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4987 2420d 20h 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 2420d 20h terminx /polymer/eduke32/source/premap.c Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.  
4982 2420d 20h terminx /polymer/eduke32/source/premap.c Macro for handling ud.bgstretch. DONT_BUILD.  
4978 2422d 19h hendricks266 /polymer/eduke32/source/premap.c Provide a RETURN value of -2 to EVENT_DISPLAYLOADINGSCREEN after G_CacheMapData().  
4968 2423d 17h 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 2437d 13h 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 2444d 4h helixhorned /polymer/eduke32/source/premap.c Fix bsearch() call for user G_LoadMapHack(): don't access nonexistent storage. DONT_BUILD.  
4923 2446d 18h terminx /polymer/eduke32/source/premap.c Fix savemapstate/loadmapstate (fixes a crash at shutdown, among other things)  
4900 2451d 20h terminx /polymer/eduke32/source/premap.c Place the current loading percentage into RETURN for EVENT_DISPLAYLOADINGSCREEN.  
4884 2454d 10h hendricks266 /polymer/eduke32/source/premap.c Implement UserMapHacks.  
4852 2466d 6h 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 2472d 9h 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 2494d 21h hendricks266 /polymer/eduke32/source/premap.c Make sure the mouse is captured when the main menu transitions into MODE_GAME. DONT_BUILD.  
4745 2501d 13h 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 2506d 17h hendricks266 /polymer/eduke32/source/premap.c Set up mouse cursor display in menus, with idle timeout fully implemented. No functionality yet. DONT_BUILD.  
4706 2525d 8h terminx /polymer/eduke32/source/premap.c Default map zoom to something a bit more useful on Android. DONT_BUILD.  
4703 2525d 8h terminx /polymer/eduke32/source/premap.c Clean up some player code a bit... make bobposx/bobposy a vec2_t, make fricxv/fricyv a per-player vec2_t (TODO: CON access), promote angvel in input_t to int16_t and allow for player angle changes that result in odd numbered angles (we were effectively artificially limiting the angle to 1024 values before), fix some HUD model ID stuff that should help with the weapons in the HRP, clean up a bunch of random functions (P_FireWeapon(), P_DisplayTip(), P_DisplayAccess(), P_DisplayWeapon(), P_GetInput(), etc). Also clean up G_SetupFilenameBasedMusic() to loop through flac/ogg/mid when searching for usermap music replacements. Some of this really needs a BYTEVERSION bump, but these commits aren't for synthesis to build so we're not doing it yet. DONT_BUILD.  
4680 2529d 21h terminx /polymer/eduke32/source/premap.c Another 5000 lines of pain and tears. DONT_BUILD.  
4679 2529d 21h terminx /polymer/eduke32/source/premap.c Hi-res security viewscreens  
4658 2529d 22h terminx /polymer/eduke32/source/premap.c Various additional optimizations: add CLASSIC_SLICE_BY_4 mode to unroll some of the loops in a-c, replace integer divisions by a divisor unknown at compile time with usage of libdivide, clean up pragmas further by removing more old stuff that wasn't used anywhere. This is another one of those nasty commits that make people cry. DONT_BUILD.  

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