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4999 2360d 20h terminx /polymer/eduke32/source/ 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.  
4998 2360d 20h terminx /polymer/eduke32/source/ Remove animvpx's dependency on GLSL; adds in-place YUV420 to RGB888 conversion.  
4997 2360d 20h terminx /polymer/eduke32/source/ A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.  
4996 2360d 20h terminx /polymer/eduke32/source/ Get rid of the "press space to restart" message on mobile. DONT_BUILD.  
4995 2360d 20h terminx /polymer/eduke32/source/ Forgotten changes from a previous commit that renamed functions. DONT_BUILD.  
4994 2360d 20h terminx /polymer/eduke32/source/ Android fixes: let the player climb stairs while crouched and fix the quick switch function of the weapon wheel. DONT_BUILD.  
4993 2360d 20h terminx /polymer/eduke32/source/ Android menu changes. Moves a few settings in-game instead of in crappy system UI dialogs. DONT_BUILD.  
4991 2360d 20h terminx /polymer/eduke32/source/ 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 2360d 20h terminx /polymer/eduke32/source/ Android savegame hacks. DONT_BUILD.  
4989 2360d 20h terminx /polymer/eduke32/source/ More Android changes. DONT_BUILD.  
4988 2360d 20h terminx /polymer/eduke32/source/ C-CON changes  
4987 2360d 20h terminx /polymer/eduke32/source/ 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 2360d 20h terminx /polymer/eduke32/source/ Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.  
4982 2360d 20h terminx /polymer/eduke32/source/ Macro for handling ud.bgstretch. DONT_BUILD.  
4981 2360d 20h terminx /polymer/eduke32/source/ More twalltype  
4978 2362d 20h hendricks266 /polymer/eduke32/source/ Provide a RETURN value of -2 to EVENT_DISPLAYLOADINGSCREEN after G_CacheMapData().  
4977 2362d 20h hendricks266 /polymer/eduke32/source/ CON: Add undefinevolume, undefineskill, and undefinelevel.  
4976 2362d 20h hendricks266 /polymer/eduke32/source/ Rename "Polymost.f" string back to "Polymost" because it only confused users.  
4975 2363d 7h helixhorned /polymer/eduke32/source/ 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 2363d 7h helixhorned /polymer/eduke32/source/ actors.c: style-cleanup A_MoveSpriteClipdist(). DONT_BUILD.  

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