Commit Graph

3510 Commits

Author SHA1 Message Date
Christoph Oelckers 4571ba74c2 - merge fixes.
Why does that freaking merger always delete the namespace markers...?
2020-01-02 19:20:11 +01:00
nukeykt 2e085b559f Precache more tiles on level start
# Conflicts:
#	source/blood/src/fx.cpp
#	source/blood/src/gib.cpp
#	source/blood/src/gib.h
#	source/blood/src/qav.cpp
#	source/blood/src/weapon.h
2020-01-02 19:20:11 +01:00
nukeykt 7af92bb327 blood: Precache fonts 2020-01-02 19:20:11 +01:00
NoOneBlood afb8c11683 - It's possible now to change posture settings for each player
- Touch trigger for walls fix
- It's possible to set custom clipdist for things (gModernMap only)
- Few tweaks for Custom Dude
- Player Control type fixes and updates

# Conflicts:
#	platform/Windows/nblood.vcxproj
#	source/blood/src/player.h
2020-01-02 19:20:11 +01:00
NoOneBlood 5bcfcc1b55 - Player Control type fixes
- Custom Dude type fixes
2020-01-02 19:20:11 +01:00
Grind Core ec782a28de - Rewrite true random once again
- Fix Custom Dude genIdle aistate
- Fix grown and shrink races
- Fix qav scene was not able to stop if sprite is locked
- Fix stupid error in gDefaultJump array

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/view.cpp
2020-01-02 19:20:11 +01:00
Grind Core 1eb50414ab -Fix xspriData2Array function
-Fix kModernSpriteDamager type

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/gameutil.cpp
#	source/blood/src/gameutil.h
#	source/blood/src/triggers.h
2020-01-02 19:20:10 +01:00
Grind Core da47ebbd2c - Rewrite true random, so it should work just fine now
- Way better AI for Custom Dude when attacking the target
- Minor warning fixes and other updates

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/asound.cpp
#	source/blood/src/gameutil.cpp
#	source/blood/src/gameutil.h
#	source/blood/src/player.h
#	source/blood/src/triggers.h
2020-01-02 19:20:10 +01:00
Rachael Alexanderson a6bf1c3026 - oops, didn't mean to change this line (I blindly copied the function over) 2020-01-02 00:15:19 -05:00
Rachael Alexanderson 21ba23f36d - pull most recent video scale changes from gzdoom 2020-01-01 23:42:09 -05:00
Rachael Alexanderson 6a17e3910b - relicense my reused GZDoom code as BSD 2020-01-01 08:59:40 -05:00
Christoph Oelckers dda45c6780 - all polymost2 code has long been nuked. 2020-01-01 13:46:46 +01:00
Christoph Oelckers e01c161258 - removed some dead variables. 2020-01-01 13:11:44 +01:00
Christoph Oelckers 18099e9179 - removed the pure software render surface and deleted a few unused variables.
With all the 2D refactorings thhe softsurface won't work anymore.
This also revealed a bug with the fullscreen variable, a few places were still using the old one from the SDL backend.
2020-01-01 12:36:48 +01:00
Christoph Oelckers d09b83d4a5 - moved the last remaining function out of baselayer.cpp and removed that file.
g_logFlushWindow was deleted entirely because with the current console this is not needed anymore.
2020-01-01 12:01:26 +01:00
Christoph Oelckers 7ec8368688 - used the wrong formula to calculate shadeDiv. 2020-01-01 11:49:32 +01:00
Christoph Oelckers d464017363 - cleaned up the input code a bit. 2020-01-01 11:35:47 +01:00
Christoph Oelckers bcb48d8441 - added handling for changing the screen size (dragging the window borders / change scale factor) 2020-01-01 09:49:06 +01:00
Christoph Oelckers 3d47652d08 - had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients. 2019-12-31 22:53:03 +01:00
Christoph Oelckers f106505344 - fixed the broken alignment between lines and sectors on the Shadow Warrior automap. 2019-12-31 22:11:04 +01:00
Christoph Oelckers 9543c2cbb9 - fixed the broken automap defaults in Shadow Warrior.
Now it will properly reveal the map as the player progresses and not show everything from the start.
2019-12-31 22:05:23 +01:00
Christoph Oelckers 98604e513e - set up the scene viewport for the postprocessor. 2019-12-31 20:11:31 +01:00
Christoph Oelckers 05e381ff6d - fixed screen clearing for the automap.
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers ef5292b4ae - don't use Build's clipping code to clip automap parts to the screen.
Not really surprisingly this is not compatible with a real triangulator. Fortunately it's also not really needed.
2019-12-31 19:38:50 +01:00
Christoph Oelckers d3a57e6e74 - route all clearscreen calls that happen after drawing the scene through the 2D drawer.
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers 1890df98f9 - process lines through the 2D drawer. 2019-12-31 19:02:55 +01:00
Christoph Oelckers 2f8d472d7d - cleaned up the map drawer by using a real triangulator.
Immediate benefit: almost 200 lines of bona-fide Kencode go to the dumpster.
2019-12-31 17:23:29 +01:00
Christoph Oelckers 77cd7bffc5 - fixed alpha calculations for textured automap. 2019-12-31 15:50:08 +01:00
Christoph Oelckers d825282726 - removed a few software rendering parts from the automap drawer.
These won't be needed anymore.
2019-12-31 15:41:12 +01:00
Christoph Oelckers 964e303dd7 - draw the textures on the automap with the 2D drawer. 2019-12-31 15:05:08 +01:00
Rachael Alexanderson 143c8be84d - fixed: argument count passed to the OSD system was +1 than it expected 2019-12-31 08:07:22 -05:00
Jonathan Gray 5ea5d87664 PCExhumed: fix triddat.cpp build with libc++
Include cstdlib for abs() with an int argument.  Fixes the following
compile error with libc++.

source/exhumed/src/trigdat.cpp:159:9: error: call to 'abs' is ambiguous
    if (abs(diff) > c)
        ^~~
/usr/include/c++/v1/math.h:761:1: note: candidate function
abs(float __lcpp_x) _NOEXCEPT {return ::fabsf(__lcpp_x);}
^
/usr/include/c++/v1/math.h:765:1: note: candidate function
abs(double __lcpp_x) _NOEXCEPT {return ::fabs(__lcpp_x);}
^
/usr/include/c++/v1/math.h:769:1: note: candidate function
abs(long double __lcpp_x) _NOEXCEPT {return ::fabsl(__lcpp_x);}
^
1 error generated.
2019-12-31 09:19:58 +01:00
Jonathan Gray 64d3d38014 PCExhumed: remove uneeded malloc.h include
malloc.h is a non-standard header and isn't required here
fixes build on OpenBSD which has no malloc.h

# Conflicts:
#	source/exhumed/src/enginesubs.cpp
2019-12-31 09:19:58 +01:00
Christoph Oelckers 51eaa5cd1f - let mouse control in the menu default to Touchscreen-like, like it is in GZDoom. 2019-12-31 02:48:16 +01:00
Magnus Norddahl 8f1d1fa94b Fix mouse move precision loss when only moving the mouse a pixel or two. Also make the baseline mouse scaling more reasonable. 2019-12-31 01:46:54 +01:00
Magnus Norddahl 0396f79c15 Fix in_mouse 0 and in_joystick 0 not working 2019-12-31 01:00:30 +01:00
Christoph Oelckers e4caea2f95 - set default for mouse control to DirectInput.
This simply works a lot better than Raw Input and causes far less problems.
Ironic considering that it's the deprecated method...
2019-12-30 23:55:57 +01:00
Christoph Oelckers 91a4e0a005 - fixed Blood cutscene playback.
Some merge from upstream must have broken the file name correction.
2019-12-30 21:36:08 +01:00
Christoph Oelckers 2c35f87925 - fixed translucency determination. 2019-12-30 21:03:15 +01:00
Christoph Oelckers 6b431cec2c - fixed: True color texture replacements were set up incorrectly.
They incorrectly set themselves up as their own glow and detail textures.
These layers also weren't disabled for the next texture.
2019-12-30 20:44:37 +01:00
Christoph Oelckers ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers 7ea053bd90 - reconnected the HUD model drawer.
This will have to be done differently later when the postprocessor is fully working, but for now it's sufficient to just render the model right away.
2019-12-30 20:16:51 +01:00
Christoph Oelckers 9ceb47fdb2 - cleaned up the rotatesprite code a bit. 2019-12-30 20:16:51 +01:00
Christoph Oelckers 596705a36e - apply RS_YFLIP to 2D sprites. 2019-12-30 20:16:51 +01:00
Christoph Oelckers 5830e72ab0 - fixed some rotatesprite issues:
* scissor was not applied
* texture coordinates were fetched from the wrong texture, courtesy of using global variables.
2019-12-30 19:37:23 +01:00
Christoph Oelckers 6459f4e532 - refactored rotatesprite to really use the 2D drawer.
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers b34f3637ab - restored keybinds setup to the original procedure as defined by ZDoom.
Looks like some parts were missed when this was integrated piece by piece.
2019-12-30 12:43:21 +01:00
Magnus Norddahl c3d48c9a82 Disable linux files as they are missing 2019-12-30 09:12:25 +01:00
Christoph Oelckers f1891c7750 - fixed compilation. 2019-12-29 22:47:40 +01:00
nukeykt cdb08f22dd Fix redneck compiling
# Conflicts:
#	platform/Windows/eduke32.sln
#	platform/Windows/rednukem.vcxproj
#	platform/Windows/rednukem.vcxproj.filters
#	source/rr/src/config.cpp
#	source/rr/src/game.cpp
#	source/rr/src/game.h
#	source/rr/src/osdcmds.cpp
#	source/rr/src/sounds.cpp
2019-12-29 22:34:16 +01:00
nukeykt 62c37b64ae Fix exhumed compiling
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/menu.cpp
2019-12-29 22:30:13 +01:00
nukeykt a5351620db Fix blood compiling
# Conflicts:
#	source/blood/src/config.cpp
#	source/blood/src/osdcmd.cpp
#	source/blood/src/screen.cpp
#	source/blood/src/sound.cpp
#	source/blood/src/sound.h
#	source/blood/src/view.cpp
#	source/blood/src/view.h
2019-12-29 22:29:50 +01:00
hendricks266 456d975392 Make the Polymode cstat bits Duke-only by translating them to tspr->clipdist
git-svn-id: https://svn.eduke32.com/eduke32@8523 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/common_game.h

# Conflicts:
#	source/duke3d/src/common_game.h
2019-12-29 22:23:18 +01:00
hendricks266 6a5906833b Move TSPR_EXTRA_MDHACK from extra to clipdist
git-svn-id: https://svn.eduke32.com/eduke32@8522 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/mdsprite.cpp
#	source/build/src/polymer.cpp
2019-12-29 22:22:20 +01:00
hendricks266 6465feb438 Refactor tsprite creation into renderAddTSpriteFromSprite
git-svn-id: https://svn.eduke32.com/eduke32@8521 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/duke3d/src/m32exec.cpp
2019-12-29 22:22:19 +01:00
hendricks266 422601bc82 Make tspritetype its own distinct struct
git-svn-id: https://svn.eduke32.com/eduke32@8520 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-29 22:22:19 +01:00
Christoph Oelckers 5a41b545e5 - reactivated saving of console aliases. 2019-12-29 17:43:40 +01:00
Christoph Oelckers 6dc064a178 - another unused one. 2019-12-29 17:13:12 +01:00
Christoph Oelckers 3a6d0b8f84 - more cleanup. 2019-12-29 17:04:38 +01:00
Christoph Oelckers 2e261a7468 - cleanup and removal of unused code.
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers cc332486b4 - cleaned out the 2D drawing code.
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers d80159b76a - use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
2019-12-29 14:35:24 +01:00
Magnus Norddahl 26dbf5fe10 Fix black screen 2019-12-29 05:10:36 +01:00
Magnus Norddahl 7c6dc7a7db Fix premature exit when only one .grp file is available 2019-12-29 04:49:28 +01:00
Christoph Oelckers 737bf15ad8 - added GZDoom's postprocessing/presentation code.
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
2019-12-28 22:36:47 +01:00
Christoph Oelckers f6dee38d28 - route all 2D drawing through the 2D drawer unconditionally.
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers c4219f40be - renamed the project to "Raze". 2019-12-28 14:10:25 +01:00
Christoph Oelckers 1e16998cac - fixed memory leak in savegame menu. 2019-12-28 13:08:34 +01:00
Christoph Oelckers 2b95808d42 - fixed ambient sounds not restarting in DN3D and RR. 2019-12-28 12:59:19 +01:00
Christoph Oelckers d6c129b825 - Hide Exhumed frontend behind a -experimental switch.
Since the NBlood and PCExhumed repos got merged, keeping separate branches may become a bit of a hassle, so now there is only one branch, but this game will not be shown to regular users until it gets more stable.
2019-12-27 23:22:39 +01:00
Christoph Oelckers 93fccfd767 - fixed the fire sound in the intro. 2019-12-27 23:09:05 +01:00
Christoph Oelckers bea7391ac9 - more sound related fixes.
This was messier than I thought.
2019-12-27 22:17:36 +01:00
Christoph Oelckers c41c585c7f Merge branch 'master' into powerslave 2019-12-27 20:06:44 +01:00
Christoph Oelckers affa8240f4 - fixed: Exhumed's ChannelEnded method did not call the super class.
This caused all sorts of audio errors.
2019-12-27 20:05:58 +01:00
Christoph Oelckers 907c2bbe1e - fixed keyboard turning.
Why did it only apply the chance each 4th call instead of doing it smoothly???
2019-12-27 17:35:13 +01:00
Christoph Oelckers c3ba6d00e6 - fixed: forgettable channels must not be tested for sound limits because they no longer have a valid source. 2019-12-27 17:08:48 +01:00
Christoph Oelckers 7e758a5e48 - hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
- fixed per-frame sound system update in Exhumed.

Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers 8e5b9111bd Merge branch 'master' into powerslave
# Conflicts:
#	source/CMakeLists.txt
2019-12-27 15:34:09 +01:00
Christoph Oelckers 6b0711ff0c - put the project's name into a variable so that it doesn't have to be changed everywhere if needed. 2019-12-27 13:52:15 +01:00
Christoph Oelckers 5a853cb196 - gave .natvis file a neutral name. 2019-12-27 13:39:30 +01:00
Christoph Oelckers b307db2346 - renamed internal CMake variables to not contain the project name. 2019-12-27 13:37:39 +01:00
Christoph Oelckers aefb3ec216 - removed obsolete gamemain.cpp 2019-12-27 13:11:48 +01:00
Christoph Oelckers 44ed9d63a7 Merge branch 'master' into powerslave 2019-12-27 10:54:50 +01:00
Christoph Oelckers 1870e1857f - savegame name generation fix for SW. 2019-12-27 10:54:00 +01:00
Christoph Oelckers 9415d0f78b - corrected savegame signatures. 2019-12-27 10:53:47 +01:00
Christoph Oelckers ce1a78fd62 - work on the savegame writer.
It saves, reloading not implemented yet.
2019-12-27 10:52:40 +01:00
Christoph Oelckers a4c5fbe295 - savegame name generation fix for SW. 2019-12-27 10:48:43 +01:00
Christoph Oelckers 3bd36bfb9d - more savegame stuff.
Should be complete now. We'll see...
2019-12-26 23:17:11 +01:00
Christoph Oelckers 79d0818201 - added savegame records for all global data that looks to be game relevant.
The data organization here is a mess, no wonder that this game could only save at the beginning of a level.
Fortunately it's all static so no allocations and pointers to track.
2019-12-26 22:00:04 +01:00
Christoph Oelckers 90fecbc6c0 - removed more unused content. 2019-12-26 19:41:42 +01:00
Christoph Oelckers 7fd86c8640 - config.cpp was also free of actual content. 2019-12-26 18:36:07 +01:00
Christoph Oelckers 25bb94cd94 - reducing the completionist cruft.
The 3 CD related files don't really contain enough code to justify this, merged all non-empty parts into one.
2019-12-26 18:29:10 +01:00
Christoph Oelckers 68a3a60d0b - Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers 6373b75d22 Merge branch 'master' into powerslave
# Conflicts:
#	source/common/gamecontrol.cpp
#	source/common/version.h
#	wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers d473f9c590 - replaced all uses of Bfree with Xfree so they are subjected to debug instrumentation, uses FStrings in a few cases where it made sense.
- fixed: Sound channels weren't freed.
2019-12-26 14:43:44 +01:00
Christoph Oelckers eff25141a0 - little bit of CMake cleanup. 2019-12-26 14:16:00 +01:00
Christoph Oelckers 62e9112133 - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers 7f62208bad - renamed demolition.grpinfo to grpinfo.txt. 2019-12-26 13:31:48 +01:00
Christoph Oelckers d8dfe752b5 - fixed handling of music in Redneck Rampage and Shadow Warrior.
After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
Christoph Oelckers c8edef4e0c - disabled the "User Maps" option pending implementation of a working selection menu for exposing this. 2019-12-26 10:55:43 +01:00
Christoph Oelckers 5dcfa1cb0c - do not use the internal SWCUSTOM.TXT from the Twin Dragon add-on.
There's a second variant without this definition, so this needs to be defined internally, and since it needs to be done internally it may receive proper localization labels.
2019-12-26 10:47:10 +01:00
hendricks266 8e6a54a1e4 Mostly clean up the codebase in preparation for tspritetype != uspritetype
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite

git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/polymer.h
#	source/build/src/engine.cpp
#	source/build/src/engine_priv.h
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/m32common.cpp
#	source/duke3d/src/m32exec.cpp
#	source/duke3d/src/m32structures.cpp
#	source/kenbuild/src/bstub.cpp
#	source/kenbuild/src/game.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
hendricks266 3bbecf84c2 SW: Fix FindDistance3D calls to not z>>4 at the call site
This is handled by the function itself now.

Fixes the distance issue with the ceiling fan.

git-svn-id: https://svn.eduke32.com/eduke32@8525 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:54:17 +01:00
hendricks266 ae94566fb5 SW: Draw the crosshair actually centered
Thanks to Striker for the tip.

git-svn-id: https://svn.eduke32.com/eduke32@8524 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2019-12-26 08:53:36 +01:00
hendricks266 91cbaa1491 Add information to cstat enums
git-svn-id: https://svn.eduke32.com/eduke32@8518 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:49:42 +01:00
hendricks266 846c7eaff2 SW: Run all allocations through Xmalloc et al
git-svn-id: https://svn.eduke32.com/eduke32@8515 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/driver_winmm.cpp
#	source/audiolib/src/flac.cpp
#	source/sw/src/StartupWinController.game.mm
#	source/sw/src/bldscript.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
#	source/sw/src/grpscan.cpp
#	source/sw/src/jbhlp.cpp
#	source/sw/src/rts.cpp
#	source/sw/src/scrip2.cpp
#	source/sw/src/sounds.cpp
2019-12-26 08:47:09 +01:00
hendricks266 33ad4b9860 Fix -Wfallthrough error in gamevars.h
git-svn-id: https://svn.eduke32.com/eduke32@8495 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:26:09 +01:00
Christoph Oelckers 078455659f - fixed incorrect initialization order. 2019-12-26 00:54:21 +01:00
Christoph Oelckers 1a8f11e01d Merge branch 'master' into powerslave
# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/common/menu/menu.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers e3084cd1b1 - ported Exhumed sound to OpenAL.
The regular sounds are not a big deal, but this game contains two special effects that were problematic to port. We'll have to wait and see if they work as intended - the original panning effect is not 3D compatible so I had to redo it.
2019-12-25 23:37:16 +01:00
Christoph Oelckers e180d9afd3 Merge commit '40a533402e443a0de1673543642c892ab9c731fd' into powerslave
# Conflicts:
#	source/audiolib/include/fx_man.h
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/_multivc.h
#	source/audiolib/src/fx_man.cpp
#	source/audiolib/src/multivoc.cpp
2019-12-25 19:24:55 +01:00
Christoph Oelckers 2d7ad75b5f - lightened sound.cpp by deleting all inactive content. 2019-12-25 19:17:06 +01:00
Christoph Oelckers 23bc599468 - fixed recursion issues caused by the plasma generator function performing a busy wait. 2019-12-25 18:57:08 +01:00
Christoph Oelckers 4050ce156f - fixed crash on NAM.
This game contains one sound that made the Voc loader crash.
2019-12-25 17:14:17 +01:00
Christoph Oelckers dd984c94b0 - fixed extended quote management. 2019-12-25 17:13:36 +01:00
Christoph Oelckers 414201e741 - fixed palette translucency after aborting movie playback. 2019-12-25 17:13:10 +01:00
Christoph Oelckers 120a985b98 - disable palette transparency for color 255 when running an animation.
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers b0cefdedce - plugged all memory leaks that were reported with Shadow Warrior when starting the first level. 2019-12-25 11:26:19 +01:00
Christoph Oelckers 5e821de481 - replaced the leaky hash table that was used to handle the animations.
Just replaced with a linear array - for a hash table indexed with a string to be efficient, a much larger amount of data is needed than 20 or 30 entries.
This is also hardly the kind of data where losing a microsecond for performing the search matters.
2019-12-25 09:51:44 +01:00
sirlemonhead 4a31447702 NBlood: Remove std::string from libsmackerdec to fix cutscene crashing with MinGW builds.
# Conflicts:
#	source/libsmackerdec/include/FileStream.h
#	source/libsmackerdec/src/FileStream.cpp
2019-12-25 09:02:18 +01:00
Christoph Oelckers 745d78d8d7 - fixed voxels leaking memory. 2019-12-25 08:57:58 +01:00
Christoph Oelckers efe4261932 - fixed Blood music and movie playback.
I have no idea why the movie code was completely disabled in NBlood, it all works fine...
2019-12-25 01:10:13 +01:00
Christoph Oelckers 5bd32cf769 - fixed: Voxel setup code wasn't called anymore. 2019-12-25 00:30:13 +01:00
Christoph Oelckers 49c49b2672 - read the global settings before presenting the game selection dialog
- deinit the menu in GameMain instead of using atexit.
- gi == null check must include the call to FreeGameData.
2019-12-24 20:06:55 +01:00
Christoph Oelckers 055b310d60 - rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers f65b2c1dcb - disable the allocation breakpoint. 2019-12-24 19:48:26 +01:00
Christoph Oelckers 43033e830a - Blood now also starts the first level without leaks.
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +01:00
Christoph Oelckers 2820dc85a8 - plugged more memory leaks.
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
2019-12-24 18:53:29 +01:00
Christoph Oelckers 1c46c6da9d - more leaks plugged, plus rerouting exception messages to the log window. 2019-12-24 16:30:33 +01:00
Christoph Oelckers 0d908960ed - started fixing memory leaks: Console and clip shapes done. 2019-12-24 16:09:43 +01:00
Christoph Oelckers 58d0585eaa - replaced EDuke's game selector with GZDoom's. 2019-12-24 15:28:00 +01:00
Christoph Oelckers bfb3a797ff - do not send mouse wheel "up" events right after "down".
The input system needs to be able to detect them in a "pressed" state, even though that doesn't physically exist.
2019-12-24 14:02:09 +01:00
Christoph Oelckers e8d7777f4a - mouse input works again after cleaning out the remaining cruft of the old input code. 2019-12-24 13:54:50 +01:00
Christoph Oelckers 1b9a2f5932 - disabled the message entering code.
This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
2019-12-24 13:21:36 +01:00
Christoph Oelckers a870df840e - hooked up the input system and did a major cleanup.
Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
Christoph Oelckers 141887263d - header cleanup 2019-12-23 21:19:42 +01:00
Christoph Oelckers 9ab8a8c737 - refactored the coordinate printout to a stat and removed printext256 and the associated font. 2019-12-23 20:55:12 +01:00
Christoph Oelckers 3b98635170 - removed all remaining references to SDL. The Windows version is now fully native. 2019-12-23 20:03:03 +01:00
Christoph Oelckers 62ecedf1f8 - got it to the point where it can render to the GL surface from the native backend. 2019-12-23 19:37:40 +01:00
Christoph Oelckers a1f7f0cc30 - added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
2019-12-23 15:40:17 +01:00
Christoph Oelckers 6b475417dc Merge branch 'master' into gzbackend 2019-12-23 14:31:31 +01:00
Christoph Oelckers 5c62e9776f - fix for cherry picks. 2019-12-23 14:30:10 +01:00
hendricks266 56e88b33a8 Replace color matching up to index 239 with the engine's fullbright mask
Should improve the color range available to non-Duke editors.

git-svn-id: https://svn.eduke32.com/eduke32@8491 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-23 11:37:00 +01:00
hendricks266 34ef03185d Generate editorcolors[] from vgapal16[] at a better point in the startup process
git-svn-id: https://svn.eduke32.com/eduke32@8490 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/palette.cpp
2019-12-23 11:36:24 +01:00
hendricks266 221e7a6b85 paletteGetClosestColor: I think these < should be <=
git-svn-id: https://svn.eduke32.com/eduke32@8489 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-23 10:59:21 +01:00
hendricks266 0a7f5f558a Rename colmatch functions
git-svn-id: https://svn.eduke32.com/eduke32@8488 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/colmatch.h
#	source/build/src/build.cpp
#	source/build/src/defs.cpp
#	source/build/src/palette.cpp
#	source/duke3d/src/lunatic/dynsymlist_editor.lds
#	source/duke3d/src/lunatic/dynsymlist_game.lds
#	source/duke3d/src/lunatic/engine.lua
#	source/tools/src/transpal.cpp
2019-12-23 10:59:14 +01:00
hendricks266 7db49ea20a Change PaletteIndexFullbrights from uint32_t[8] to uint8_t[32]
git-svn-id: https://svn.eduke32.com/eduke32@8487 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/palette.h
2019-12-23 10:57:11 +01:00
Christoph Oelckers 6e9631f2d8 - fixed all undefined symbols except OpenGLFrameBuffer. 2019-12-23 10:53:58 +01:00
Christoph Oelckers 10683e9123 - added GZDoom's Windows backend code.
Compiles but doesn't link yet.
2019-12-22 20:55:47 +01:00
Christoph Oelckers 773be7db26 - moved around a few bits of code to get rid of winbits.cpp/h. 2019-12-22 18:53:58 +01:00
Christoph Oelckers 3914eb5f85 - set up some basic reverb.
I'm not sure if this is working out as the original "reverb" was just too crappy and generic. It may be best to just disable it.
2019-12-22 17:43:39 +01:00
Christoph Oelckers 417d425f27 - fixed cherry picked commits. 2019-12-22 17:20:13 +01:00
hendricks266 f4fda7e646 SW: Fix crash issues when Track sprites are set up incorrectly
git-svn-id: https://svn.eduke32.com/eduke32@8485 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-22 15:19:55 +01:00
hendricks266 e50cdbad0c SW, KenBuild: Remove some unnecessary #ifdef RENDERTYPEWIN
git-svn-id: https://svn.eduke32.com/eduke32@8482 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/kenbuild/src/config.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
2019-12-22 15:19:15 +01:00
hendricks266 acd56e319a SW: Add tailspritefree to savegames
git-svn-id: https://svn.eduke32.com/eduke32@8481 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/save.cpp
#	source/sw/src/sounds.cpp
2019-12-22 15:16:58 +01:00
hendricks266 f10ea8e630 Add check against MAXVOXELS in qloadkvx
git-svn-id: https://svn.eduke32.com/eduke32@8472 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/engine.cpp
2019-12-22 15:13:30 +01:00
hendricks266 deec38c827 Expose nextvoxid variable
This allows game and defs to not overwrite each other's voxels.

git-svn-id: https://svn.eduke32.com/eduke32@8471 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/kenbuild/src/bstub.cpp
#	source/kenbuild/src/game.cpp
#	source/sw/src/bldscript.cpp
#	source/sw/src/jnstub.cpp
2019-12-22 15:12:49 +01:00
hendricks266 f03bc3656f SW: Add call to palettePostLoadLookups
git-svn-id: https://svn.eduke32.com/eduke32@8469 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/jnstub.cpp
2019-12-22 15:11:13 +01:00
hendricks266 abd79c18c1 Defs: Add tilefromtexture subtoken "ifmatch", with subtokens "crc32" and "size"
git-svn-id: https://svn.eduke32.com/eduke32@8465 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/build.h
#	source/build/src/defs.cpp
#	source/build/src/tiles.cpp
2019-12-22 15:10:24 +01:00
hendricks266 777b895748 Defs: Minor ifcrc cleanup
git-svn-id: https://svn.eduke32.com/eduke32@8464 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/build.h
#	source/build/src/defs.cpp
#	source/build/src/tiles.cpp
2019-12-22 15:07:26 +01:00
CommonLoon102 b7479b567d Revert tiny Caleb flameguy fix (#254) 2019-12-21 10:43:11 +01:00
Christoph Oelckers fffe1753ec - removed a few unused bits of code. 2019-12-19 20:04:17 +01:00
Christoph Oelckers 3cb68b2bf0 - replaced the semi-broken screenshot name generator.
Also took this file out of the 'build' folder, now that all code in here comes from elsewhere.
This also removes a few dead declarations.
2019-12-19 19:47:51 +01:00
Christoph Oelckers ee93c6e366 - fixed voxel lighting.
In all that impenetrable voodoo math from Polymost it picked the wrong vector to calculate the depth of the scene and since I apparently removed the compensation math for the broken shader on the C++ side the calculated value was no longer correct.
That Polymost renderer really needs to go away. :(
2019-12-19 17:51:33 +01:00
Christoph Oelckers a38077a17e - clear the intermittent sound ticker when the sound gets checked. 2019-12-19 12:08:01 +01:00
Christoph Oelckers aa8452a4b0 - backported IsSourcePlayingSomething fix from GZDoom. 2019-12-19 11:47:47 +01:00
Christoph Oelckers c056a53792 - fixed ANM playback in Shadow Warrior and removed the rather pointless caching for the ANM files. 2019-12-19 10:18:05 +01:00
Christoph Oelckers c35ebeadff - fixed: Global sounds were started as 3D if anything but ATTN_NONE was used, regarding in them not playing. 2019-12-19 09:43:43 +01:00
Christoph Oelckers ef01c34346 - fixed status bar initialization for all games.
Also deleted a few obsolete config variables for the old menu.
2019-12-19 09:31:39 +01:00
Christoph Oelckers e348fcb843 - fixed playback on the wrong sound channel. 2019-12-19 09:29:23 +01:00
Christoph Oelckers 92c8e4c110 - maintain ambient sounds in a separate structure. 2019-12-19 01:20:43 +01:00
Christoph Oelckers 52d13f5ee0 - fixed a few sound issues in Shadow Warrior.
Ingame sound appears to be mostly working, menu doesn't yet.
2019-12-18 23:18:23 +01:00
Christoph Oelckers a6395c0ed9 - be gone, MultiVoc. 2019-12-18 22:50:37 +01:00
Christoph Oelckers 2cf9a4a626 - removed leftpver music calls as well.
The code should now be free of the old audio backend.
2019-12-18 22:32:09 +01:00
Christoph Oelckers 3f9657b96a - removed all leftover dependencies on the old sound backend. 2019-12-18 22:24:50 +01:00
Christoph Oelckers 591ace496f - SW sound refactoring complete, not tested yet. 2019-12-18 22:13:19 +01:00
Christoph Oelckers a087d566ee - more refactoring on SW's sound system:
* removed all cases of getting a sound handle and checking it later.
* In particular, refactor the cases where the handle is stored in a static local variable. These are fundamentally unsafe because nothing maintains these local variables.
* finished rewriting the PlaySound function. Let's hope this is what was intended, the entire coding here was not particularly good, mixing high and low level sound handling all on the same level.
* call the update routine each tic and not merely every 4th or 8th one, this kind of granularity was ok in 1997 but not with a modern sound engine.
2019-12-18 19:17:37 +01:00
Christoph Oelckers 43c66d07ae Merge branch 'master' into sound 2019-12-18 11:23:20 +01:00
hendricks266 434ed57337 Fix rotatesprite widescreen pinning in 5:4
git-svn-id: https://svn.eduke32.com/eduke32@8454 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:20:30 +01:00
hendricks266 1ccda16e8e Avoid shadowed variable in dorotatesprite
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8446 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:18:58 +01:00
hendricks266 90412527e0 Improve accuracy of sepldist when one dimension is zero
Backported from Rednukem.

git-svn-id: https://svn.eduke32.com/eduke32@8442 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/common.h
2019-12-18 11:17:37 +01:00
hendricks266 5f748fc17e Expose hitscangoal variable
Backported from NBlood.

git-svn-id: https://svn.eduke32.com/eduke32@8439 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:15:22 +01:00
hendricks266 efc7365df9 Fix the interpretation of old-format PALETTE.DAT
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8436 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/palette.cpp
2019-12-18 11:14:47 +01:00
hendricks266 6eec629cfd Expose blackcol variable, containing the palette index closest to #000000
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8433 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:13:00 +01:00
hendricks266 120a2b4ca7 Remove arbitrary check on numshades == 32
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8432 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:12:41 +01:00
Christoph Oelckers 75c76ccf66 - changed SW's PlaySound interface to take pointers to objects instead of pointers to coordinates.
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
2019-12-18 11:09:01 +01:00
Christoph Oelckers a7075bc1b0 - SW sound WIP
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.

does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers 650b53454d - cleaned up SW sound code a bit and thinned out the original console code 2019-12-17 21:33:53 +01:00
Christoph Oelckers 7916b16efc - fixed undefined behavior with iterating over null unique_ptrs.
I have no idea why this works most of the time - it should crash right away.
2019-12-17 20:08:59 +01:00
Christoph Oelckers 706157d623 - converted Blood's sound system to the OpenAL sound engine.
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00
Christoph Oelckers 4d5755ca67 - update of the sound engine for unlimited channels per source.
Blood needs this.
2019-12-17 00:29:38 +01:00
Christoph Oelckers fa7638c446 - removed the old sound system header from Duke and RR frontends and fixed every report this produced:
* reverb/echo is not yet implemented, so there's two stub functions for now.
* RTS needs to be done differently, because the sound engine cannot play raw buffers without any control data.
2019-12-16 19:18:03 +01:00
Christoph Oelckers fbfb1972b8 - fixed a few places where the wrong sound ID was checked. 2019-12-16 17:41:44 +01:00
Christoph Oelckers 3cba51cfd4 - missed one line. 2019-12-16 17:02:35 +01:00
Christoph Oelckers d24bd0fc14 - added refactored sound code to RR frontend.
- removed most code using the low level sound interface directly from Duke and RR frontends.
2019-12-16 16:18:47 +01:00
Christoph Oelckers a66fc98d24 - a few more tweaks of the sound system.
* removed the distance hack for explosions and replaced it with a lowered attenuation. The distance hack combined with the rolloff hack forced these sounds to always be unattenuated, even when at the far end of a level. Now they fade, but much less than other sounds.
* increased the default NearLimit to 6. For some sounds 4 is not enough and this needs a global limit that works for everything.
2019-12-16 13:41:57 +01:00
Christoph Oelckers b38d8a6dc2 - fixed 16 bit VOC loader. 2019-12-16 13:18:27 +01:00
Christoph Oelckers fd9a3a9f16 - fixed lump filtering. 2019-12-16 13:03:22 +01:00
Christoph Oelckers 84b6a89057 - fixed inconsistent coordinate system transformations
- fixed bad sound ID being passed in S_CalcDistAndAng;
- cleaned up CalcPosVel.
- lowered the volume of unattenuated sounds a bit. They were disproportionately loud compared to the old sound system.
2019-12-16 13:02:43 +01:00
Christoph Oelckers 9adb4dd98d - pass correct sound ID to frontend for position calculation and minor improvements on debug printer. 2019-12-16 12:32:42 +01:00
Christoph Oelckers ea9a84752f - switched the volume slider to the OpenAL backend. 2019-12-16 09:32:58 +01:00
Christoph Oelckers b1b33ef231 - fixed hang with skill sound on game start.
This waits inside code where S_Update wasn't called. To make things clearer the waiting loop was moved closer to where it gets played.
2019-12-16 09:19:04 +01:00
Christoph Oelckers 938db6d35d - sounds in the menu are working now.
Since the in-game sound is paused in the menu these sounds need the CHAN_UI flag to play.
2019-12-16 08:19:57 +01:00
Christoph Oelckers 9b9c009de9 - copybyte is not the same as memcpy.
It should be inlined to use it, though, because homegrown loops for this stuff may have been ok in 1995, but not in 2019.
2019-12-15 21:06:41 +01:00
Christoph Oelckers c9198729b0 - did some tweaks to the sound.
The angle was wrong and the rolloff type apparently as well. It sounds a lot better now, especially after also altering the minimum distance for the rolloff. This one is interesting, it looks like a bug where the desired value was shifted two bits too much, quadrupling the distance where volume reduction starts.
2019-12-15 20:55:15 +01:00
Christoph Oelckers 22ef66209d - sound is finally playing, but the volume needs balancing and positioning doesn't seem to be 100% correct. 2019-12-15 20:16:36 +01:00
Christoph Oelckers 4f9eda189a - a few sounds play, but it's still very buggy. 2019-12-15 19:00:41 +01:00
Christoph Oelckers 38dc39b8cd - got it to start, cannot hear anything... 2019-12-15 17:16:11 +01:00
Christoph Oelckers d7ddd620e4 - added some final missing pieces to the sound code. 2019-12-15 16:32:39 +01:00
Christoph Oelckers a28cd17454 - refactoring of DN3D sound code complete but not tested yet. 2019-12-15 13:34:00 +01:00
Christoph Oelckers 62660e76f3 - sound system rework. Not complete. 2019-12-15 10:00:25 +01:00
Christoph Oelckers dba1a348d5 Merge branch 'master' into sound 2019-12-15 07:57:48 +01:00
nukeykt 9cc8dee5fe Add guard to prevent OOB error 2019-12-15 07:54:29 +01:00
nukeykt 1719b70559 Oops, i've missed do while here
# Conflicts:
#	source/rr/src/game.cpp
2019-12-15 07:54:27 +01:00
Christoph Oelckers d23b4a7e33 - hooked up ZDoom' joystick code and removed the remaining parts of the old MACT input library. 2019-12-14 20:15:15 +01:00
Christoph Oelckers 957d997353 - made joystick configuration menu operational. 2019-12-14 19:21:49 +01:00
Christoph Oelckers 6c1a8fb8c2 - cleaned out a bit more unused code. 2019-12-14 17:47:48 +01:00
Christoph Oelckers 91f83d4c55 - input code cleanup and addition of ZDoom's joystick code, which is not fully connected yet. 2019-12-14 17:15:17 +01:00
Christoph Oelckers 28cbecea67 - fixed some menu issues.
The submenus still do not work. Something's off here.
2019-12-14 13:40:58 +01:00
Christoph Oelckers cc81b95570 - main menu works in the common framework.
The rest is messed up, though. This menu is really on an entirely different level of crappiness, even for a 1995 game.
2019-12-14 12:39:18 +01:00
Christoph Oelckers 5ac0eaad0b - added support data for the Powerslave demo. 2019-12-14 09:48:04 +01:00
sirlemonhead 3265b52c17 Add support for Powerslave demo version
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/grpscan.cpp
#	source/exhumed/src/grpscan.h
#	source/exhumed/src/sound.cpp
2019-12-14 09:32:20 +01:00
nukeykt f2dd7326d0 Backport changes related to timing from mainline
# Conflicts:
#	source/rr/src/game.cpp
2019-12-14 00:21:32 +01:00
nukeykt bff0646263 Recalculate horizycent because ydim can be changed in renderSetTarget 2019-12-14 00:20:58 +01:00
Christoph Oelckers ff91493e39 - this was not correct. 2019-12-14 00:20:03 +01:00
Christoph Oelckers 7e73073103 - Exhumed menu definition. 2019-12-13 21:44:51 +01:00
Christoph Oelckers 0885befe6b - fixed input on the map. 2019-12-13 21:13:42 +01:00
Christoph Oelckers cbfb79977a - adjustments to make it compile with the new menu code. 2019-12-13 21:01:14 +01:00
Christoph Oelckers 052ed5fff7 Merge branch 'master' into powerslave 2019-12-13 20:43:23 +01:00
Christoph Oelckers ddf0babefb - run the input routine.
This was done in faketimerhandler which isn't called anywhere anymore.
2019-12-13 20:10:03 +01:00
Christoph Oelckers 93fc2cb10a - fixed intro movie playback with sound disabled.
It would never do anything because the sound callback cannot make it advance if it isn't called.
Of course without sound it isn't properly synchronized - still better than nothing.
2019-12-13 20:08:42 +01:00
Christoph Oelckers b86d773005 - finally something can be seen...
The intro movie doesn't work without sound...
2019-12-13 18:48:18 +01:00
Christoph Oelckers 0cd7c9a5ae - removed the "configuration" Exhumed came with.
Seriously, what's the point of emulating something this worthless?
All settings have been remapped to the global CVARs.
2019-12-13 18:28:58 +01:00
Christoph Oelckers b13ee90aa0 - first steps trying to get the game to work. 2019-12-13 00:19:34 +01:00
Christoph Oelckers 4d28940d2f - commented stuff out to make it compile. 2019-12-13 00:19:16 +01:00
Christoph Oelckers 773c480940 - this sound system is too insane to be ported. 2019-12-12 21:42:58 +01:00
Christoph Oelckers c5c2873223 - added GZDoom's sound engine.
This is not connected with the games yet.
2019-12-12 19:21:36 +01:00
Christoph Oelckers b5cc3ef883 - moved a few bits of code around in Duke's sounds.cpp.
- refactored the only place in the entire code that used the return of S_PlaySound.
2019-12-12 18:43:27 +01:00
Christoph Oelckers 86dc909559 - added detection logic for zipped versions of the Cryptic Passage add-on for Blood and the Route66 add-on for Redneck Rampage.
- added command line options to load the original file dump of both mods in the game directory.
- both also require loading additional non-standard-named .art files
2019-12-11 23:41:05 +01:00
Christoph Oelckers 7942bc9490 - completed work on Shadow Warrior main menu.
This one will definitely be a problem for localization because the font is extremely large.
2019-12-11 20:35:25 +01:00
Christoph Oelckers 95625567e0 - fixed compile errors. 2019-12-11 18:40:42 +01:00
Christoph Oelckers 3f524d7026 - set currentLevel in SW 2019-12-11 02:30:34 +01:00
Christoph Oelckers 875678f20b - transitioned Shadow Warrior to the global mapinfo 2019-12-11 02:01:11 +01:00
Christoph Oelckers 250dd36289 - this better uses currentLevel for consistency 2019-12-11 01:19:32 +01:00
Christoph Oelckers ec96ae8992 - cleanup of -map setup. 2019-12-11 01:11:35 +01:00
Christoph Oelckers cb051b44ea - removed unused compression records from savegame header 2019-12-11 01:10:59 +01:00
Christoph Oelckers 69fd6cf69d - removed currentBoardFilename
This was only used for displaying the name for user maps, everything else was using other means of getting the data already, and even here currentLevel is better suited.
2019-12-11 01:01:03 +01:00
Christoph Oelckers 5c0cd5114d - transitioned Blood to the common mapinfo system. 2019-12-11 00:57:53 +01:00
Christoph Oelckers cc33c6a0ed - deactivate statistics for user maps.
This really isn't controllable.
2019-12-10 23:11:02 +01:00