Commit graph

3313 commits

Author SHA1 Message Date
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
7f62208bad - renamed demolition.grpinfo to grpinfo.txt. 2019-12-26 13:31:48 +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
Christoph Oelckers
c8edef4e0c - disabled the "User Maps" option pending implementation of a working selection menu for exposing this. 2019-12-26 10:55:43 +01:00
Christoph Oelckers
5dcfa1cb0c - do not use the internal SWCUSTOM.TXT from the Twin Dragon add-on.
There's a second variant without this definition, so this needs to be defined internally, and since it needs to be done internally it may receive proper localization labels.
2019-12-26 10:47:10 +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
91cbaa1491 Add information to cstat enums
git-svn-id: https://svn.eduke32.com/eduke32@8518 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:49:42 +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
hendricks266
33ad4b9860 Fix -Wfallthrough error in gamevars.h
git-svn-id: https://svn.eduke32.com/eduke32@8495 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:26:09 +01:00
Christoph Oelckers
078455659f - fixed incorrect initialization order. 2019-12-26 00:54:21 +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
e3084cd1b1 - ported Exhumed sound to OpenAL.
The regular sounds are not a big deal, but this game contains two special effects that were problematic to port. We'll have to wait and see if they work as intended - the original panning effect is not 3D compatible so I had to redo it.
2019-12-25 23:37:16 +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
2d7ad75b5f - lightened sound.cpp by deleting all inactive content. 2019-12-25 19:17:06 +01:00
Christoph Oelckers
23bc599468 - fixed recursion issues caused by the plasma generator function performing a busy wait. 2019-12-25 18:57:08 +01:00
Christoph Oelckers
4050ce156f - fixed crash on NAM.
This game contains one sound that made the Voc loader crash.
2019-12-25 17:14:17 +01:00
Christoph Oelckers
dd984c94b0 - fixed extended quote management. 2019-12-25 17:13:36 +01:00
Christoph Oelckers
414201e741 - fixed palette translucency after aborting movie playback. 2019-12-25 17:13:10 +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
5e821de481 - replaced the leaky hash table that was used to handle the animations.
Just replaced with a linear array - for a hash table indexed with a string to be efficient, a much larger amount of data is needed than 20 or 30 entries.
This is also hardly the kind of data where losing a microsecond for performing the search matters.
2019-12-25 09:51:44 +01:00
sirlemonhead
4a31447702 NBlood: Remove std::string from libsmackerdec to fix cutscene crashing with MinGW builds.
# Conflicts:
#	source/libsmackerdec/include/FileStream.h
#	source/libsmackerdec/src/FileStream.cpp
2019-12-25 09:02:18 +01:00
Christoph Oelckers
745d78d8d7 - fixed voxels leaking memory. 2019-12-25 08:57:58 +01:00
Christoph Oelckers
efe4261932 - fixed Blood music and movie playback.
I have no idea why the movie code was completely disabled in NBlood, it all works fine...
2019-12-25 01:10:13 +01:00
Christoph Oelckers
5bd32cf769 - fixed: Voxel setup code wasn't called anymore. 2019-12-25 00:30:13 +01:00
Christoph Oelckers
49c49b2672 - read the global settings before presenting the game selection dialog
- deinit the menu in GameMain instead of using atexit.
- gi == null check must include the call to FreeGameData.
2019-12-24 20:06:55 +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
f65b2c1dcb - disable the allocation breakpoint. 2019-12-24 19:48:26 +01:00
Christoph Oelckers
43033e830a - Blood now also starts the first level without leaks.
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +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
1c46c6da9d - more leaks plugged, plus rerouting exception messages to the log window. 2019-12-24 16:30:33 +01:00
Christoph Oelckers
0d908960ed - started fixing memory leaks: Console and clip shapes done. 2019-12-24 16:09:43 +01:00
Christoph Oelckers
58d0585eaa - replaced EDuke's game selector with GZDoom's. 2019-12-24 15:28:00 +01:00
Christoph Oelckers
bfb3a797ff - do not send mouse wheel "up" events right after "down".
The input system needs to be able to detect them in a "pressed" state, even though that doesn't physically exist.
2019-12-24 14:02:09 +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
141887263d - header cleanup 2019-12-23 21:19:42 +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
Christoph Oelckers
a1f7f0cc30 - added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
2019-12-23 15:40:17 +01:00
Christoph Oelckers
6b475417dc Merge branch 'master' into gzbackend 2019-12-23 14:31:31 +01:00
Christoph Oelckers
5c62e9776f - fix for cherry picks. 2019-12-23 14:30:10 +01:00
hendricks266
56e88b33a8 Replace color matching up to index 239 with the engine's fullbright mask
Should improve the color range available to non-Duke editors.

git-svn-id: https://svn.eduke32.com/eduke32@8491 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-23 11:37:00 +01:00
hendricks266
34ef03185d Generate editorcolors[] from vgapal16[] at a better point in the startup process
git-svn-id: https://svn.eduke32.com/eduke32@8490 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/palette.cpp
2019-12-23 11:36:24 +01:00
hendricks266
221e7a6b85 paletteGetClosestColor: I think these < should be <=
git-svn-id: https://svn.eduke32.com/eduke32@8489 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-23 10:59:21 +01:00
hendricks266
0a7f5f558a Rename colmatch functions
git-svn-id: https://svn.eduke32.com/eduke32@8488 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/colmatch.h
#	source/build/src/build.cpp
#	source/build/src/defs.cpp
#	source/build/src/palette.cpp
#	source/duke3d/src/lunatic/dynsymlist_editor.lds
#	source/duke3d/src/lunatic/dynsymlist_game.lds
#	source/duke3d/src/lunatic/engine.lua
#	source/tools/src/transpal.cpp
2019-12-23 10:59:14 +01:00
hendricks266
7db49ea20a Change PaletteIndexFullbrights from uint32_t[8] to uint8_t[32]
git-svn-id: https://svn.eduke32.com/eduke32@8487 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/palette.h
2019-12-23 10:57:11 +01:00
Christoph Oelckers
6e9631f2d8 - fixed all undefined symbols except OpenGLFrameBuffer. 2019-12-23 10:53:58 +01:00
Christoph Oelckers
10683e9123 - added GZDoom's Windows backend code.
Compiles but doesn't link yet.
2019-12-22 20:55:47 +01:00
Christoph Oelckers
773be7db26 - moved around a few bits of code to get rid of winbits.cpp/h. 2019-12-22 18:53:58 +01:00
Christoph Oelckers
3914eb5f85 - set up some basic reverb.
I'm not sure if this is working out as the original "reverb" was just too crappy and generic. It may be best to just disable it.
2019-12-22 17:43:39 +01:00
Christoph Oelckers
417d425f27 - fixed cherry picked commits. 2019-12-22 17:20:13 +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
f10ea8e630 Add check against MAXVOXELS in qloadkvx
git-svn-id: https://svn.eduke32.com/eduke32@8472 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/engine.cpp
2019-12-22 15:13:30 +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
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
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
# 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
Christoph Oelckers
28cbecea67 - fixed some menu issues.
The submenus still do not work. Something's off here.
2019-12-14 13:40:58 +01:00
Christoph Oelckers
cc81b95570 - main menu works in the common framework.
The rest is messed up, though. This menu is really on an entirely different level of crappiness, even for a 1995 game.
2019-12-14 12:39:18 +01:00
Christoph Oelckers
5ac0eaad0b - added support data for the Powerslave demo. 2019-12-14 09:48:04 +01:00
sirlemonhead
3265b52c17 Add support for Powerslave demo version
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/grpscan.cpp
#	source/exhumed/src/grpscan.h
#	source/exhumed/src/sound.cpp
2019-12-14 09:32:20 +01:00
nukeykt
f2dd7326d0 Backport changes related to timing from mainline
# 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
ff91493e39 - this was not correct. 2019-12-14 00:20:03 +01:00
Christoph Oelckers
7e73073103 - Exhumed menu definition. 2019-12-13 21:44:51 +01:00
Christoph Oelckers
0885befe6b - fixed input on the map. 2019-12-13 21:13:42 +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
ddf0babefb - run the input routine.
This was done in faketimerhandler which isn't called anywhere anymore.
2019-12-13 20:10:03 +01:00
Christoph Oelckers
93fc2cb10a - fixed intro movie playback with sound disabled.
It would never do anything because the sound callback cannot make it advance if it isn't called.
Of course without sound it isn't properly synchronized - still better than nothing.
2019-12-13 20:08:42 +01:00
Christoph Oelckers
b86d773005 - finally something can be seen...
The intro movie doesn't work without sound...
2019-12-13 18:48:18 +01:00
Christoph Oelckers
0cd7c9a5ae - removed the "configuration" Exhumed came with.
Seriously, what's the point of emulating something this worthless?
All settings have been remapped to the global CVARs.
2019-12-13 18:28:58 +01:00
Christoph Oelckers
b13ee90aa0 - first steps trying to get the game to work. 2019-12-13 00:19:34 +01:00
Christoph Oelckers
4d28940d2f - commented stuff out to make it compile. 2019-12-13 00:19:16 +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.
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.
- 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
86dc909559 - added detection logic for zipped versions of the Cryptic Passage add-on for Blood and the Route66 add-on for Redneck Rampage.
- 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.
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
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