Commit Graph

14299 Commits

Author SHA1 Message Date
Mitchell Richters cb01fb0cf2 - Duke/RR: Remove check `p.gotweapon[]` check in `DrawWeaponBar()` that was causing weapon bar to display incorrect tiles and values.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72541.
2021-07-24 16:18:06 +10:00
Mitchell Richters e03d532670 - Remove `CVAR_NOINITCALL` bit from `gl_texture_hqresize*` CVARs.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72466.
2021-07-24 15:58:05 +10:00
Mitchell Richters 20bffbd94d - Exhumed: Revert source for `ammo` in `DrawHUD2()` from 7b8dcde5d2.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72853.
2021-07-24 15:40:48 +10:00
Mitchell Richters a68d5aae70 - Add leading zero to `statFPS()` output (`vid_fps`) so that the text doesn't bounce continually when alternating between 10 ms and <10 ms. 2021-07-24 15:40:47 +10:00
alexey.lysiuk 56d313f08d - use SDL Vulkan window flag directly 2021-07-21 17:37:52 +03:00
Vanfanel 2aea69b48a Pass the missing fullscreen flag when creating a Vukan window. 2021-07-21 14:41:28 +03:00
Mitchell Richters d9a7465c08 - SW: Remove `gi->FreeGameData()` from game as its inside code wasn't freeing game data but level data already freed in `gi->FreeLevelData()`.
* This was causing `GameMain()` to try to call `TerminateLevel()` after tile data had been freed, causing a hard stop.
* Fixes #464.
2021-07-20 20:11:29 +10:00
Mitchell Richters c5f63b95e5 - Capitalise `CPART07.AR_` and `CPART15.AR_` in `ProcessOptions()`. The original files are in capitals and this is important as POSIX systems are case-sensitive. We can't cater towards every use-case but this should cover most bases.
* Fixes #308.
2021-07-20 19:06:45 +10:00
Mitchell Richters af9f2f3eb6 - Duke: Ensure `gi->NextLevel()` sets the skill level upon invocation. 2021-07-20 18:55:16 +10:00
Mitchell Richters 675356be1a - Ensure `g_nextskill` is used everywhere so that setting skill for next level works properly. 2021-07-20 18:51:34 +10:00
Mitchell Richters 33845c4a23 - Add `skill` CCMD to return player's current skill, while also being able to set skill for next game.
* Fixes #332.
2021-07-20 18:50:58 +10:00
Mitchell Richters 77630dcbc7 - Rename `DeferedStartGame()` to `DeferredStartGame()`. 2021-07-20 18:43:17 +10:00
Mitchell Richters 4ac1376b9f - Make naming of multiplayer episode exclusion stuff from d0e6a7ea29 more generic and exclude invalid episodes from "Duke It Out in DC", "Duke Nuclear Winter" and "Duke Caribbean". 2021-07-19 12:24:47 +10:00
Mitchell Richters b969a9aee3 - Blood: Capitalise `Blood` for 1.0 and 1.1 grpinfo definitions for consistency. 2021-07-18 22:46:18 +10:00
Mitchell Richters bce8ea67d9 - Blood: Fixed grpinfo declarations for Blood 1.0 and 1.1 as per wildweasel on the forums: https://forum.zdoom.org/viewtopic.php?f=358&t=67220&start=45#p1149216
* Tested with 1.1 files and confirmed working as expected.
2021-07-18 22:38:42 +10:00
Mitchell Richters 00aa4e73a0 - Blood: Hide `Multiplayer` from the menu.
* We don't know when we'll get multiplayer going, if at all as it depends on whether someone wants to step up and contribute to it. For now, let's not tease our players who may think it's on the horizon.
2021-07-18 21:48:37 +10:00
Mitchell Richters 0f5243c39e - Blood: Lock input after setting angle/horizon targets in nnexts.cpp code, then unlock in `ProcessInput()` where `resetForcedSyncInput()` is called. 2021-07-18 19:26:24 +10:00
Mitchell Richters ca65c4c9da - Allow ticker to lock input to player's angle and horizon without having to force use of synchronised input. 2021-07-18 19:25:41 +10:00
Mitchell Richters 58ed7f8745 - Blood: Restore original horizon algorithm in `trPlayerCtrlSetLookAngle()` and adjust to Raze's backend input code. 2021-07-18 18:52:21 +10:00
Mitchell Richters b4af9e87c1 - Blood: Make delirium rotscrnang smoother with use of more precision. 2021-07-18 18:13:48 +10:00
Mitchell Richters c62e5db2bc - Blood: Fix angle issues with NHIS. 2021-07-18 17:35:11 +10:00
Mitchell Richters 9432f9ec90 - Blood: Add nullptr check for `actor2` in `ProcessTouchObjects()`.
* Fixes crash during testing of NHIS.
2021-07-18 16:56:49 +10:00
Mitchell Richters 52e29d4112 - Fix menu strings and missing class declaration for `VideoOptions`. 2021-07-18 00:34:39 +10:00
Mitchell Richters db84d7a29d - Update `language.0` file. 2021-07-18 00:31:49 +10:00
Mitchell Richters ba18afa2c8 - Update `language.csv` file. 2021-07-18 00:31:40 +10:00
Mitchell Richters bcff74f5e4 Revert "- Duke: Restore a little bit of original code to make comparisons between us and the source easier."
This reverts commit 7607190dad.

* Not good in hindsight... We need the actual value from the backend to ensure we can match up against `WeaponSel_Next`/`WeaponSel_Prev`/`WeaponSel_Alt` as required.
2021-07-17 22:42:58 +10:00
Christoph Oelckers 4ee93de36c - added 'endofgame' CCMD.
Not really good yet, but it does what's needed, i.e. write out the statistics for the current session.
2021-07-17 09:42:59 +02:00
Mitchell Richters 0778dfb22a - Exhumed: Move key display on `DrawHUD2()` to accommodate larger ammo display for M60 with `cl_showmagamt 1` from 2a8e636066. 2021-07-17 15:03:00 +10:00
Mitchell Richters 2a8e636066 - Exhumed: Extend 7b8dcde5d2 by showing the M60's clip/magazine amount available when `cl_showmagamt 1` is set. 2021-07-17 14:57:43 +10:00
Mitchell Richters 6940384625 - Exhumed: Move pistol clip/magazine recalculation code that was added in 593bbe10ef from `FillWeapons()` to `CheckClip()`. 2021-07-17 14:57:00 +10:00
Mitchell Richters 052429f350 - Exhumed: Change M60's clip/magazine capacity from 99 to 100 to better match the max ammo capacity of the weapon. This does not increase the player's available ammunition. 2021-07-17 14:56:05 +10:00
Mitchell Richters f9b75b1aa9 - Exhumed: Make `FillWeapons()` fill the ammo count to the maximum allowed by the game for all weapons (300). 2021-07-17 14:54:36 +10:00
Mitchell Richters 7607190dad - Duke: Restore a little bit of original code to make comparisons between us and the source easier. 2021-07-17 12:12:36 +10:00
Mitchell Richters ec20f66eda - Duke/RR: Always ensure player's `wantweaponfire` is reset to `-1` after switching weapon.
* Fixes #333.
2021-07-17 12:12:12 +10:00
Mitchell Richters 0bb0896985 - Duke: Fix BOSS2 (Cycloid Emperor) killing himself issue by removing some lines left behind from a2e3bb5725.
* Fixes #455.
2021-07-17 10:56:21 +10:00
Mitchell Richters f022f197ab - Blood: Repair weapon switching issue by adding missing guard from 6980e8b355 that got lost during e375c799ce.
* Fixes #366.
2021-07-17 09:14:08 +10:00
Mitchell Richters d77e143ee8 - allow palette emulation for indexed hightiles. 2021-07-17 07:40:13 +10:00
Christoph Oelckers 3e76f71f02 - support for indexed hightiles. 2021-07-17 07:40:05 +10:00
Mitchell Richters d0e6a7ea29 - Allow CON-based games to have multiplayer episodes filtered from menu.
* Fixes #461.
* Fixes #462.
2021-07-16 20:55:29 +02:00
Mitchell Richters 593bbe10ef - Exhumed: Ensure `FillWeapons()` recalculates the pistol clip amount after filling.
* When cheating, this wasn't done which lead to the clip having 6 rounds when via modulo it should have only had 3.
2021-07-17 00:11:37 +10:00
Mitchell Richters 7b8dcde5d2 - Exhumed: Make use of `cl_showmagamt`.
* Fixes #463.
2021-07-16 23:52:56 +10:00
Mitchell Richters 76554f5f4d - Repair incorrect method call to `IniFile` class from 6576adb80b.
* Fixes #473.
2021-07-16 23:01:07 +10:00
Christoph Oelckers a614f741fd - relaxed consistency checks for VOC files.
Rampage Warrior contains a few sounds that failed validation so this check does not exist in the original 3D Realms sound code.
2021-07-14 23:22:41 +02:00
Christoph Oelckers 6576adb80b - Blood: validate .ini files before using them.
They must at least have one "Episode?" section to be accepted.
2021-07-13 12:34:35 +02:00
Christoph Oelckers 7a99b6376e - forgot to save this... 2021-07-13 12:31:14 +02:00
Christoph Oelckers b06ad5c77f - Blood: fixed order of initialization for voxels.
Just like Shadow Warrior it needs to load its voxel table before .def files.
2021-07-13 12:11:17 +02:00
Christoph Oelckers e3737d3330 - fixed texture lookup for hightile lookup.
Not all commands had the proper flags to also look in the root folder.
2021-07-13 08:38:24 +02:00
Mitchell Richters 5af06923d8 - Blood: Revise 6018213c71 and use the proper volume flag `VF_HIDEFROMSP` to hide multiplayer episodes from the menu. 2021-07-11 22:30:59 +10:00
Mitchell Richters 5441272bec - SW: Create inline function `pspPresentRetractScale()` to scale the rate at which weapons present and retract based on the current tile's height vs. the original asset's height.
* Reported to me by @Phredreeke, who had it reported to him from someone else.
* The sword in the widescreen assets pack we load by default has a height of 216px vs 136px of the default tile.
* Because the game presents and retracts weapons at a set rate, the time it took to swap between the sword and other weapons took ~1.58x longer than the original assets.
* This speeds up the present/retract rate based on the loaded asset's height to ensure the weapon switches in the same elapsed time.
* This may be extended to other weapons if required but the sword is the only one I'm aware of that has more height.
* Confirmed no matter what motion the sword was performing, `psp->picndx` was always 2080 so we shouldn't need a hashtable or anything like this.
2021-07-11 19:22:59 +10:00
Christoph Oelckers 8a8379f5fc - Backend update from GZDoom. 2021-07-11 09:50:36 +02:00