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
775c4a3b51
- fixed explosions in World Tour.
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A classic result of trying to add new stuff to Duke's spaghetti code, shit like this would not happen if this code wasn't this poorly structured.
Fixes #360 and most of #357
2020-09-07 21:00:27 +02:00
Christoph Oelckers
de7da0d4d7
- fixed: The summary screen in Duke and RR was blocking without explicit user input.
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It must check for the actual sound that was played, because at least in Duke the looping music is still playing.
Fixes #367
2020-09-07 20:09:53 +02:00
Christoph Oelckers
fc435565af
- always use the narrow status bar for overlay mode.
2020-09-07 19:43:46 +02:00
Christoph Oelckers
bd183ad682
- fixed World Tour weapon display and property parsing, resulting in incorrect ammo count for the flamethrower.
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Fixes #356
2020-09-07 00:45:11 +02:00
Christoph Oelckers
0c60b28ea1
- fixed positioning of World Tour status bar
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Fixes #355 .
2020-09-06 23:54:40 +02:00
Christoph Oelckers
cbbbe2a09b
- Duke+RR: Don't quit the level summary screen through timeout when a sound is still playing.
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Fixes #359
2020-09-06 23:23:17 +02:00
Christoph Oelckers
1060d74e08
- SW's automap sprite drawer.
2020-09-06 21:50:02 +02:00
Christoph Oelckers
2d547a4ef1
- re-added the sprite drawer for Duke's automap.
2020-09-06 21:31:05 +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
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00
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
d61d279168
- excised Blood's entire automap code.
2020-09-06 10:59:45 +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
d947cc4765
- also took out the zoom variable so that no automap data remains in the playsim code.
2020-09-06 10:22:05 +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
dc0968bf61
- fixed fog on RRRA E2L1
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Fixes #183
2020-09-05 23:20:48 +02:00
Christoph Oelckers
7dbae8b8f4
- enabled autosaves.
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Fixes #55
This only creates them but does not auto-resume from them.
2020-09-05 22:39:27 +02:00
Christoph Oelckers
45882a02cc
- fix WT level name display.
2020-09-05 22:14:00 +02:00
Christoph Oelckers
8b2302ec67
- backslash eradication in sound definitions.
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World Tour does this badly, even using double backslashes.
2020-09-05 22:01:19 +02:00
Christoph Oelckers
d5b7935ca1
- fixed the CON parser to treat tabs as whitespace.
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Fixes #287 .
World Tour starts now but still has issues.
2020-09-05 21:53:48 +02:00
Christoph Oelckers
607d30ef8e
- fixed broken end of level timer in Duke.
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Fixes #342
2020-09-05 17:56:35 +02:00
Christoph Oelckers
55c7c56709
- fixed bad sound check in Duke's E3 ending.
2020-09-05 17:56:09 +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
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
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
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +02:00
Christoph Oelckers
fd2ce0321e
- transitioned SW to level change event system
2020-09-04 21:15:15 +02:00
Christoph Oelckers
97f395bd72
- transitioned Blood to the new level change messaging system
2020-09-04 20:46:44 +02:00
Christoph Oelckers
77f96a1c75
- fixing some issues. Level transitions in Duke are working now.
2020-09-04 19:43:36 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Christoph Oelckers
8f0a885f63
- route 'give' through the network for all games.
2020-09-03 17:39:41 +02:00
Christoph Oelckers
fb334e7f1a
- transitioned Blood's give command and changed SW's not to call the cheat handler.
2020-09-03 16:31:31 +02:00
Christoph Oelckers
3e5e956b72
- run most cheats through the network.
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The remaining excpetions are the "give" CCMD and any level change action.
Unfortunately the implementation of most cheats is not multiplayer safe so right now it'd only be useful for demo recording (assuming that worked to begin with... ;))
2020-09-03 01:32:51 +02:00
Christoph Oelckers
a0874a26a7
- noclip cheat and splitting of Exhumed's cheat code into its own file.
2020-09-03 00:41:32 +02:00
Christoph Oelckers
66bf8113b8
- implemented the 'god' cheat as a network command.
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This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Christoph Oelckers
e19923ce4b
- removed setGameClockStart.
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This won't be needed anymore.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
aabbbcb2ff
- reset the network timer after lengthy operations.
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This includes loading a level and busy-waiting for a sound to play.
Also block these loops and the sounds they wait for in network games to avoid problems from longer delays here.
The problem seems to be directly inherited from ZDoom which shows the same issue with screen wipes.
Fixes #297
2020-09-02 10:00:07 +02:00
Christoph Oelckers
e5612b82c7
- fixed: The tile manager created its backup arrays before loading .def files.
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This could let such textures disappear with the new main loop.
2020-09-02 00:36:49 +02:00
Mitchell Richters
1354d52c05
- Major cleanup of Q16.16 utilisation within games and engine.
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* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
3204a3e5fc
- negated the meaning of SB_AIMMODE.
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This is because 'classic' aim mode will reset the view if the mouseaim key is not pressed.
The problem with this is that an empty input packet will trigger a view reset. If the meaning is inverted the default aim mode is free mouse view which doesn't try to alter any view state and is therefore preferable for an empty packet.
Fixes #292
2020-08-31 20:51:22 +02:00
Christoph Oelckers
ac5abd8aac
- removed ready2send variable.
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It's a leftover from the old netcode.
2020-08-31 20:25:08 +02:00
Christoph Oelckers
827c406437
- don't play activation sound when not having a Holoduke powerup.
2020-08-31 20:04:20 +02:00
Christoph Oelckers
f0ca87dc82
- fixed mixed up Holoduke messages.
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Fixes #289
2020-08-31 20:01:55 +02:00
Christoph Oelckers
e5d963c515
- refactored third person view to only access the clock in its worker function
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Timer values in interface code are undefined, these should not access anything that changes at real time.
Also use smoothratio to do the calculation in frame time, not tic time.
2020-08-31 19:27:22 +02:00
Christoph Oelckers
a8bb6ba515
- base the turbo turn timer on the actual level tic rate
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This has a threshold that could lead to different behavior, depending on whether synchronized or unsynchronized input is used, it also used an undefined state of gameclock for its calculations.
By basing this on the levelclock consistency is ensured.
2020-08-31 19:23:05 +02:00
Christoph Oelckers
71c3441b1e
- transitioned cloudclock.
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This timer runs at 60 Hz in the render code, so it needs to take smoothratio into account.
2020-08-31 19:22:21 +02:00
Christoph Oelckers
9a208185d6
- levelclock increment after tick.
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This ensures that the first tick always gets a value of 0.
2020-08-31 19:21:02 +02:00
Christoph Oelckers
bf4f538c61
- a few more places where gameclock could be substituted.
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Nothing here needs higher precision.
2020-08-31 19:20:04 +02:00