Rev |
Age |
Author |
Path |
Log message |
Diff |
4987 |
2251d 8h |
terminx |
/polymer/eduke32/Makefile.deps |
Animation system overhaul part 1. This allows for an unlimited number of .anm/.ivf files to be defined via duke3d.def and played back at any time with the new CON commands. Syntax is currently as follows, but may change:
cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.
Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:
definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345
...
cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished
...
Sounds can be played during animations (and tiles can be overlaid, etc) like this:
onevent EVENT_CUTSCENE
ifcutscene ANIM_SOMEFILE
{
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...
}
endevent
The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out. |
|
4919 |
2278d 6h |
terminx |
/polymer/eduke32/Makefile.deps |
Implement better fade-out for quotes and for the mouse cursor in the menu. |
|
4569 |
2437d 17h |
helixhorned |
/polymer/eduke32/Makefile.deps |
Mapster32: prototypical checker for wall loops, enabled partially.
Inspired by
http://forums.duke4.net/topic/7506-tror-question/page__view__findpost__p__199151
the corruption checker now checks for certain conditions of the loops of each
sector. Recall that CW loops are outer and CCW loops are inner.
- If a sector has no or more than one outer loop, count that as corruption
(level 4 and 3, respectively).
- (Disabled) For sectors with exactly one outer loop, check that all inner
ones are inside it. This is currently not compiled due to an asymmetry of
loopinside() for degenerate cases, similar to pre-r3898 inside(). |
|
4565 |
2449d 4h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Nuke rev.h.
Note to MSVC users: You can get the revision number if you run `make rev o=obj` with MinGW before you build.
DONT_BUILD. |
|
4543 |
2455d 5h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Ball-busting Makefile restructure.
DONT_BUILD. |
|
4495 |
2507d 0h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Better compile timestamp handling. |
|
4343 |
2605d 5h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Build system: Detect the SVN revision and generate rev.h directly from the Makefile, if applicable. |
|
4316 |
2617d 2h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Replace QuickLZ with LZ4. |
|
4055 |
2771d 17h |
helixhorned |
/polymer/eduke32/Makefile.deps |
Replace literal g_sounds[].m bits with enum constants. DONT_BUILD. |
|
3834 |
2871d 6h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Dynamicsoundremap. |
|
3758 |
2888d 11h |
terminx |
/polymer/eduke32/Makefile.deps |
WIP texture cache refactoring |
|
3613 |
2937d 11h |
terminx |
/polymer/eduke32/Makefile.deps |
MSVC build fixes. The change to Makefile.deps is slightly questionable but it's not really an issue. |
|
3521 |
2967d 21h |
helixhorned |
/polymer/eduke32/Makefile.deps |
Lunatic Makefile.deps: make game.c depend on defs.ilua.
Since the size of defs.ilua's bytecode is used in game.c. |
|
3193 |
3067d 21h |
terminx |
/polymer/eduke32/Makefile.deps |
Remove xdelta3 since it doesn't fit in with our current networking plans anymore |
|
3163 |
3069d 6h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Tools updates:
- Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.)
- Construct "make utils" for the game side following the pattern of the engine.
- Move ivfrate to this new distinction.
- Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases. |
|
3148 |
3073d 16h |
helixhorned |
/polymer/eduke32/Makefile.deps |
Lunatic reorganization part 2: split into engine and editor/game parts.
On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant. |
|
3057 |
3107d 21h |
helixhorned |
/polymer/eduke32/Makefile.deps |
Lunatic: fix up Makefiles, split dynsymlists.
The Makefile now has separate {GAME,EDITOR}LDFLAGS, so the correct
dynamic symbol list can be specified. |
|
2728 |
3233d 21h |
hendricks266 |
/polymer/eduke32/Makefile.deps |
Massive menu input control revamp/cleanup/factor. (added: input.[ch])
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.
On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])
Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.
I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.
In addition, "Press any key or button to continue" now truly means what it says.
As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.
A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. |
|
2666 |
3250d 10h |
terminx |
/polymer/eduke32/Makefile.deps |
Fix building xdelta3.o |
|
2664 |
3250d 13h |
terminx |
/polymer/eduke32/Makefile.deps |
WIP multiplayer changes, still completely broken. |
|