Christoph Oelckers
a594ba32d4
- added assignment to an unused scratch variable to the InitActor*Noise functions.
...
They are used a state identifiers but identical content-wise so MSVC's linker would merge them all together into one if some code wasn't added to make them different.
A global check for the scratch variable was added in a harmless place to ensure that whole program optimization algorithms won't optimize it out anyway after discovering that the variable is never used.
2020-02-02 08:53:28 +01:00
Christoph Oelckers
0e1eeea037
- use the game palette directly for palette lookups.
...
The setup here is far too messy for having a copy in a better format - it can be changed in some non-obvious places.
2020-02-01 23:05:43 +01:00
Christoph Oelckers
1cce5d8de2
- fixed RR was still generating input events when the game was paused.
2020-02-01 13:07:58 +01:00
Christoph Oelckers
77ad7dfb81
- fixed incomplete savegame restoration from inside the game.
...
This now quits the game loop instead of trying to set up the loaded level from inside it.
2020-02-01 10:50:40 +01:00
Christoph Oelckers
4bf519dcb0
- fixed copy/pasted broken 'map' CCMD.
2020-01-30 20:25:52 +01:00
Christoph Oelckers
a32da009bd
- moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer.
2020-01-29 19:06:26 +01:00
Christoph Oelckers
8657ecb35d
- implemented 'map' CCMD for all games.
2020-01-28 11:20:30 +01:00
Christoph Oelckers
9ca1e56713
- added extended sound lookup as well plus menu options.
2020-01-27 22:29:45 +01:00
alexey.lysiuk
5510df77be
- streamlined CMake configuration of game libraries
...
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Rachael Alexanderson
1c8c2543cb
- fixed: Shadow Warrior: End sequence was still 'hung'
2020-01-27 11:11:21 -05:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
fd1e63b996
- allow skipping in the end of game sequence.
2020-01-24 21:41:47 +01:00
Christoph Oelckers
08e69b1d2e
- fixed missing messages in Shadow Warrior.
2020-01-24 19:51:06 +01:00
Rachael Alexanderson
69ebd9a95d
- update shadow warrior's PutStringInfo to put newlines in the console automatically (it was this, or update every use of PutStringInfo to have them)
2020-01-23 13:05:09 -05:00
Rachael Alexanderson
52897c0cbb
- complete the "give" commands for Shadow Warrior
...
- add a "levelwarp" cheat for Shadow Warrior
2020-01-23 12:56:19 -05:00
Rachael Alexanderson
ae001b6cda
- oops, missing files
2020-01-23 07:13:20 -05:00
Rachael Alexanderson
0f3b3300fb
- not yet finished: this enables some console cheats in Blood and Shadow Warrior
2020-01-23 05:50:12 -05:00
Christoph Oelckers
b98019a4ba
- added some debug asserts to the savegame symbol code so that it always breaks into the debugger in case of a symbol error.
2020-01-22 22:57:28 +01:00
Christoph Oelckers
6958e0326d
- Shadow Warrior fixes
...
* added missing entries to saveables.
* added several null pointer checks to places where the game crashed.
2020-01-22 22:49:51 +01:00
Christoph Oelckers
dcbb936a9b
- fixed hud_scale for Shadow Warrior.
2020-01-22 15:21:07 +01:00
Christoph Oelckers
6a06f6aef4
- fixed typo in string label.
2020-01-22 13:41:55 +01:00
Christoph Oelckers
9c423ae6a3
- take down the level outside the LoadGame function in ShadowWarrior.
...
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
27cc865af7
- null checks in SW.
2020-01-21 22:03:04 +01:00
Christoph Oelckers
493525a58e
- consolidation of engine save code.
...
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
8db6a4331b
- added savepic generation for Blood.
2020-01-14 21:20:46 +01:00
Christoph Oelckers
e30975581b
- enabled savegame pictures in Shadow Warrior.
...
Unlike the original game this enables mirrors - no idea why they were disabled, some limitation of the software renderer, maybe?
2020-01-14 20:44:20 +01:00
Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
...
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408
- added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
...
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
a5f08a4734
- fixed Shadow Warrior save game loading from the main menu.
2020-01-11 18:50:38 +01:00
Christoph Oelckers
b8ac5aea84
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-07 01:11:33 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
...
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
1d315ae67b
- added savegame symbols for the extra gory ninja death.
2020-01-06 21:12:42 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
...
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
93d634813d
- fixed SW's savegame handling.
...
This set up the wrong game state for saves from within the game loop.
2020-01-05 20:41:57 +01:00
Christoph Oelckers
83292c9dd6
- fixed a few issues and added some savegame debug code for Shadow Warrior.
2020-01-05 18:49:19 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
e61e77fb82
- handle textures in the render state.
...
This should complete the transition and allow storing the render state in an array so that Polymost can be rewritten to create draw lists instead of actually doing the rendering itself.
2020-01-04 23:58:26 +01:00
Christoph Oelckers
e982c30590
- fixed Shadow Warrior's mirror code.
2020-01-04 23:23:36 +01:00
Christoph Oelckers
e01c161258
- removed some dead variables.
2020-01-01 13:11:44 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441
- added handling for changing the screen size (dragging the window borders / change scale factor)
2020-01-01 09:49:06 +01:00
Christoph Oelckers
f106505344
- fixed the broken alignment between lines and sectors on the Shadow Warrior automap.
2019-12-31 22:11:04 +01:00
Christoph Oelckers
9543c2cbb9
- fixed the broken automap defaults in Shadow Warrior.
...
Now it will properly reveal the map as the player progresses and not show everything from the start.
2019-12-31 22:05:23 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
...
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
d3a57e6e74
- route all clearscreen calls that happen after drawing the scene through the 2D drawer.
...
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
...
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
hendricks266
6465feb438
Refactor tsprite creation into renderAddTSpriteFromSprite
...
git-svn-id: https://svn.eduke32.com/eduke32@8521 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymer.cpp
# source/duke3d/src/m32exec.cpp
2019-12-29 22:22:19 +01:00
Christoph Oelckers
3a6d0b8f84
- more cleanup.
2019-12-29 17:04:38 +01:00
Christoph Oelckers
2e261a7468
- cleanup and removal of unused code.
...
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers
a021b96119
- added the needed parts of GZDoom's render backend to have the postprocessor working.
...
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
7e758a5e48
- hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
...
- fixed per-frame sound system update in Exhumed.
Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers
a4c5fbe295
- savegame name generation fix for SW.
2019-12-27 10:48:43 +01:00
Christoph Oelckers
6373b75d22
Merge branch 'master' into powerslave
...
# Conflicts:
# source/common/gamecontrol.cpp
# source/common/version.h
# wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
...
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
d8dfe752b5
- fixed handling of music in Redneck Rampage and Shadow Warrior.
...
After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
hendricks266
8e6a54a1e4
Mostly clean up the codebase in preparation for tspritetype != uspritetype
...
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite
git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/polymer.h
# source/build/src/engine.cpp
# source/build/src/engine_priv.h
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/astub.cpp
# source/duke3d/src/game.h
# source/duke3d/src/m32common.cpp
# source/duke3d/src/m32exec.cpp
# source/duke3d/src/m32structures.cpp
# source/kenbuild/src/bstub.cpp
# source/kenbuild/src/game.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
hendricks266
3bbecf84c2
SW: Fix FindDistance3D calls to not z>>4 at the call site
...
This is handled by the function itself now.
Fixes the distance issue with the ceiling fan.
git-svn-id: https://svn.eduke32.com/eduke32@8525 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:54:17 +01:00
hendricks266
ae94566fb5
SW: Draw the crosshair actually centered
...
Thanks to Striker for the tip.
git-svn-id: https://svn.eduke32.com/eduke32@8524 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/draw.cpp
2019-12-26 08:53:36 +01:00
hendricks266
846c7eaff2
SW: Run all allocations through Xmalloc et al
...
git-svn-id: https://svn.eduke32.com/eduke32@8515 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/src/driver_winmm.cpp
# source/audiolib/src/flac.cpp
# source/sw/src/StartupWinController.game.mm
# source/sw/src/bldscript.cpp
# source/sw/src/game.cpp
# source/sw/src/game.h
# source/sw/src/grpscan.cpp
# source/sw/src/jbhlp.cpp
# source/sw/src/rts.cpp
# source/sw/src/scrip2.cpp
# source/sw/src/sounds.cpp
2019-12-26 08:47:09 +01:00
Christoph Oelckers
1a8f11e01d
Merge branch 'master' into powerslave
...
# Conflicts:
# source/build/src/sdlayer.cpp
# source/common/menu/menu.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e180d9afd3
Merge commit '40a533402e443a0de1673543642c892ab9c731fd' into powerslave
...
# Conflicts:
# source/audiolib/include/fx_man.h
# source/audiolib/include/multivoc.h
# source/audiolib/src/_multivc.h
# source/audiolib/src/fx_man.cpp
# source/audiolib/src/multivoc.cpp
2019-12-25 19:24:55 +01:00
Christoph Oelckers
120a985b98
- disable palette transparency for color 255 when running an animation.
...
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers
b0cefdedce
- plugged all memory leaks that were reported with Shadow Warrior when starting the first level.
2019-12-25 11:26:19 +01:00
Christoph Oelckers
055b310d60
- rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
...
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers
2820dc85a8
- plugged more memory leaks.
...
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
2019-12-24 18:53:29 +01:00
Christoph Oelckers
e8d7777f4a
- mouse input works again after cleaning out the remaining cruft of the old input code.
2019-12-24 13:54:50 +01:00
Christoph Oelckers
1b9a2f5932
- disabled the message entering code.
...
This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
2019-12-24 13:21:36 +01:00
Christoph Oelckers
a870df840e
- hooked up the input system and did a major cleanup.
...
Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
Christoph Oelckers
9ab8a8c737
- refactored the coordinate printout to a stat and removed printext256 and the associated font.
2019-12-23 20:55:12 +01:00
Christoph Oelckers
3b98635170
- removed all remaining references to SDL. The Windows version is now fully native.
2019-12-23 20:03:03 +01:00
Christoph Oelckers
62ecedf1f8
- got it to the point where it can render to the GL surface from the native backend.
2019-12-23 19:37:40 +01:00
hendricks266
f4fda7e646
SW: Fix crash issues when Track sprites are set up incorrectly
...
git-svn-id: https://svn.eduke32.com/eduke32@8485 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-22 15:19:55 +01:00
hendricks266
e50cdbad0c
SW, KenBuild: Remove some unnecessary #ifdef RENDERTYPEWIN
...
git-svn-id: https://svn.eduke32.com/eduke32@8482 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/kenbuild/src/config.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-22 15:19:15 +01:00
hendricks266
acd56e319a
SW: Add tailspritefree to savegames
...
git-svn-id: https://svn.eduke32.com/eduke32@8481 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/save.cpp
# source/sw/src/sounds.cpp
2019-12-22 15:16:58 +01:00
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
Christoph Oelckers
a38077a17e
- clear the intermittent sound ticker when the sound gets checked.
2019-12-19 12:08:01 +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
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
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
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
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
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
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
62660e76f3
- sound system rework. Not complete.
2019-12-15 10:00:25 +01:00
Christoph Oelckers
d23b4a7e33
- hooked up ZDoom' joystick code and removed the remaining parts of the old MACT input library.
2019-12-14 20:15:15 +01:00
Christoph Oelckers
cbfb79977a
- adjustments to make it compile with the new menu code.
2019-12-13 21:01:14 +01:00
Christoph Oelckers
052ed5fff7
Merge branch 'master' into powerslave
2019-12-13 20:43:23 +01:00
Christoph Oelckers
4d28940d2f
- commented stuff out to make it compile.
2019-12-13 00:19:16 +01:00
Christoph Oelckers
3f524d7026
- set currentLevel in SW
2019-12-11 02:30:34 +01:00
Christoph Oelckers
875678f20b
- transitioned Shadow Warrior to the global mapinfo
2019-12-11 02:01:11 +01:00
Christoph Oelckers
0e19d4262e
- savegame and mapinfo cleanup in DN3D and RR frontends.
...
Also added an "end game" flag to the mapinfo. For those who like to assemble single levels into custom episodes. More features for that to come. ;)
2019-12-10 22:22:59 +01:00
Christoph Oelckers
16818d2d71
- exported Shadow Warrior strings to stringtable.
...
The MP obituaries are not handled yet, they were only copied but there's no code using them.
2019-12-09 21:19:05 +01:00
Christoph Oelckers
6ef1f96b40
- added SWP's parser for theme music definitions.
...
Because, why not? The SWCustom I use already contains them.
However, since the original source does not play theme MIDIs - only CDA, there's a switch to disable them.
2019-12-09 20:12:54 +01:00
Christoph Oelckers
e62f6cbc20
- weapon and ammo names are now also localizable.
2019-12-09 19:49:36 +01:00
Christoph Oelckers
da1900dc8a
- same for inventory pickup messages.
2019-12-09 19:00:30 +01:00
Christoph Oelckers
670c8b1408
- use the quote array to store the key, door and fortune cookie messages in Shadow Warrior.
...
This is infinitely better than leaking char pointers.
2019-12-09 18:40:07 +01:00
Christoph Oelckers
ba978ab0d9
- text update and missing includes.
2019-12-09 17:17:15 +01:00
Christoph Oelckers
0604c72586
- code cleanup
...
removed some unused definitions
replaced the copybuf* functions with memcpy. These days doing homegrown copy loops is not efficient anymore.
2019-12-09 01:39:40 +01:00
Christoph Oelckers
66218dd074
- connect SW with statistics code and added missing function for Blood
...
# Conflicts:
# source/blood/src/blood.h
# source/common/menu/messagebox.cpp
# source/sw/src/game.cpp
# source/sw/src/game.h
2019-12-09 01:03:18 +01:00
Christoph Oelckers
9f25c9c117
- some string rework
...
* removed temporary placeholder content from string init function. All this gets properly read from definition files now.
* preinitialize a few quotes that are used for status display purposes and are needed in all games
* only use the global episode name table in Blood to avoid redundancy
* let SW's swcustom parser write to the global tables instead of local ones.
2019-12-09 01:00:46 +01:00
Christoph Oelckers
f2d0665557
- connected the screen size CVAR and slider with Shadow Warrior's internal setting.
2019-12-07 21:39:17 +01:00
Christoph Oelckers
8f90cc8324
- more Shadow Warrior cleanup.
2019-12-07 20:48:16 +01:00
Christoph Oelckers
0157446ad1
- thorough cleanup of the Shadow Warrior music code.
...
This was one huge mess where nothing fit together.
Also added an enhancement that the CD Audio boss theme tracks are also played when CD music is generally off, because these have no equivalent in MIDI. This needs to be checked if it's stylistically ok, though.
2019-12-07 19:57:19 +01:00
Christoph Oelckers
2ed03214b1
- disable the save option in SW's main menu if no game is running.
2019-12-07 15:07:43 +01:00
Christoph Oelckers
9960b505e8
- added captions to SW's game menus.
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- made Duke Nukem's quote strings localizable.
2019-12-07 12:42:25 +01:00
Christoph Oelckers
a45b1ca637
- fixed anim loading in Shadow Warrior.
2019-12-07 11:48:41 +01:00
Christoph Oelckers
30cbcb54b1
- renamed the remaining file system access wrappers in cache1d.h
2019-12-07 10:31:27 +01:00
Christoph Oelckers
749eda32c5
- moved kopenfilereader into the FileSystem class.
2019-12-07 10:14:51 +01:00
Christoph Oelckers
ef87d2d4f9
- always pause the game when the console is open.
2019-12-07 10:01:03 +01:00
Christoph Oelckers
66756bfa13
- final fixes for Blood's and Duke Nukem's menus.
2019-12-06 18:36:49 +01:00
Christoph Oelckers
7a9138cde0
- made the confirmation screen functional.
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This works but still needs a bit of visual work.
2019-12-05 23:17:55 +01:00
Christoph Oelckers
db425a1228
- fixed keybinding and mouse cursor display.
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- fixed some merge issues in Shadow Warrior.
2019-12-05 21:39:02 +01:00
Christoph Oelckers
223c6d628e
Merge branch 'master' into menu_for_real
2019-12-05 21:08:46 +01:00
Christoph Oelckers
169d68f583
- fixed stuff and cleaned out most of the old menu code.
2019-12-05 19:00:40 +01:00
hendricks266
5624c9b5b0
SW: Avoid a one-pixel tall hall of mirrors above the full status bar
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git-svn-id: https://svn.eduke32.com/eduke32@8355 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-05 17:23:06 +01:00
hendricks266
007d16712c
SW: Draw the status bar under the menu instead of over it
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git-svn-id: https://svn.eduke32.com/eduke32@8354 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-05 17:23:05 +01:00
hendricks266
22a778a22c
SW: Don't show the status bar during the end of level screen
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git-svn-id: https://svn.eduke32.com/eduke32@8353 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-05 17:23:04 +01:00
hendricks266
1507e9fd15
SW: Left-pin the mini HUD in widescreen
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git-svn-id: https://svn.eduke32.com/eduke32@8352 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/text.cpp
2019-12-05 17:23:03 +01:00
Christoph Oelckers
628bd9efc6
Filled in the rest of the menus
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Sound is only partially functional, video mode completely nonfunctional, but it makes no sense adjusting them to the current backend code when it's due for replacement.
2019-12-05 00:47:05 +01:00
Christoph Oelckers
cb0538d0f2
- mouse aiming cleanup.
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Reverted this to a sane setting, as it was in the original games and in all other games I have ever seen, i.e. there is a global setting to enable mouse view, and a button to manually trigger it. The toggle can be easily handled by flipping the CVAR directly.
The main problem here was that it triggered a few cases for mouse-less gameplay in the default case with a mouse present, because the mouseaim CVAR was no longer what the game expected.
This misguided change seems to have originated in JFDuke but by now had propagated to all the other games as well, the code was in all 4 frontends.
2019-12-05 01:08:35 +01:00
Christoph Oelckers
3ea526055f
- added a generic message display, using ZDoom's code.
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This is mainly meant for Nam and WW2GI which have an ugly-as-hell font for these texts.
2019-12-04 23:07:02 +01:00
Christoph Oelckers
6d04f0f159
- added option to print custom messages with Duke Nukem's quote system.
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- hooked up all front ends with a generic message printing function so that common code can access the native message displays. This is needed for consolidation of some input actions which are mostly identical but print messages.
- preparations for a generic message system.
2019-12-04 21:35:35 +01:00
Christoph Oelckers
4cefc1db83
Merge branch 'master' into menu_for_real
2019-12-04 17:25:40 +01:00
Christoph Oelckers
c561255018
- moved the application of in_mousebias and in_mousedeadzone into the backend code.
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This piece was repeated 6x for each call to CONTROL_GetInput, creating quite a bit of redundancy.
2019-12-03 20:58:43 +01:00
Christoph Oelckers
6f9494435a
- adjustment for last commit.
2019-12-03 17:40:35 +01:00
hendricks266
c27616508e
SW: Move HIT_PLAX_WALL out of the bit range used for limit raised struct IDs
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git-svn-id: https://svn.eduke32.com/eduke32@8350 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-03 17:32:50 +01:00
hendricks266
863d35d7c2
SW: Activate ASSERT macro with RELEASE=0 builds
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git-svn-id: https://svn.eduke32.com/eduke32@8349 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-03 17:32:49 +01:00
hendricks266
823e47f3e8
SW: Fix assertions and OOB so that the player can noclip OOB
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git-svn-id: https://svn.eduke32.com/eduke32@8348 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-03 17:32:48 +01:00
hendricks266
f19848a1b3
SW: Address Sanitization commenceth
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git-svn-id: https://svn.eduke32.com/eduke32@8347 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-03 17:32:46 +01:00
hendricks266
820bd2545c
SW: Get widescreen aspect working
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git-svn-id: https://svn.eduke32.com/eduke32@8346 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-03 17:32:45 +01:00
Christoph Oelckers
65ae00fb74
- completion of controls menu
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- some message printing cleanup in SW frontend. This still has its native console that needs to be removed.
2019-12-03 00:57:03 +01:00
Christoph Oelckers
79ced02d36
- implemented the Shadow Warrior menu interface.
2019-12-03 00:01:04 +01:00
Christoph Oelckers
51083f6d51
Merge branch 'master' into powerslave
2019-12-02 21:14:08 +01:00
Christoph Oelckers
702f91b6b5
- disconnected Shadow Warrior's menu so it can be replaced.
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Unlike the other games this was a lot more invasive
2019-12-02 21:05:19 +01:00
Christoph Oelckers
26daff79db
- fixed compile errors and updated string table.
2019-12-02 18:11:10 +01:00
Christoph Oelckers
aed05840ae
- removed the mouseInactiveConditional interface function.
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This was only a crutch to let the input interface work with the original menus.
Now that the one in Blood is gone, all the conditions are no longer relevant. (Shadow Warrior never got far enough to implement this)
2019-12-01 10:31:44 +01:00
Christoph Oelckers
55ba1116ec
- fixing the last commit.
2019-12-01 09:03:51 +01:00
Christoph Oelckers
8a98f9b3ca
- removed quitevent.
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This was some meticulously preserved relic of bad old DOS times used to block OS facilities to close an app.
Since this has been worked around at a lower level already the variable was essentially without function but some quite bad code depended on it.
2019-12-01 09:02:17 +01:00
Christoph Oelckers
2a9e4fca46
WIP safety commit
2019-11-30 19:23:54 +01:00
Christoph Oelckers
9cb6c65223
- fixed errors in SW merge.
2019-11-30 10:07:25 +01:00
Christoph Oelckers
3c4c8af20c
Merge branch 'master' into menu_for_real
2019-11-30 09:33:35 +01:00