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5253 2337d 15h hendricks266 /polymer/eduke32/Makefile.deps Revert recent icon changes.  
5197 2345d 2h hendricks266 /polymer/eduke32/Makefile.deps Add SW to our build system and make relevant changes to avoid fatal build errors.  
4987 2442d 18h terminx /polymer/eduke32/Makefile.deps 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.
4919 2469d 17h terminx /polymer/eduke32/Makefile.deps Implement better fade-out for quotes and for the mouse cursor in the menu.  
4569 2629d 3h helixhorned /polymer/eduke32/Makefile.deps Mapster32: prototypical checker for wall loops, enabled partially.

Inspired by
the corruption checker now checks for certain conditions of the loops of each
sector. Recall that CW loops are outer and CCW loops are inner.

- If a sector has no or more than one outer loop, count that as corruption
(level 4 and 3, respectively).
- (Disabled) For sectors with exactly one outer loop, check that all inner
ones are inside it. This is currently not compiled due to an asymmetry of
loopinside() for degenerate cases, similar to pre-r3898 inside().
4565 2640d 15h hendricks266 /polymer/eduke32/Makefile.deps Nuke rev.h.

Note to MSVC users: You can get the revision number if you run `make rev o=obj` with MinGW before you build.

4543 2646d 16h hendricks266 /polymer/eduke32/Makefile.deps Ball-busting Makefile restructure.

4495 2698d 11h hendricks266 /polymer/eduke32/Makefile.deps Better compile timestamp handling.  
4343 2796d 15h hendricks266 /polymer/eduke32/Makefile.deps Build system: Detect the SVN revision and generate rev.h directly from the Makefile, if applicable.  
4316 2808d 13h hendricks266 /polymer/eduke32/Makefile.deps Replace QuickLZ with LZ4.  
4055 2963d 3h helixhorned /polymer/eduke32/Makefile.deps Replace literal g_sounds[].m bits with enum constants. DONT_BUILD.  
3834 3062d 17h hendricks266 /polymer/eduke32/Makefile.deps Dynamicsoundremap.  
3758 3079d 21h terminx /polymer/eduke32/Makefile.deps WIP texture cache refactoring  
3613 3128d 22h terminx /polymer/eduke32/Makefile.deps MSVC build fixes. The change to Makefile.deps is slightly questionable but it's not really an issue.  
3521 3159d 7h helixhorned /polymer/eduke32/Makefile.deps Lunatic Makefile.deps: make game.c depend on defs.ilua.

Since the size of defs.ilua's bytecode is used in game.c.
3193 3259d 8h terminx /polymer/eduke32/Makefile.deps Remove xdelta3 since it doesn't fit in with our current networking plans anymore  
3163 3260d 17h hendricks266 /polymer/eduke32/Makefile.deps Tools updates:
- Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.)
- Construct "make utils" for the game side following the pattern of the engine.
- Move ivfrate to this new distinction.
- Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases.
3148 3265d 3h helixhorned /polymer/eduke32/Makefile.deps Lunatic reorganization part 2: split into engine and editor/game parts.

On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
3057 3299d 8h helixhorned /polymer/eduke32/Makefile.deps Lunatic: fix up Makefiles, split dynsymlists.

The Makefile now has separate {GAME,EDITOR}LDFLAGS, so the correct
dynamic symbol list can be specified.
2728 3425d 7h hendricks266 /polymer/eduke32/Makefile.deps Massive menu input control revamp/cleanup/factor. (added: input.[ch])

New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.

On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])

Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.

I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.

In addition, "Press any key or button to continue" now truly means what it says.

As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.

A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.

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