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4992 2441d 14h terminx /polymer Android SDLayer changes. DONT_BUILD.  
4991 2441d 14h terminx /polymer 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.  
4990 2441d 14h terminx /polymer Android savegame hacks. DONT_BUILD.  
4989 2441d 14h terminx /polymer More Android changes. DONT_BUILD.  
4988 2441d 14h terminx /polymer C-CON changes  
4987 2441d 14h 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:

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.
 
4986 2441d 14h terminx /polymer Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.  
4985 2441d 14h terminx /polymer Rename build configurations in VS project. DONT_BUILD.  
4984 2441d 14h terminx /polymer Minor engine cleanup  
4983 2441d 14h terminx /polymer Fix program entry point on win32, allows debugging SDL builds under MSVC.  
4982 2441d 14h terminx /polymer Macro for handling ud.bgstretch. DONT_BUILD.  
4981 2441d 14h terminx /polymer More twalltype  
4980 2442d 0h 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 2442d 2h helixhorned /polymer Makefile.common: disallow building Lunatic with C++ for now. DONT_BUILD.  
4978 2443d 14h hendricks266 /polymer Provide a RETURN value of -2 to EVENT_DISPLAYLOADINGSCREEN after G_CacheMapData().  
4977 2443d 14h hendricks266 /polymer CON: Add undefinevolume, undefineskill, and undefinelevel.  
4976 2443d 14h hendricks266 /polymer Rename "Polymost.f" string back to "Polymost" because it only confused users.  
4975 2444d 1h 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 2444d 1h helixhorned /polymer actors.c: style-cleanup A_MoveSpriteClipdist(). DONT_BUILD.  
4973 2444d 1h helixhorned /polymer Mapster32: in build.c, prevent oob of wall[] if joining non-adjacent sectors.

Also, some minor stylistic cleanup.
 

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