Rev |
Age |
Author |
Path |
Log message |
Diff |
5039 |
2185d 19h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Add "resetplayerflags". Flag 1 means "don't ask the user if they want to load". |
|
5033 |
2194d 23h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Add "definevolumeflags", currently equipped to hide an episode from the single player and/or multiplayer screens.
enum
{
EF_HIDEFROMSP = 1<<0,
EF_HIDEFROMMP = 1<<1,
}; |
|
5032 |
2194d 23h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Extend undefinevolume so that it also undefines all levels in the specified volume. |
|
5031 |
2194d 23h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Rename "cutscene" command to "startcutscene". |
|
5022 |
2196d 23h |
helixhorned |
/polymer/eduke32/source/gamedef.c |
gamedef.c: tweak g_keywdate[] entries. |
|
5003 |
2206d 14h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
Replace erroneous use of EVENT_DISPLAYCROSSHAIR with new event EVENT_DISPLAYCURSOR. |
|
4996 |
2206d 16h |
terminx |
/polymer/eduke32/source/gamedef.c |
Get rid of the "press space to restart" message on mobile. DONT_BUILD. |
|
4987 |
2206d 16h |
terminx |
/polymer/eduke32/source/gamedef.c |
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. |
|
4977 |
2208d 16h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Add undefinevolume, undefineskill, and undefinelevel. |
|
4970 |
2209d 13h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Add read-only access to ud.config.MusicToggle through the "musictoggle" member. |
|
4969 |
2209d 13h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Add STR_YOURTIME, STR_PARTIME, STR_DESIGNERTIME, and STR_BESTTIME to qgetsysstr. |
|
4968 |
2209d 13h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
Factor out generation of strings for time values in the bonus screen. This involves the creation of ud.playerbest. |
|
4956 |
2212d 5h |
helixhorned |
/polymer/eduke32/source/gamedef.c |
Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.
By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD. |
|
4945 |
2223d 9h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
Add events EVENT_DISPLAYINACTIVEMENU and EVENT_DISPLAYINACTIVEMENUREST and userdef members m_origin_x and m_origin_y.
This allows for CON screen display code to use menu animations. The following is an example of how to adapt screen features that should animate.
before:
onevent EVENT_DISPLAYMENUREST
ifvare current_menu 0 // main menu
{
setvar x 1
setvar y 1
rotatesprite x y zoom ang tilenum shade pal orientation 0 0 xdim ydim
}
endevent
after:
state DisplayMenuCommon
ifvare RETURN 0 // main menu
{
getuserdef[THISACTOR].m_origin_x x
getuserdef[THISACTOR].m_origin_y y
addvar x 65536
addvar y 65536
rotatesprite16 x y zoom ang tilenum shade pal orientation 0 0 xdim ydim
}
ends
onevent EVENT_DISPLAYMENUREST state DisplayMenuCommon endevent
onevent EVENT_DISPLAYINACTIVEMENUREST state DisplayMenuCommon endevent |
|
4928 |
2231d 21h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
CON: Add new commands "getmusicposition" and "setmusicposition" that operate on the playback position of the current music track.
// Example: Switch between tracks like radio stations.
getmusicposition temp
starttrackvar next_music_track
setmusicposition temp
Only implemented for Ogg Vorbis, FLAC, and XA. Consult the devs before using these commands. |
|
4926 |
2231d 21h |
hendricks266 |
/polymer/eduke32/source/gamedef.c |
Clean up duplicate and strangely-formed cases in C_ParseCommand(). |
|
4902 |
2237d 16h |
terminx |
/polymer/eduke32/source/gamedef.c |
Questionable CON changes and optimizations. <3 |
|
4841 |
2253d 4h |
helixhorned |
/polymer/eduke32/source/gamedef.c |
CON: allow passing more than one flag to the 'spriteflags' directive.
These will be bitwise-OR'd. |
|
4840 |
2253d 4h |
helixhorned |
/polymer/eduke32/source/gamedef.c |
gamedef.c: factor out some dup'd code into C_BitOrNextValue(), C_FinishBitOr(). |
|
4680 |
2315d 18h |
terminx |
/polymer/eduke32/source/gamedef.c |
Another 5000 lines of pain and tears. DONT_BUILD. |
|