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4987 2325d 20h terminx /polymer/ 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 2325d 20h terminx /polymer/ Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.  
4985 2325d 20h terminx /polymer/ Rename build configurations in VS project. DONT_BUILD.  
4984 2325d 20h terminx /polymer/ Minor engine cleanup  
4983 2325d 20h terminx /polymer/ Fix program entry point on win32, allows debugging SDL builds under MSVC.  
4982 2325d 20h terminx /polymer/ Macro for handling ud.bgstretch. DONT_BUILD.  
4981 2325d 20h terminx /polymer/ More twalltype  
4980 2326d 5h helixhorned /polymer/ mdsprite.c: in md3load(), allocate m->head.surfs with Xcalloc, amending r4952.

And preventing enormous corruption due to a free() called on a garbage (malloc'd)
pointer values this time. DO_BUILD_VERY_FAST_PLEASE!
4979 2326d 7h helixhorned /polymer/ Makefile.common: disallow building Lunatic with C++ for now. DONT_BUILD.  
4978 2327d 19h hendricks266 /polymer/ Provide a RETURN value of -2 to EVENT_DISPLAYLOADINGSCREEN after G_CacheMapData().  
4977 2327d 19h hendricks266 /polymer/ CON: Add undefinevolume, undefineskill, and undefinelevel.  
4976 2327d 19h hendricks266 /polymer/ Rename "Polymost.f" string back to "Polymost" because it only confused users.  
4975 2328d 6h helixhorned /polymer/ gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies.

Previously, that was the case only with DRONE and COMMANDER. This makes
non-falling enemies pass properly through TROR bunches.
4974 2328d 6h helixhorned /polymer/ actors.c: style-cleanup A_MoveSpriteClipdist(). DONT_BUILD.  
4973 2328d 6h helixhorned /polymer/ Mapster32: in build.c, prevent oob of wall[] if joining non-adjacent sectors.

Also, some minor stylistic cleanup.
4972 2328d 6h helixhorned /polymer/ CON: Amend retrieval of STR_*TIME for qgetsysstr, fixing LunaCON and possible oob.

- Add declarations of C functions to defs.ilua, names to dynsymlist,
fix typo in con_lang.lua, ffi.string() calls in control.lua
- Assert that G_LastMapInfoIndex() is always called with ud.last_level >= 1.
(A stricter requirement than necessary to prevent follow-up oob accesses, but
logically the most meaningful.)
- In G_PrintParTime() and G_PrintDesignerTime(), return "<invalid>" if the above
does not hold. This can happen from EVENT_NEWGAME, for example. Add a test to
lunatic/test/qgetsysstr.con. DONT_BUILD.
4971 2328d 17h hendricks266 /polymer/ Engine: Remove some conditional disabling of spriteext features when !defined USE_OPENGL.  
4970 2328d 17h hendricks266 /polymer/ CON: Add read-only access to ud.config.MusicToggle through the "musictoggle" member.  
4969 2328d 17h hendricks266 /polymer/ CON: Add STR_YOURTIME, STR_PARTIME, STR_DESIGNERTIME, and STR_BESTTIME to qgetsysstr.  
4968 2328d 17h hendricks266 /polymer/ Factor out generation of strings for time values in the bonus screen. This involves the creation of ud.playerbest.  

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