Commit graph

9656 commits

Author SHA1 Message Date
hendricks266
deec38c827 Expose nextvoxid variable
This allows game and defs to not overwrite each other's voxels.

git-svn-id: https://svn.eduke32.com/eduke32@8471 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/kenbuild/src/bstub.cpp
#	source/kenbuild/src/game.cpp
#	source/sw/src/bldscript.cpp
#	source/sw/src/jnstub.cpp
2019-12-22 15:12:49 +01:00
hendricks266
f03bc3656f SW: Add call to palettePostLoadLookups
git-svn-id: https://svn.eduke32.com/eduke32@8469 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/jnstub.cpp
2019-12-22 15:11:13 +01:00
hendricks266
abd79c18c1 Defs: Add tilefromtexture subtoken "ifmatch", with subtokens "crc32" and "size"
git-svn-id: https://svn.eduke32.com/eduke32@8465 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/build.h
#	source/build/src/defs.cpp
#	source/build/src/tiles.cpp
2019-12-22 15:10:24 +01:00
hendricks266
777b895748 Defs: Minor ifcrc cleanup
git-svn-id: https://svn.eduke32.com/eduke32@8464 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/build.h
#	source/build/src/defs.cpp
#	source/build/src/tiles.cpp
2019-12-22 15:07:26 +01:00
CommonLoon102
b7479b567d Revert tiny Caleb flameguy fix (#254) 2019-12-21 10:43:11 +01:00
Christoph Oelckers
fffe1753ec - removed a few unused bits of code. 2019-12-19 20:04:17 +01:00
Christoph Oelckers
3cb68b2bf0 - replaced the semi-broken screenshot name generator.
Also took this file out of the 'build' folder, now that all code in here comes from elsewhere.
This also removes a few dead declarations.
2019-12-19 19:47:51 +01:00
Christoph Oelckers
ee93c6e366 - fixed voxel lighting.
In all that impenetrable voodoo math from Polymost it picked the wrong vector to calculate the depth of the scene and since I apparently removed the compensation math for the broken shader on the C++ side the calculated value was no longer correct.
That Polymost renderer really needs to go away. :(
2019-12-19 17:51:33 +01:00
Christoph Oelckers
a38077a17e - clear the intermittent sound ticker when the sound gets checked. 2019-12-19 12:08:01 +01:00
Christoph Oelckers
aa8452a4b0 - backported IsSourcePlayingSomething fix from GZDoom. 2019-12-19 11:47:47 +01:00
Christoph Oelckers
c056a53792 - fixed ANM playback in Shadow Warrior and removed the rather pointless caching for the ANM files. 2019-12-19 10:18:05 +01:00
Christoph Oelckers
c35ebeadff - fixed: Global sounds were started as 3D if anything but ATTN_NONE was used, regarding in them not playing. 2019-12-19 09:43:43 +01:00
Christoph Oelckers
ef01c34346 - fixed status bar initialization for all games.
Also deleted a few obsolete config variables for the old menu.
2019-12-19 09:31:39 +01:00
Christoph Oelckers
e348fcb843 - fixed playback on the wrong sound channel. 2019-12-19 09:29:23 +01:00
Christoph Oelckers
92c8e4c110 - maintain ambient sounds in a separate structure. 2019-12-19 01:20:43 +01:00
Christoph Oelckers
52d13f5ee0 - fixed a few sound issues in Shadow Warrior.
Ingame sound appears to be mostly working, menu doesn't yet.
2019-12-18 23:18:23 +01:00
Christoph Oelckers
a6395c0ed9 - be gone, MultiVoc. 2019-12-18 22:50:37 +01:00
Christoph Oelckers
2cf9a4a626 - removed leftpver music calls as well.
The code should now be free of the old audio backend.
2019-12-18 22:32:09 +01:00
Christoph Oelckers
3f9657b96a - removed all leftover dependencies on the old sound backend. 2019-12-18 22:24:50 +01:00
Christoph Oelckers
591ace496f - SW sound refactoring complete, not tested yet. 2019-12-18 22:13:19 +01:00
Christoph Oelckers
a087d566ee - more refactoring on SW's sound system:
* removed all cases of getting a sound handle and checking it later.
* In particular, refactor the cases where the handle is stored in a static local variable. These are fundamentally unsafe because nothing maintains these local variables.
* finished rewriting the PlaySound function. Let's hope this is what was intended, the entire coding here was not particularly good, mixing high and low level sound handling all on the same level.
* call the update routine each tic and not merely every 4th or 8th one, this kind of granularity was ok in 1997 but not with a modern sound engine.
2019-12-18 19:17:37 +01:00
Christoph Oelckers
43c66d07ae Merge branch 'master' into sound 2019-12-18 11:23:20 +01:00
hendricks266
434ed57337 Fix rotatesprite widescreen pinning in 5:4
git-svn-id: https://svn.eduke32.com/eduke32@8454 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:20:30 +01:00
hendricks266
1ccda16e8e Avoid shadowed variable in dorotatesprite
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8446 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:18:58 +01:00
hendricks266
90412527e0 Improve accuracy of sepldist when one dimension is zero
Backported from Rednukem.

git-svn-id: https://svn.eduke32.com/eduke32@8442 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/common.h
2019-12-18 11:17:37 +01:00
hendricks266
5f748fc17e Expose hitscangoal variable
Backported from NBlood.

git-svn-id: https://svn.eduke32.com/eduke32@8439 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:15:22 +01:00
hendricks266
efc7365df9 Fix the interpretation of old-format PALETTE.DAT
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8436 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/palette.cpp
2019-12-18 11:14:47 +01:00
hendricks266
6eec629cfd Expose blackcol variable, containing the palette index closest to #000000
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8433 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:13:00 +01:00
hendricks266
120a2b4ca7 Remove arbitrary check on numshades == 32
Backported from PCExhumed.

git-svn-id: https://svn.eduke32.com/eduke32@8432 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:12:41 +01:00
Christoph Oelckers
75c76ccf66 - changed SW's PlaySound interface to take pointers to objects instead of pointers to coordinates.
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
2019-12-18 11:09:01 +01:00
Christoph Oelckers
a7075bc1b0 - SW sound WIP
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.

does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers
650b53454d - cleaned up SW sound code a bit and thinned out the original console code 2019-12-17 21:33:53 +01:00
Christoph Oelckers
7916b16efc - fixed undefined behavior with iterating over null unique_ptrs.
I have no idea why this works most of the time - it should crash right away.
2019-12-17 20:08:59 +01:00
Christoph Oelckers
706157d623 - converted Blood's sound system to the OpenAL sound engine.
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00
Christoph Oelckers
4d5755ca67 - update of the sound engine for unlimited channels per source.
Blood needs this.
2019-12-17 00:29:38 +01:00
Christoph Oelckers
fa7638c446 - removed the old sound system header from Duke and RR frontends and fixed every report this produced:
* reverb/echo is not yet implemented, so there's two stub functions for now.
* RTS needs to be done differently, because the sound engine cannot play raw buffers without any control data.
2019-12-16 19:18:03 +01:00
Christoph Oelckers
fbfb1972b8 - fixed a few places where the wrong sound ID was checked. 2019-12-16 17:41:44 +01:00
Christoph Oelckers
3cba51cfd4 - missed one line. 2019-12-16 17:02:35 +01:00
Christoph Oelckers
d24bd0fc14 - added refactored sound code to RR frontend.
- removed most code using the low level sound interface directly from Duke and RR frontends.
2019-12-16 16:18:47 +01:00
Christoph Oelckers
a66fc98d24 - a few more tweaks of the sound system.
* removed the distance hack for explosions and replaced it with a lowered attenuation. The distance hack combined with the rolloff hack forced these sounds to always be unattenuated, even when at the far end of a level. Now they fade, but much less than other sounds.
* increased the default NearLimit to 6. For some sounds 4 is not enough and this needs a global limit that works for everything.
2019-12-16 13:41:57 +01:00
Christoph Oelckers
b38d8a6dc2 - fixed 16 bit VOC loader. 2019-12-16 13:18:27 +01:00
Christoph Oelckers
fd9a3a9f16 - fixed lump filtering. 2019-12-16 13:03:22 +01:00
Christoph Oelckers
84b6a89057 - fixed inconsistent coordinate system transformations
- fixed bad sound ID being passed in S_CalcDistAndAng;
- cleaned up CalcPosVel.
- lowered the volume of unattenuated sounds a bit. They were disproportionately loud compared to the old sound system.
2019-12-16 13:02:43 +01:00
Christoph Oelckers
9adb4dd98d - pass correct sound ID to frontend for position calculation and minor improvements on debug printer. 2019-12-16 12:32:42 +01:00
Christoph Oelckers
ea9a84752f - switched the volume slider to the OpenAL backend. 2019-12-16 09:32:58 +01:00
Christoph Oelckers
b1b33ef231 - fixed hang with skill sound on game start.
This waits inside code where S_Update wasn't called. To make things clearer the waiting loop was moved closer to where it gets played.
2019-12-16 09:19:04 +01:00
Christoph Oelckers
938db6d35d - sounds in the menu are working now.
Since the in-game sound is paused in the menu these sounds need the CHAN_UI flag to play.
2019-12-16 08:19:57 +01:00
Christoph Oelckers
9b9c009de9 - copybyte is not the same as memcpy.
It should be inlined to use it, though, because homegrown loops for this stuff may have been ok in 1995, but not in 2019.
2019-12-15 21:06:41 +01:00
Christoph Oelckers
c9198729b0 - did some tweaks to the sound.
The angle was wrong and the rolloff type apparently as well. It sounds a lot better now, especially after also altering the minimum distance for the rolloff. This one is interesting, it looks like a bug where the desired value was shifted two bits too much, quadrupling the distance where volume reduction starts.
2019-12-15 20:55:15 +01:00
Christoph Oelckers
22ef66209d - sound is finally playing, but the volume needs balancing and positioning doesn't seem to be 100% correct. 2019-12-15 20:16:36 +01:00