Christoph Oelckers
fa7638c446
- removed the old sound system header from Duke and RR frontends and fixed every report this produced:
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* 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.
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- 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.
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* 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
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- 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.
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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.
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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.
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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.
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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
Christoph Oelckers
4f9eda189a
- a few sounds play, but it's still very buggy.
2019-12-15 19:00:41 +01:00
Christoph Oelckers
38dc39b8cd
- got it to start, cannot hear anything...
2019-12-15 17:16:11 +01:00
Christoph Oelckers
d7ddd620e4
- added some final missing pieces to the sound code.
2019-12-15 16:32:39 +01:00
Christoph Oelckers
a28cd17454
- refactoring of DN3D sound code complete but not tested yet.
2019-12-15 13:34:00 +01:00
Christoph Oelckers
62660e76f3
- sound system rework. Not complete.
2019-12-15 10:00:25 +01:00
Christoph Oelckers
dba1a348d5
Merge branch 'master' into sound
2019-12-15 07:57:48 +01:00
nukeykt
9cc8dee5fe
Add guard to prevent OOB error
2019-12-15 07:54:29 +01:00
nukeykt
1719b70559
Oops, i've missed do while here
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# Conflicts:
# source/rr/src/game.cpp
2019-12-15 07:54:27 +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
957d997353
- made joystick configuration menu operational.
2019-12-14 19:21:49 +01:00
Christoph Oelckers
6c1a8fb8c2
- cleaned out a bit more unused code.
2019-12-14 17:47:48 +01:00
Christoph Oelckers
91f83d4c55
- input code cleanup and addition of ZDoom's joystick code, which is not fully connected yet.
2019-12-14 17:15:17 +01:00
nukeykt
f2dd7326d0
Backport changes related to timing from mainline
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# Conflicts:
# source/rr/src/game.cpp
2019-12-14 00:21:32 +01:00
nukeykt
bff0646263
Recalculate horizycent because ydim can be changed in renderSetTarget
2019-12-14 00:20:58 +01:00
Christoph Oelckers
773c480940
- this sound system is too insane to be ported.
2019-12-12 21:42:58 +01:00
Christoph Oelckers
c5c2873223
- added GZDoom's sound engine.
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This is not connected with the games yet.
2019-12-12 19:21:36 +01:00
Christoph Oelckers
b5cc3ef883
- moved a few bits of code around in Duke's sounds.cpp.
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- refactored the only place in the entire code that used the return of S_PlaySound.
2019-12-12 18:43:27 +01:00
Christoph Oelckers
264a450bbe
- corrected labels for Blood's weapon pickup strings.
2019-12-11 23:52:34 +01:00
Christoph Oelckers
86dc909559
- added detection logic for zipped versions of the Cryptic Passage add-on for Blood and the Route66 add-on for Redneck Rampage.
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- added command line options to load the original file dump of both mods in the game directory.
- both also require loading additional non-standard-named .art files
2019-12-11 23:41:05 +01:00
Christoph Oelckers
7942bc9490
- completed work on Shadow Warrior main menu.
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This one will definitely be a problem for localization because the font is extremely large.
2019-12-11 20:35:25 +01:00
Christoph Oelckers
ae0687a300
- exported level strings from Blood and Shadow Warrior to the string table.
2019-12-11 19:36:38 +01:00
Christoph Oelckers
95625567e0
- fixed compile errors.
2019-12-11 18:40:42 +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
250dd36289
- this better uses currentLevel for consistency
2019-12-11 01:19:32 +01:00
Christoph Oelckers
ec96ae8992
- cleanup of -map setup.
2019-12-11 01:11:35 +01:00
Christoph Oelckers
cb051b44ea
- removed unused compression records from savegame header
2019-12-11 01:10:59 +01:00
Christoph Oelckers
69fd6cf69d
- removed currentBoardFilename
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This was only used for displaying the name for user maps, everything else was using other means of getting the data already, and even here currentLevel is better suited.
2019-12-11 01:01:03 +01:00
Christoph Oelckers
5c0cd5114d
- transitioned Blood to the common mapinfo system.
2019-12-11 00:57:53 +01:00
Christoph Oelckers
cc33c6a0ed
- deactivate statistics for user maps.
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This really isn't controllable.
2019-12-10 23:11:02 +01:00
Christoph Oelckers
ebb43f9129
- use the currentLevel record for the status screens. What was there could be broken by scripts thanks to the non-existent access control to critical variables.
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- give the final map in RR a proper mapinfo record. Without this the map is not really stable with the current savegame system.
2019-12-10 23:04:06 +01:00
Christoph Oelckers
0e19d4262e
- savegame and mapinfo cleanup in DN3D and RR frontends.
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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
4cc22e155f
- better handling for maps without names.
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Use the file's base part as name if that happens.
2019-12-10 17:35:28 +01:00
Christoph Oelckers
db29fc1a01
- removed the mostly useless changelevel CCMDs.
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It makes more sense to do a real 'map' CCMD instead once the level management is working properly.
2019-12-10 17:25:45 +01:00
Christoph Oelckers
4f04fe66de
- transitioned RR to the new mapinfo
2019-12-10 00:31:55 +01:00