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
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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
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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
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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
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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
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# 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
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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 <=
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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
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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
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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
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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
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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
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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
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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
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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"
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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
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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
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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
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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
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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
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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
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* 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