Subversion Repositories eduke32


Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
5005 2214d 20h hendricks266 /polymer/eduke32/source/premap.c Apple: Update Xcode project and build system. DONT_BUILD.  
4999 2217d 22h terminx /polymer/eduke32/source/premap.c Smooth out the loading bar so that all percentage increments are displayed for at least a couple of frames each, and remove the "loaded x/x textures" message on Android.  
4997 2217d 22h terminx /polymer/eduke32/source/premap.c A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.  
4991 2217d 22h terminx /polymer/eduke32/source/premap.c Remove errant call to G_FadePalette() which caused a frame of corruption at map load under GL renderers, and invalidate all GL textures at map load time (just textures generated from .art on desktop, everything on mobile). This also makes Grabbag keep playing through the loading screen on Android (if no loadscreen music has been defined by a mod). DONT_BUILD.  
4987 2217d 22h terminx /polymer/eduke32/source/premap.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:

ifcutscene ANIM_SOMEFILE
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...

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.
4986 2217d 22h terminx /polymer/eduke32/source/premap.c Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.  
4982 2217d 22h terminx /polymer/eduke32/source/premap.c Macro for handling ud.bgstretch. DONT_BUILD.  
4978 2219d 22h hendricks266 /polymer/eduke32/source/premap.c Provide a RETURN value of -2 to EVENT_DISPLAYLOADINGSCREEN after G_CacheMapData().  
4968 2220d 20h hendricks266 /polymer/eduke32/source/premap.c Factor out generation of strings for time values in the bonus screen. This involves the creation of ud.playerbest.  
4948 2234d 15h hendricks266 /polymer/eduke32/source/premap.c Modularize .mid --> .ogg --> .flac code to apply to sounds as well, and various cleanup in music/sound filename-handling code.  
4933 2241d 7h helixhorned /polymer/eduke32/source/premap.c Fix bsearch() call for user G_LoadMapHack(): don't access nonexistent storage. DONT_BUILD.  
4923 2243d 21h terminx /polymer/eduke32/source/premap.c Fix savemapstate/loadmapstate (fixes a crash at shutdown, among other things)  
4900 2248d 23h terminx /polymer/eduke32/source/premap.c Place the current loading percentage into RETURN for EVENT_DISPLAYLOADINGSCREEN.  
4884 2251d 12h hendricks266 /polymer/eduke32/source/premap.c Implement UserMapHacks.  
4852 2263d 9h hendricks266 /polymer/eduke32/source/premap.c Introduce preprocessor token EDUKE32_TOUCH_DEVICES that covers both Android and iOS, and replace selected instances of __ANDROID__ with it.  
4831 2269d 12h helixhorned /polymer/eduke32/source/premap.c Minor cleanup around security cameras / viewscreens. DONT_BUILD.

The only semantic change is that an out-of-sync instance of a distance to
check (viewscreen sprite <-> player sprite) is changed in
actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now
represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed
any change in behavior regarding this change (but there ought to be one).

Also, in DNCOORDS display, print 'totalclock' count, too.
4776 2292d 0h hendricks266 /polymer/eduke32/source/premap.c Make sure the mouse is captured when the main menu transitions into MODE_GAME. DONT_BUILD.  
4745 2298d 15h terminx /polymer/eduke32/source/premap.c Mainly misc cleanups (and a fix for the C++ build), but there are a few important changes in here.

VM_OnEvent() has become VM_OnEvent(), VM_OnEventWithReturn(), VM_OnEventWithDist(), and VM_OnEventWithBoth() (the latter of which is only ever used once...). Of course, this required every call to VM_OnEvent() be changed.

memberlabel_t and vmstate_t have been changed to use the regular "int" type versus explicitly specifying int32_t as they did previously. The rationale for this change is simply that it looks cleaner, and I think we should move toward just using "int" in most cases where there's no particular reason to specify an explicit data type.

Also changes CON_KILLIT to just "return" instead of "continue". DONT_BUILD.
4738 2303d 20h hendricks266 /polymer/eduke32/source/premap.c Set up mouse cursor display in menus, with idle timeout fully implemented. No functionality yet. DONT_BUILD.  
4706 2322d 11h terminx /polymer/eduke32/source/premap.c Default map zoom to something a bit more useful on Android. DONT_BUILD.  

Show All