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5045 2227d 7h hendricks266 /polymer/eduke32/source/ CON: Add EVENT_DISPLAYLEVELSTATS. Set RETURN to -1 to disable them.  
/polymer/eduke32/source/events_defs.h
/polymer/eduke32/source/game.c
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/lunatic/con_lang.lua
5044 2227d 7h hendricks266 /polymer/eduke32/source/ C-CON: Add read-only userdef members "gametypeflags" and "m_gametypeflags", which return GametypeFlags[ud.coop] and GametypeFlags[ud.m_coop] respectively.  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gamestructures.c
5043 2227d 7h hendricks266 /polymer/eduke32/source/ C-CON: Add read-only userdef members "usevoxels", "usehightile", and "usemodels".  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gamestructures.c
5039 2231d 12h hendricks266 /polymer/eduke32/source/ CON: Add "resetplayerflags". Flag 1 means "don't ask the user if they want to load".  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gameexec.c
/polymer/eduke32/source/gameexec.h
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/lunatic/control.lua
/polymer/eduke32/source/lunatic/lunacon.lua
/polymer/eduke32/source/lunatic/lunatic_game.c
5033 2240d 16h hendricks266 /polymer/eduke32/source/ 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,
};
 
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/global.c
/polymer/eduke32/source/global.h
/polymer/eduke32/source/lunatic/defs.ilua
/polymer/eduke32/source/lunatic/dynsymlist
/polymer/eduke32/source/lunatic/lunacon.lua
/polymer/eduke32/source/menus.c
5032 2240d 16h hendricks266 /polymer/eduke32/source/ CON: Extend undefinevolume so that it also undefines all levels in the specified volume.  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
5031 2240d 16h hendricks266 /polymer/eduke32/source/ CON: Rename "cutscene" command to "startcutscene".  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gameexec.c
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/lunatic/doc/lunacon.txt
/polymer/eduke32/source/lunatic/lunacon.lua
5022 2242d 16h helixhorned /polymer/eduke32/source/ gamedef.c: tweak g_keywdate[] entries.  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/lunatic/lunacon.lua
5003 2252d 7h hendricks266 /polymer/eduke32/source/ Replace erroneous use of EVENT_DISPLAYCROSSHAIR with new event EVENT_DISPLAYCURSOR.  
/polymer/eduke32/source/events_defs.h
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/menus.c
4996 2252d 9h terminx /polymer/eduke32/source/ Get rid of the "press space to restart" message on mobile. DONT_BUILD.  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/quotes.h
4987 2252d 9h terminx /polymer/eduke32/ 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.
 
/polymer/eduke32/source/animsounds.c
/polymer/eduke32/source/animsounds.h
/polymer/eduke32/Makefile
/polymer/eduke32/Makefile.deps
/polymer/eduke32/Makefile.msvc
/polymer/eduke32/build/src/defs.c
/polymer/eduke32/eduke32.vcxproj
/polymer/eduke32/eduke32.vcxproj.filters
/polymer/eduke32/source/anim.c
/polymer/eduke32/source/anim.h
/polymer/eduke32/source/events_defs.h
/polymer/eduke32/source/game.c
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gameexec.c
/polymer/eduke32/source/premap.c
4977 2254d 9h hendricks266 /polymer/eduke32/source/ CON: Add undefinevolume, undefineskill, and undefinelevel.  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/lunatic/defs.ilua
/polymer/eduke32/source/lunatic/dynsymlist
/polymer/eduke32/source/lunatic/lunacon.lua
/polymer/eduke32/source/menus.c
4970 2255d 6h hendricks266 /polymer/eduke32/source/ CON: Add read-only access to ud.config.MusicToggle through the "musictoggle" member.  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gamestructures.c
/polymer/eduke32/source/lunatic/con_lang.lua
4969 2255d 6h hendricks266 /polymer/eduke32/source/ CON: Add STR_YOURTIME, STR_PARTIME, STR_DESIGNERTIME, and STR_BESTTIME to qgetsysstr.  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gameexec.c
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/lunatic/control.lua
4968 2255d 6h hendricks266 /polymer/eduke32/source/ Factor out generation of strings for time values in the bonus screen. This involves the creation of ud.playerbest.  
/polymer/eduke32/source/game.c
/polymer/eduke32/source/game.h
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gamestructures.c
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/lunatic/defs.ilua
/polymer/eduke32/source/premap.c
4956 2257d 22h helixhorned /polymer/eduke32/source/ 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.
 
/polymer/eduke32/source/actors.h
/polymer/eduke32/source/game.c
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gameexec.c
/polymer/eduke32/source/lunatic/con_lang.lua
4945 2269d 2h hendricks266 /polymer/eduke32/source/ 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
 
/polymer/eduke32/source/events_defs.h
/polymer/eduke32/source/game.h
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gamestructures.c
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/lunatic/defs.ilua
/polymer/eduke32/source/menus.c
4928 2277d 14h hendricks266 /polymer/eduke32/source/ 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.
 
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gameexec.c
/polymer/eduke32/source/jaudiolib/include/fx_man.h
/polymer/eduke32/source/jaudiolib/src/_multivc.h
/polymer/eduke32/source/jaudiolib/src/flac.c
/polymer/eduke32/source/jaudiolib/src/fx_man.c
/polymer/eduke32/source/jaudiolib/src/multivoc.c
/polymer/eduke32/source/jaudiolib/src/multivoc.h
/polymer/eduke32/source/jaudiolib/src/vorbis.c
/polymer/eduke32/source/jaudiolib/src/xa.c
/polymer/eduke32/source/lunatic/con_lang.lua
/polymer/eduke32/source/lunatic/control.lua
/polymer/eduke32/source/lunatic/defs.ilua
/polymer/eduke32/source/lunatic/dynsymlist
/polymer/eduke32/source/lunatic/lunacon.lua
/polymer/eduke32/source/sounds.c
/polymer/eduke32/source/sounds.h
4926 2277d 14h hendricks266 /polymer/eduke32/source/ Clean up duplicate and strangely-formed cases in C_ParseCommand().  
/polymer/eduke32/source/gamedef.c
4902 2283d 10h terminx /polymer/eduke32/source/ Questionable CON changes and optimizations. <3  
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamedef.h
/polymer/eduke32/source/gameexec.c
/polymer/eduke32/source/gamevars.c
/polymer/eduke32/source/global.h

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