Christoph Oelckers
96200d9e25
- wall sprite positioning tweaks.
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Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
2021-06-08 22:43:11 +02:00
Christoph Oelckers
44daf649cd
- fixed bad interpolation setup.
2021-06-08 22:42:02 +02:00
Christoph Oelckers
b6c7ee1a94
- WH2 font fixes and translation setup.
2021-06-05 22:23:28 +02:00
Christoph Oelckers
8e513429ad
- WH: fixed the font setup and set proper scaling value.
2021-06-05 22:08:14 +02:00
Christoph Oelckers
8c020059ac
- WH: added the second fullscreen HUD
2021-06-05 21:40:01 +02:00
Christoph Oelckers
d189fbf5ca
- WH: first overlay HUD variant and window frame.
2021-06-05 20:10:34 +02:00
Christoph Oelckers
dfbfd8369e
- WH: fixed statusbar layout
2021-06-05 19:09:45 +02:00
Christoph Oelckers
bd1c37960f
- display the status bar.
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It's totally broken, but at least a start.
2021-06-05 16:59:41 +02:00
Christoph Oelckers
d35092698d
- Witchaven: fix status bar code so that everything compiles again.
2021-06-03 19:42:49 +02:00
Christoph Oelckers
4b7c1bd37e
- WH: Init fixes and cleanup.
2021-06-03 17:21:31 +02:00
Christoph Oelckers
095391ed3a
- WH: interpolation
2021-06-03 17:21:10 +02:00
Christoph Oelckers
fc5e0ae229
- removed WH's empty 2d.cpp file.
2021-06-03 16:34:57 +02:00
Christoph Oelckers
66b87240ac
Revert "- Exhumed: precache all frames of tile animations."
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This reverts commit 89344a6023
.
This got in by accident - the backend already takes care of animations.
2021-06-03 16:22:24 +02:00
Christoph Oelckers
198fbf9297
Merge branch 'master' into whaven
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# Conflicts:
# source/core/screenjob.cpp
# source/core/searchpaths.cpp
2021-06-03 08:52:19 +02:00
Christoph Oelckers
89344a6023
- Exhumed: precache all frames of tile animations.
2021-06-02 21:31:38 +02:00
Christoph Oelckers
207298aeb4
- fixed compilation (again.)
2021-06-02 21:00:39 +02:00
NoOneBlood
73683b3ebe
Remove viewSetSystemMessage() when setting dude flags via command
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# Conflicts:
# source/blood/src/nnexts.cpp
2021-06-02 20:52:49 +02:00
Christoph Oelckers
86082d4c10
- fixed last commit
2021-06-02 20:52:48 +02:00
NoOneBlood
f433c6ee11
Use dude physics as base for debris physics
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Remove dude flags commands
Update kModernSlopeChanger
Add stealth dude flag
Update for sector pause/continue motion
# Conflicts:
# source/blood/src/db.h
# source/blood/src/nnexts.cpp
# source/blood/src/nnexts.h
# Conflicts:
# source/blood/src/nnexts.cpp
2021-06-02 20:52:48 +02:00
Christoph Oelckers
7fa690082e
- fixed cherry picked commit.
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# Conflicts:
# source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
NoOneBlood
3a59243ea0
- Fixed getPlayeById() function in multiplayer.
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- Fixed debris physics flags was not properly reset on level restart.
- Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
- Allow to drop items and keys for players in multiplayer (gModernMap only).
- Added event commands to manipulate dude flags.
- Patrol enemies (xsprite.dudeFlag4, gModernMap only):
- Added path markers following.
- Added stealth mechanics.
- Added spot target progress bar.
- Added alarm dude flag.
- Added blind dude flag.
- Added deaf dude flag.
- Added conditions for kModernCondition related to patrol enemies.
- kModernDamager can work like generator and damage anyone in sectors or in map.
- kSectorDamage is not does the damage if in Off state (gModernMap only).
- Additional options kModernSeqSpawner.
- Effects that created with kModernEffectSpawner now inherits offset of the sprite.
- Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
- Various minor fixes.
# Conflicts:
# source/blood/src/ai.cpp
# source/blood/src/common_game.h
# source/blood/src/eventq.cpp
# source/blood/src/nnexts.cpp
# source/blood/src/nnexts.h
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# Conflicts:
# source/games/blood/src/ai.cpp
# source/games/blood/src/nnexts.h
# Conflicts:
# source/games/blood/src/actor.cpp
# source/games/blood/src/ai.cpp
2021-06-02 20:51:47 +02:00
Christoph Oelckers
c4fa99c891
- ProcessTouchObjects
2021-06-02 20:44:55 +02:00
Christoph Oelckers
f7668fc074
- first pass over ProcessTouchObject
2021-06-02 20:44:54 +02:00
Christoph Oelckers
a7572bca0a
- actImpactMissile.
2021-06-02 20:43:14 +02:00
Christoph Oelckers
f96521a7f4
- fixed: Floor sprites must set their view orientation.
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The translucent element sorter needs this to operate properly.
2021-06-02 20:32:35 +02:00
Christoph Oelckers
3c5ef9c8e6
- properly render geometry that's fully shrouded in fog.
2021-06-01 21:48:39 +02:00
Christoph Oelckers
22364ff2f8
- enabled saveloadconfirmation menu option.
2021-06-01 21:27:19 +02:00
Christoph Oelckers
dc846dcd49
- Duke: avoid clipping against self when executing script logic for floor sprites.
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A good place to see the result is a kitchen knife in E4L2 that went missing due to the faulty check.
2021-06-01 21:21:39 +02:00
Christoph Oelckers
f0d2aef9d9
- fixed hires replacements for colorized font characters.
2021-06-01 11:29:39 +02:00
Christoph Oelckers
454816299e
- reorganized loading of textures.
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Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.
All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
a0bf16d8fe
- let Twin Dragon load the regular sw.def file.
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TwinDrag.def is just some leftover SWP stuff in one of the available GRPs and should not be used.
2021-05-31 23:38:49 +02:00
Christoph Oelckers
8b507ed606
- enabled the ENDOOM-like text screens when quitting Duke and SW.
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Turned out that all they needed was the font.
2021-05-31 23:16:52 +02:00
Christoph Oelckers
e9dad5b298
- activated the language menu for the already completely translated languages
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DE, PT and RO at this time.
2021-05-31 21:26:35 +02:00
Christoph Oelckers
1636ddc00e
- set the main resource file's index in the file system.
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Some checks need this.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
9ab24f6031
- make sure that substitution remaps work in Duke's menus.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
25e57763af
- implemented substitution for incomplete fonts.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
8900cc2f2e
- cleanup of automap label printing.
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Moved larger parts of the font selection logic into common code.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
ee60a92b69
- removed debug output.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
9c60ab791b
- implemented all needed font overrides for localization.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
d174b61c3c
- allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
90bcba302e
- layout adjustments for localized texts.
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In particular SW's main menu was far too tightly spaced, allowing no room for accents.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422
- moved all font setup out of the C++ code.
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All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93
- added internationalized fonts.
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This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
cd56fd66d2
- RR: fixed advanced notify display's font size.
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At some point the scale multiplier must have gotten lost, which with the twice as large fonts in this game resulted in text being too large.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
f97b4e830d
- pass fonts instead of indices to Blood's viewDrawText function.
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As preparation for building a proper font system.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
d7e1707b37
- removed the Doom specific font init code.
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This has no use in Raze and only got in the way by enforcing unwanted defaults.
2021-05-31 21:20:28 +02:00
sinisterseed
64a3c5aac8
- expose the HQ resize options to the menu.
2021-05-29 15:58:31 +03:00
Christoph Oelckers
a7921e4c01
- use the same formula as Duke to offset SW's shadows in Polymost.
2021-05-29 14:04:57 +02:00
Christoph Oelckers
39b84c4063
- don't use DI_ITEM_RELCENTER for Blood's animated heart.
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It does not look right for this sprite.
2021-05-29 13:42:00 +02:00
Christoph Oelckers
1ea09cd3d2
- removed bogus assert in SW's track setup.
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One of the stock maps (WT $airport map.) triggers this assert so it cannot remain.
2021-05-29 13:22:14 +02:00