Commit graph

15799 commits

Author SHA1 Message Date
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
e345bf389f - removed some inactive pieces of code. 2020-07-28 00:05:56 +02:00
Christoph Oelckers
92d94543e5 - removed the Blood demo code as it won't be usable in this form anyway. 2020-07-28 00:01:16 +02:00
Christoph Oelckers
74c4bbc0e0 - preparations for refactoring Blood's HUD drawer, mainly to pass the palette explicitly to the drawers. 2020-07-27 23:29:10 +02:00
Christoph Oelckers
ecdc92e6b9 - copied some changes to kill count management from DukeGDX. 2020-07-27 20:53:31 +02:00
Christoph Oelckers
8a92ecb70c - some minor reordering of code to only have one call to credLogosDos. 2020-07-27 19:45:34 +02:00
Christoph Oelckers
709dac7c37 - more Polymer leftover. 2020-07-27 19:39:27 +02:00
Christoph Oelckers
c7fca86cf5 - removed incomplete Polymer code from Blood.
Looks like this was abandoned - this was still mostly Duke3D code
2020-07-27 19:38:58 +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
5f14153f3b - deleted declaration of deleted function. 2020-07-27 19:37:59 +02:00
Christoph Oelckers
dcd773ed9d - removed some unused pieces of code. 2020-07-27 19:37:58 +02:00
Christoph Oelckers
4e3ad09d70 - merged 5 more headers into misc.h.
These small header files are really counterproductive, file count has already gone down from 143 to 106.
2020-07-27 19:37:17 +02:00
Christoph Oelckers
b2f794bde5 - cache QAVs outside the file system as well.
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
b804589f81 - implemented a proper cache for Blood's SEQs.
Messing around in the file system cache should be a no-go, so now it's no longer done.
This also allows reenabling the byte swapping needed for Big Endian.
2020-07-27 19:28:54 +02:00
Christoph Oelckers
bbbd7fadbb - merged several of Blood's smaller headers. 2020-07-27 19:17:13 +02:00
Christoph Oelckers
ab9854a215 - merged the 3 sound related headers in Blood. 2020-07-27 19:17:13 +02:00
Christoph Oelckers
dfda0c9cb2 - rewrote Blood's map loader to use FileReader directly instead of implementing its own wrapper around the lump cache.
Also deleting a few other unused files.
2020-07-27 19:17:00 +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
371a808d9e - set MP taunt texts as CVAR defaults to ensure they won't get deleted by user actions. 2020-07-27 18:12:24 +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
Christoph Oelckers
4836744d26 - language update. 2020-07-26 23:27:39 +02:00
Christoph Oelckers
c0d46f6a69 - implemented proper scaling for the status bar.
Addresses #2.
2020-07-26 23:06:27 +02:00
Christoph Oelckers
530debd24b - properly increment the instruction pointer in 'endofgame'.
This made the bosses disappear after death, fixes #38
2020-07-26 21:28:42 +02:00
Christoph Oelckers
102f473821 - clear the input state before starting a cutscene to ensure that it won't get skipped by residual input data. 2020-07-26 19:55:06 +02:00
Christoph Oelckers
8af4cfd772 - skip all 3 parts of the E4 intro together.
Fixes #39.
2020-07-26 18:39:18 +02:00
Christoph Oelckers
b120bade95 - fixed scuba gear display.
Fixes #37.
2020-07-26 18:35:47 +02:00
Christoph Oelckers
feffc7c5c2 - fixed: The level number for a secret exit is 1-based, not 0-based as the internal map data.
Fixes #35.
2020-07-26 18:13:21 +02:00
Christoph Oelckers
c8cde7fb3b - stop sound in all paths of the ANM player.
Fixes #36.
2020-07-26 18:02:24 +02:00
Christoph Oelckers
775eabcd3d - fixed incorrect 'twodonly' flag set for the base palettes.
This let the palette creator skip all translations for the water and slime palette. Fixes #28.
2020-07-26 17:56:33 +02:00
Christoph Oelckers
07a7cade70 - removed dead weaponswitch variable 2020-07-26 17:55:22 +02:00
Christoph Oelckers
f67d3270d8 - fixed a few cheat issues.
Fixes #29.
2020-07-26 17:04:02 +02:00
Christoph Oelckers
5870d3d89d - horizSkew is fixed point, dokneeattack ignored that.
fixes #14
2020-07-26 13:49:25 +02:00
Christoph Oelckers
9b37489e3a - fixed option menu binding command and removed scoreboard until MP is working again
Fixes #26
2020-07-26 12:47:51 +02:00
Christoph Oelckers
af970b091e - set proper game state after ending the level summary screen.
Fixes #20.
2020-07-26 12:43:32 +02:00
Christoph Oelckers
b111ca5f96 - fixed the summary screen animation.
Fixes #21.
2020-07-26 12:31:20 +02:00
Christoph Oelckers
6e276545cd - fixed typo in savegame metadata reader and an issue with code execution order when exiting a level. 2020-07-26 12:15:24 +02:00
Christoph Oelckers
1207e02e5d - removed debug output. Fixes #24. 2020-07-26 11:48:08 +02:00
Christoph Oelckers
54d3d8e96d - play the camera switch sound as a UI sound to reduce problems.
Due to how sound positioning works, doing this in 3D will cause various problems with cameras too far away or random bleeps emanating from the cameras.
2020-07-26 11:44:31 +02:00