Christoph Oelckers
9e81fa89a8
- fixed some of the issues with palette emulation
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* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation
This works a lot better than before but is still not complete.
2020-09-12 21:23:14 +02:00
Christoph Oelckers
222f82304d
- fixed savegame image generation.
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There were two errors:
1. The postprocessor was not run on the generated scene so that the target framebuffer never got set.
2. The generated PNG was not finalized and failed the integrity check of the savegame menu.
Fixes #48
2020-09-12 01:11:32 +02:00
Christoph Oelckers
807dd17165
- forgotten debug output removed.
2020-09-11 21:20:44 +02:00
Christoph Oelckers
1646e302d2
- fixed screenjob fadeout.
2020-09-11 20:55:58 +02:00
Christoph Oelckers
38cc094ac3
- adapt ClearAllInput to new globalized code.
2020-09-10 23:35:42 +02:00
Christoph Oelckers
d5b9a9ee43
Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2
2020-09-10 23:25:43 +02:00
Christoph Oelckers
52cbb5c9dc
- implemented reloading from the last saved game, like in GZDoom.
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Fixes #352
2020-09-10 22:45:42 +02:00
Christoph Oelckers
59eb923c11
- fixed replacement of hires textures.
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Fixes #107
2020-09-10 20:52:40 +02:00
Christoph Oelckers
41a2a63efd
- moved the VP8 decoding loop into the movie player class and got rid of animvpx.
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This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers
83eba019b8
- added support for Megaton's widescreen assets.
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Fixes #386
2020-09-10 00:05:10 +02:00
Mitchell Richters
ee5689b07e
Merge branch 'back_to_basics2' into InputStuffs
2020-09-09 21:04:42 +10:00
Christoph Oelckers
2fc058e487
- don't autosave just after starting a new game.
2020-09-08 23:00:31 +02:00
Mitchell Richters
b72a3326d0
Merge branch 'back_to_basics2' into InputStuffs
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# Conflicts:
# source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
d011a16c5b
- added a menu option for WT's music switch.
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Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers
298949ceb8
- more compat.h cleanup
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Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
ec1c42b04a
- got rid of common.h
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All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
8d2d36457f
- consolidated the map name display on startup
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Fixes #275
2020-09-08 18:28:41 +02:00
Christoph Oelckers
d1f1bf2ae1
- fixed icorrect validation of give ccmd
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Fixes #379
2020-09-08 16:18:17 +02:00
Mitchell Richters
92443806af
Merge branch 'back_to_basics2' into InputStuffs
2020-09-08 06:26:32 +10:00
Christoph Oelckers
703b142bad
- added a CVAR to disable WT's ogg music and a fallback for when it cannot be found.
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Fixes #354
2020-09-07 21:26:07 +02:00
Christoph Oelckers
e4fa695b57
- fixed the movement factor for automap panning.
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Fixes #363
2020-09-07 20:39:07 +02:00
Christoph Oelckers
9bb99e5c05
- fixed 361 - togglerotate CCMD still had some bugs.
2020-09-07 19:56:28 +02:00
Mitchell Richters
6e6373deda
- SW: Remove camq16*
variables from game and backend code that supported them.
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* `cl_syncinput 0` is very raw at the moment.
2020-09-07 08:40:14 +10:00
Mitchell Richters
fa9fa88fce
Merge branch 'back_to_basics2' into InputStuffs
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# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/duke3d.h
# source/sw/src/input.cpp
# source/sw/src/player.cpp
2020-09-07 07:51:37 +10:00
Christoph Oelckers
e63e134195
- fixed automap follow mode and added some menu entries for the new options and key bindings.
2020-09-06 23:12:47 +02:00
Christoph Oelckers
2d547a4ef1
- re-added the sprite drawer for Duke's automap.
2020-09-06 21:31:05 +02:00
Christoph Oelckers
9d39f770d4
- reimplemented player sprite display on Blood's automap.
2020-09-06 21:15:59 +02:00
Christoph Oelckers
18b39fd952
- first stage of generic automap code.
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Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
e8452a79e8
- implemented the automap serializer.
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Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Christoph Oelckers
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00
Mitchell Richters
290e615807
- Move Duke's input scaling for unsynchronised input to backend as InputScale()
.
2020-09-06 20:19:26 +10:00
Mitchell Richters
722537a1f0
- InputState: Make CONTROL_GetInput()
return an object instead of accepting a pointer and provide to games as a function parameter.
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* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers
a6c92aec64
- removed all automap code from SW and the flat drawer from the backend.
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This should have been the last parts of automap code.
Now on to rebuild this thing in a cleaner fashion...
2020-09-06 12:14:08 +02:00
Christoph Oelckers
8f6f368445
- cleaned out the remaining parts of automap handling in Duke and Exhumed.
2020-09-06 10:42:39 +02:00
Christoph Oelckers
c1a995822d
- took all automap related code out of Duke's game module.
2020-09-06 10:08:47 +02:00
Christoph Oelckers
36b9ac54b7
- added a parser for World Tour's language files.
2020-09-05 21:33:04 +02:00
Christoph Oelckers
8dfb7967e2
- use a more precise timer for Exhumed's text scroller.
2020-09-05 20:31:45 +02:00
Christoph Oelckers
a7b198d7ee
- Stop music when ending a level, or when going back to the menu in Blood. Also play the sound on Blood's summary screen as an UI sound.
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Fixes #349
2020-09-05 19:20:25 +02:00
Christoph Oelckers
f36ac1dc90
- fixed issues with console on top of intermissions not appearing.
2020-09-05 18:41:18 +02:00
Christoph Oelckers
443ddf670b
- let the ANM player wait until the sound has finished if it has reached the last frame before the sound ends.
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In Shadow Warrior there's a few where the sound plays a bit longer than the video.
Fixes #341
2020-09-05 18:14:50 +02:00
Christoph Oelckers
27acd430aa
- reset the screen job clock when advancing.
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Fixes #347
2020-09-05 17:37:37 +02:00
Christoph Oelckers
fa50cde93f
- fixed skill selection in Duke.
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Screw these old shadowing menu variables. Well, the one for skill is gone now.
Fixes #344
2020-09-05 16:31:01 +02:00
Christoph Oelckers
9af093b818
- fixed screen job timer when paused
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Fixes #343
2020-09-05 16:21:53 +02:00
Christoph Oelckers
e0b4dde3cd
- fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
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Fixes #320
2020-09-05 15:59:32 +02:00
Christoph Oelckers
c1786001b2
- route all game state changes through game actions.
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This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
7a5dca7d5d
- renamed startgame CCMD to levelstart.
2020-09-05 14:02:07 +02:00
Christoph Oelckers
32ec9ff369
- consolidated crosshair drawing and added ZDoom's crosshair code.
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For Exhumed this is the default, for the other games it is an option.
Fixes #269 .
2020-09-05 13:57:26 +02:00
Christoph Oelckers
b23424485a
- re-implemented VP8 support.
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Since the decoder cannot handle sound, there's two options:
1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes #133
2020-09-05 11:58:19 +02:00
Christoph Oelckers
80cea90854
- implemented zoom by mouse wheel for the automap.
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Fixes #121
2020-09-05 09:10:24 +02:00
Christoph Oelckers
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +02:00