Commit Graph

6088 Commits

Author SHA1 Message Date
Christoph Oelckers d22bdf9dc7 - use an alias for the menu bar texture in Blood.
Direct tile access has been disabled for now, hopefully this can be buried deep in the engine for all eternity.
2020-10-06 20:05:51 +02:00
Christoph Oelckers 55e7e34707 - added texture aliases so that tiles can given real names in the texture manager.
Use this to turn Duke's and RR's tile enums into real names, leaving out RRTILExx - the few that are needed were renamed.
2020-10-06 19:26:22 +02:00
Christoph Oelckers 1e131eda9e - implemented Blood's menu caption 2020-10-06 00:34:35 +02:00
Christoph Oelckers 3dbb8cbb11 - safety commit 2020-10-05 21:47:53 +02:00
Christoph Oelckers 29a4955f79 - missing global variables. 2020-10-05 20:44:30 +02:00
Christoph Oelckers 4d712cd5a0 - date code from GZDoom. 2020-10-05 20:28:19 +02:00
Christoph Oelckers c03644ea76 - base.zs cleanup and extendable structs. 2020-10-05 20:03:28 +02:00
Christoph Oelckers 53980787b6 - added global offset for 2D drawer.
This is needed to handle Duke's scrolling menus transparently to the menu code.
2020-10-05 01:42:47 +02:00
Christoph Oelckers 9606b09ddd - update of language code from GZDoom. 2020-10-05 00:46:24 +02:00
Christoph Oelckers 7c89db69bd -menuCustomizer from GZDoom. 2020-10-05 00:23:30 +02:00
Christoph Oelckers f670d35ba1 - added a game-module wide lump filter for Duke and related games. 2020-10-05 00:20:33 +02:00
Christoph Oelckers 16431e9f0a - SetupMenuColors restored. 2020-10-04 22:21:11 +02:00
Christoph Oelckers 6a4b72cfef - removed obsolete calls from menudef.cpp. 2020-10-04 22:14:20 +02:00
Christoph Oelckers 27ff78ed51 - removed the GZDoom menu CCMDs. 2020-10-04 22:02:10 +02:00
Christoph Oelckers f233345ba1 - move most of the menu code into the backend. 2020-10-04 21:57:35 +02:00
Christoph Oelckers 26a31a626d - option menus are working, although all colors are still wrong and the captions are not displayed. 2020-10-04 21:42:40 +02:00
Christoph Oelckers 7f6b02c451 - merged string table and system callbacks. 2020-10-04 21:15:51 +02:00
Christoph Oelckers 5d76cbcbdb - game compiles and starts again (without menu, of course)
Now it's time to rebuild the menu.
2020-10-04 20:53:37 +02:00
Christoph Oelckers 9cc318da93 - ugh 2020-10-04 20:14:15 +02:00
Christoph Oelckers b0301d6fc9 - progress. 2020-10-04 20:11:04 +02:00
Christoph Oelckers 7be2d44108 - corrected includes. 2020-10-04 20:11:03 +02:00
Christoph Oelckers 0b9c6fe559 - added GZDoom's menu script code. 2020-10-04 20:11:03 +02:00
Christoph Oelckers 82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers 46a1fe3826 - updated script definitions to silcence startup warnings. 2020-10-04 20:10:13 +02:00
Christoph Oelckers dff8339ba3 - backend update from GZDoom. 2020-10-04 19:33:50 +02:00
Christoph Oelckers 58dcf0586b - scale weapons down to the original tile's size.
Needed because hires replacements contain no scaling info.
2020-10-04 15:33:12 +02:00
Christoph Oelckers 393b0a1db2 - added missing punctuation characters to Exhumed's SmallFont.
In particular this provides the required colon and slash characters for the level stats display.
2020-10-03 19:32:42 +02:00
Christoph Oelckers 7661720585 - fixed Blood map loading
Whoever designed that map format with its idiotic encryption should burn in Hell >)
It's a needless complication and open invitation for errors.
To avoid follow up problems it now uses its own local struct for loading in the sprites and the global spritetype no longer depends on any map format and can be changed as the need arises.

Fixes #101
2020-10-03 18:35:47 +02:00
Christoph Oelckers ddc968f607 - disable palette emulation when map global fog is active.
This doesn't work well together and is pointless anyway as everything needs to be rendered at full brightness.
Fixes #99
2020-10-03 18:04:07 +02:00
Christoph Oelckers f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Christoph Oelckers 89d5d18b9e - these parts were missed somehow. 2020-10-02 22:42:54 +02:00
Christoph Oelckers e0717e30b4 - savegame version change for the new member in spritetype. 2020-10-02 22:19:32 +02:00
Christoph Oelckers 57945d2baf - eliminated a few overlooked 'long's. 2020-10-02 22:18:08 +02:00
Christoph Oelckers 4e67197838 - added back the hijacked 'detail' member to spritetype.
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Mitchell Richters c86af08a19 - SW: Repair occasional locked player angle after player stops operating a sector object. 2020-10-02 19:47:32 +10:00
Mitchell Richters 43e447d40b - Duke: Fix auto-aiming issues for shotgun and chaingun.
Fixes #98.
2020-10-02 17:05:50 +10:00
Christoph Oelckers 49642c3b3c - removed the slowdown killswitch from the ANM player.
This did not play well with SW and is generally not needed.
2020-09-30 00:28:17 +02:00
Christoph Oelckers 51f35550a9 - last but not least, for international display, use ConFont in Exhumed's laptop cutscene. 2020-09-29 23:02:32 +02:00
Christoph Oelckers 75281de42e - Shadow Warrior as well.
For the cookie text display with international characters the text font is used with 50% size to make it fit the available space.
2020-09-29 22:46:50 +02:00
Christoph Oelckers e8cd336f86 - same procedure for Blood.
This time there were 3 additional texts and the notify display, though, except for multiplayer content that wasn't touched yet.
The result is the same: No need to extend the tiny font with international characters
2020-09-29 22:20:25 +02:00
Christoph Oelckers 4c2ff2950a - for Duke/RR, when not using English force use of the regular text font for drawing the map label on the automap.
This essentially removes the tiny font which is simply too small to ever be able to receive a proper international extension from the equation for localization because the level name display was the only remaining relevant content using this font.
The only other screen where this font is still being used to draw text requiring translated content is the multiplayer summary which will have to be redesigned anyway if multiplayer becomes functional again.
2020-09-29 21:47:32 +02:00
Christoph Oelckers fe61ff09a4 - added remapping for Cyrillic characters to matching Latin counterparts. 2020-09-29 20:16:31 +02:00
Christoph Oelckers 6488f52055 - fixed: Restarting after dying unset the currently selected skill level. 2020-09-29 18:30:00 +02:00
Christoph Oelckers a558703740 - bumped up the vertical mouse movement factor to 1/5 from 1/8.
1/8 was far too low for an average mouse
2020-09-29 18:14:22 +02:00
Mitchell Richters 0bb9904338 - Tune mouse input following changes in b57e13ff62.
* Reduce `hidInput->mouseturny` to previous scaling (0.25 of incoming input).
* Change `hidInput->mouseturnx` to be 0.5 of incoming input (33% slower than b57e13ff62, but matches what other ports by providing a 2:1 scale).
* Remove further divisions beyond m_side and m_forward and adjust code in `processMovement()` accordingly.
* Change scaling for `mousevelscale` in `processMovement()` to be 1/160th of keymove. Slightly lower for Duke and a lot faster for Blood where it's needed.
2020-09-29 21:02:36 +10:00
Christoph Oelckers b57e13ff62 - mouse code update.
May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
Christoph Oelckers 0ddf53a3ef Merge branch '0.7' 2020-09-28 21:26:43 +02:00
Christoph Oelckers 012bccd916 - indexed rendering fixes
backported from GZDoom.
2020-09-28 21:26:21 +02:00
Christoph Oelckers dcae0c4103 - fixed incomplete merging of WW2GI/Duke code for the pistol animation 2020-09-28 08:55:59 +02:00
alexey.lysiuk 6cf921dbfe - restored old mouse scaling for Cocoa backend
This reverts commit df2b3b6b17.
2020-09-28 09:35:36 +03:00