 703b142bad - added a CVAR to disable WT's ogg music and a fallback for when it cannot be found.
Fixes #354
2020-09-07 21:26:07 +02:00
Christoph Oelckers e4fa695b57 - fixed the movement factor for automap panning.
Fixes #363
2020-09-07 20:39:07 +02:00
Christoph Oelckers 9bb99e5c05 - fixed 361 - togglerotate CCMD still had some bugs. 2020-09-07 19:56:28 +02:00
Mitchell Richters 6e6373deda - SW: Remove `camq16*` variables from game and backend code that supported them.
* `cl_syncinput 0` is very raw at the moment.
2020-09-07 08:40:14 +10:00
Mitchell Richters fa9fa88fce Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/gamestruct.h
#	source/games/duke/src/duke3d.h
#	source/sw/src/input.cpp
#	source/sw/src/player.cpp
2020-09-07 07:51:37 +10:00
Christoph Oelckers e63e134195 - fixed automap follow mode and added some menu entries for the new options and key bindings. 2020-09-06 23:12:47 +02:00
Christoph Oelckers 2d547a4ef1 - re-added the sprite drawer for Duke's automap. 2020-09-06 21:31:05 +02:00
Christoph Oelckers 9d39f770d4 - reimplemented player sprite display on Blood's automap. 2020-09-06 21:15:59 +02:00
Christoph Oelckers 18b39fd952 - first stage of generic automap code.
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers e8452a79e8 - implemented the automap serializer.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Christoph Oelckers 809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Mitchell Richters 290e615807 - Move Duke's input scaling for unsynchronised input to backend as `InputScale()`. 2020-09-06 20:19:26 +10:00
Mitchell Richters 722537a1f0 - InputState: Make `CONTROL_GetInput()` return an object instead of accepting a pointer and provide to games as a function parameter.
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers a6c92aec64 - removed all automap code from SW and the flat drawer from the backend.
This should have been the last parts of automap code.
Now on to rebuild this thing in a cleaner fashion...
2020-09-06 12:14:08 +02:00
Christoph Oelckers 8f6f368445 - cleaned out the remaining parts of automap handling in Duke and Exhumed. 2020-09-06 10:42:39 +02:00
Christoph Oelckers c1a995822d - took all automap related code out of Duke's game module. 2020-09-06 10:08:47 +02:00
Christoph Oelckers 36b9ac54b7 - added a parser for World Tour's language files. 2020-09-05 21:33:04 +02:00
Christoph Oelckers 8dfb7967e2 - use a more precise timer for Exhumed's text scroller. 2020-09-05 20:31:45 +02:00
Christoph Oelckers a7b198d7ee - Stop music when ending a level, or when going back to the menu in Blood. Also play the sound on Blood's summary screen as an UI sound.
Fixes #349
2020-09-05 19:20:25 +02:00
Christoph Oelckers f36ac1dc90 - fixed issues with console on top of intermissions not appearing. 2020-09-05 18:41:18 +02:00
Christoph Oelckers 443ddf670b - let the ANM player wait until the sound has finished if it has reached the last frame before the sound ends.
In Shadow Warrior there's a few where the sound plays a bit longer than the video.
Fixes #341
2020-09-05 18:14:50 +02:00
Christoph Oelckers 27acd430aa - reset the screen job clock when advancing.
Fixes #347
2020-09-05 17:37:37 +02:00
Christoph Oelckers fa50cde93f - fixed skill selection in Duke.
Screw these old shadowing menu variables. Well, the one for skill is gone now.
Fixes #344
2020-09-05 16:31:01 +02:00
Christoph Oelckers 9af093b818 - fixed screen job timer when paused
Fixes #343
2020-09-05 16:21:53 +02:00