Commit graph

430 commits

Author SHA1 Message Date
Christoph Oelckers
0ac11955df - improve message spam prevention. 2020-07-30 21:09:11 +02:00
Christoph Oelckers
6980c64f7b - BONUS_SPEECH1-4 are not continuous.
Fixes #83
2020-07-30 18:36:52 +02:00
Mitchell Richters
02dfa10d27 - remove redundant if statement left over from 2260c2353d. 2020-07-30 08:49:01 +10:00
Mitchell Richters
2260c2353d - re-factor interpolation backups into discrete functions for calling from multiple places.
Fixes #66.
2020-07-30 08:24:27 +10:00
Christoph Oelckers
347ed51036 - refactored Blood's main loop.
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00
Christoph Oelckers
0958bccade Disabled all adult censoring in Duke and RR.
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
5faf202b97 - fixed missing speech at the end of E1L2.
This was caused by a broken check for adult mode.
Fixes #33.
2020-07-29 22:40:29 +02:00
Christoph Oelckers
e9b3e8ae09 - when in single player, always play talk sounds from the player actor.
It seems some places manage to play these sounds from undefined actors that may or may not be in range.
Fixes #75
2020-07-29 22:26:14 +02:00
Christoph Oelckers
a861126657 - fixed incorrect sprite being passed to reactor() function. 2020-07-29 20:59:32 +02:00
Christoph Oelckers
bd3b2bc5bf - always align the "loogies" to a virtual 320x200 screen to render them consistently. 2020-07-29 20:04:57 +02:00
Christoph Oelckers
fb184388a2 - un-spam the "protective boots on" message
Fixes #72
2020-07-29 19:38:21 +02:00
Christoph Oelckers
5776f69d92 - transfer palette to gibs for LIZTROOP
EDuke did it for all actors - not sure if that is right. Needs checking.
2020-07-29 19:31:24 +02:00
Mitchell Richters
9f391c3e9f - possible fix for continual rotscrnang thrashing when dead that was reported in #66. 2020-07-29 18:57:06 +10:00
Mitchell Richters
9c1faaa3ac - scaling consistency changes from uplifting Redneck Rampage HUDs. 2020-07-29 18:36:50 +10:00
Mitchell Richters
d72e69ac55 - FullscreenHUD1 tweaks for Redneck Rampage. 2020-07-29 18:36:23 +10:00
Mitchell Richters
f2fca857be - FullscreenHUD2 tweaks for Redneck Rampage. 2020-07-29 15:38:56 +10:00
Mitchell Richters
b77a0809fa - Statusbar tweaks for Redneck Rampage. 2020-07-29 15:09:08 +10:00
Mitchell Richters
742fab83df - properly scale imgWeap x position based on length of ammo string.
* Simple divisor based on length of string was insufficient, ammo sprite was too close to ammo count when ammo string length was 1-2.
* Using chain-cannon with ammo levels at 100, 10 and 1, at 2560x1440 the sprite is always 48px from the 1 in the ammo count.
2020-07-29 14:13:35 +10:00
Mitchell Richters
72c4a5281c - move inventory item used amount down 0.5px in Duke FullscreenHUD1 to perfectly line it up. 2020-07-29 09:17:57 +10:00
Mitchell Richters
1fc117341e - add oq16ang to weaponhit struct to allow interpolation of security cameras at full precision.
* Improves implementation from f64083bda9.
2020-07-29 08:39:33 +10:00
Mitchell Richters
843cc94b6f - readability improvements for all the long-winded interpolation code. 2020-07-29 07:10:28 +10:00
Mitchell Richters
f64083bda9 - backport camera interpolation from DukeGDX. Fixes #63. 2020-07-29 06:57:01 +10:00
Christoph Oelckers
10e4482245 - fixed counter on summary screen. 2020-07-28 22:37:11 +02:00
Mitchell Richters
c26ab9fc36 - left-align health and armor values. Proportionally space ammo sprite depending on length of ammo string (15px * format.Len()). 2020-07-28 22:19:13 +02:00
Mitchell Richters
23c24b01a4 - new alignment for Fullscreen HUD1. 2020-07-28 22:19:13 +02:00
Mitchell Richters
6626323e3e Revert "- possible fix for continual rotscrnang thrashing when dead that was reported in #66." What was I thinking?
This reverts commit e019939590.
2020-07-29 05:50:19 +10:00
Mitchell Richters
9b51e29d20 Revert "Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?"
This reverts commit 3b522e4c50.
2020-07-29 05:50:06 +10:00
Mitchell Richters
3b522e4c50 Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?
This reverts commit 34b213a99f.
2020-07-29 05:49:38 +10:00
Christoph Oelckers
ea28356971 - avoid spamming the "Squished!" message. 2020-07-28 21:44:55 +02:00
Christoph Oelckers
34b213a99f - removed duplicate application in moving down code for the jetpack.
Fixes #62
2020-07-28 21:41:37 +02:00
Mitchell Richters
e019939590 - possible fix for continual rotscrnang thrashing when dead that was reported in #66. 2020-07-29 05:37:46 +10:00
Christoph Oelckers
7e8688ae2d - fixed snd_channels menu entry.
Fixes #57
2020-07-28 20:59:17 +02:00
Christoph Oelckers
d531f4b029 - reduce message spam when holding down the quick_kick button.
If not kept in check this will flood the console with endless messages.
2020-07-28 20:43:33 +02:00
Christoph Oelckers
a2ff8b3354 - removed JFDuke-based kill count reduction for slimers because it doesn't seem to work right. 2020-07-28 20:31:08 +02:00
Mitchell Richters
27b3c8e0f8 - fix interpolation for p->q16rotscrnang. Setting p->oq16rotscrnang in displayrooms() (at frame rate) isn't where it should be done. 2020-07-28 22:24:30 +10:00
Mitchell Richters
f49ded7962 - make cl_syncinput work for Duke.
* Current setup was broken and unusable.
* Fixed interpolation issues.
* Only call `GetInput()` at frame-rate when `cl_syncinput` is 0.
* Create `oq16look_ang` and interpolate it for enhanced smoothness.
* Always reset `horizAngleAdjust` and `horizSkew` in `processinput_d()`.
* Don't pre-scale `sb_avel` in `processinput_d()` and `processinput_r()`.
* Promote `p->angvel` from short to fixed_t.
* Don't descale `sync[snum].q16horz` in `processinput_d()` and `processinput_r()`.
* Ensure `false` bool is provided to `sethorizon()` call  in `processinput_d()` and `processinput_r()`.
* Reset `p->q16angvel` in `resetplayerstats()`.
2020-07-28 22:12:09 +10:00
Mitchell Richters
158fd46581 - change Duke's synchronized_input to CVAR cl_syncinput. 2020-07-28 21:38:28 +10:00
Mitchell Richters
4a3366d798 - slight pixel tweaks to FullscreenHUD2 and original status bar. 2020-07-28 16:47:34 +10:00
Mitchell Richters
ea98978ae7 - move p->wackedbyactor chase-cam code into applylook() for increased smoothness. 2020-07-28 12:30:09 +10:00
Mitchell Richters
baed75ff8a - move p->actorsqu angle changes from moveplayers() to applylook() so that it can be applied when not running synchronous input.
Fixes #54.
2020-07-28 12:21:35 +10:00
Christoph Oelckers
ecdc92e6b9 - copied some changes to kill count management from DukeGDX. 2020-07-27 20:53:31 +02:00
Christoph Oelckers
218a9c84fd - removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved. 2020-07-27 19:38:41 +02:00
Christoph Oelckers
aea6467d00 - call D_ProcessEvents in Blood's main loop. 2020-07-27 19:12:49 +02:00
Christoph Oelckers
63f4d82aeb - removed the 8 pixel offset for the Scuba Gear in display modes with reduced viewport size.
I have no idea why this was originally done, it makes no sense.
Fixes  #50
2020-07-27 18:59:05 +02:00
Christoph Oelckers
94b445db26 - The bonus screen's counter is a bit broken so help it to actually play Duke's speech.
(Hopefully) fixes #44
2020-07-27 18:17:40 +02:00
Christoph Oelckers
400169ef5e - do not activate the inventory when giving all items.
Fixes #45
2020-07-27 18:02:39 +02:00
Christoph Oelckers
d177b0cd29 - fixed hud_messages 1 not sending messages to the notfy display.
Fixes #43
2020-07-27 17:56:55 +02:00
Christoph Oelckers
2d3bf87eff - ported EDuke32's trip bomb fix
Still needs to be tested.
2020-07-27 17:52:17 +02:00
Mitchell Richters
4dc161cc08 - fix hands for Duke3D while shrunken. Unsure how to trigger this code path in RR, but for Duke3D hud_draw() is only used when drawing the fists.
* Fixes #40.
2020-07-27 18:39:33 +10:00
Mitchell Richters
31b7e7fa3d - revert some inline if statement conversions when re-creating dobonus() as a ScreenJob.
* Inline if statements were applying `DrawTexture()` calls to cases where they were not being called before, affecting animation.
* Repaired issue where with high frame rates, the code behind `if (totalclock > (1000000000L) && totalclock < (1000000320L))` wasn't triggered because `totalclock` hadn't become `1000000001` yet.
* Fixes #34.
2020-07-27 17:51:36 +10:00