Commit Graph

2136 Commits

Author SHA1 Message Date
Nevur 8ef6d6fd9e A bit more work on PK3.
-Expanded folder recognition for PK3s. Some resources are still not loaded from them yet.
-Took a glimpse at how maps are loaded, since the flat recognition is rooted somewhere there; did nothing yet about it though.
-Working towards "generalizing" how new resources are handled. Some var and functionality redundancy is still present.
2017-05-06 16:52:53 +02:00
Nevur b60010f0f1 Tweaked so that it spits out an error for unsupported compression formats. 2017-05-02 19:20:29 +02:00
Nevur 0c73dae57d Submitted changes so far. Deflate doesn't work yet, apparently. 2017-05-02 18:04:16 +02:00
Nevur 9246ab8429 Tweaked lump reading functionality.
-Removed functions exclusively used by W_ReadLumpHeaderPwad.
-Merged those functions into the main one, optimized the structure.
2017-05-02 15:40:31 +02:00
Nevur 1b881afb99 Remember when I said I'd stop for today? I lied.
-Lumps are loaded fine now. Essentially non-compressed PK3s are supported now.
2017-05-01 19:16:30 +02:00
Nevur e125dedbe9 sdad 2017-05-01 18:33:41 +02:00
Nevur 65b89f6c0f Oops. It should compile now. 2017-05-01 16:43:52 +02:00
Nevur 2c614f8f2c More work on PK3 handling.
-Moved the MD5 check for added files up so it avoids unnecessary work when you mess up and re-add a file.
-Using compression enum for compressed lumps now.
-Vastly improved central directory seeking algorithm, big files are read fine now. Thanks a lot JTE!
-Improved remaining central directory navigation algorithm, we know and expect what data is coming from now on, after all.
-TX_ textures and sounds are replaced, but textures crash the game on mapload, and sounds are simply mute when replaced. Might have to do something with caching, I don't know yet.
2017-05-01 16:37:32 +02:00
Nevur 448ceefe84 Little progress made. The code from everywhere still looks for the basic WAD structure of the lumps.
-Removed a redundant boolean related to texture loading in P_AddWadFile.
-Started working on handling PK3s differently, except that I'm not sure about what I'm doing.

I don't know what to do from now on for today, so I'll leave it here for now.
2017-04-30 20:05:26 +02:00
Nevur 376d2a2da3 Further work on PK3 support.
-PK3 files are now properly loaded as files.
-PK3 lumps are still being treated the same way as WAD files. It means they're dependant on markers, if that makes any sense in the context of a ZIP file (it doesn't). I haven't worked out this part yet but I obviously intend to do so.
-I don't know if the lumps' position address is correct, we'll figure out when I fix the thing from above.
2017-04-30 17:43:11 +02:00
Nevur afba4b2abd Started to work towards PK3 support.
-Tweaked compression conditional to a switch-case format, looking towards adding several comrpession algorithms; haven't removed the previous "compressed" boolean yet.
-Added dynamically allocated name strings for lumps; haven't removed the previous name field.
-Added rudimentary PK3 central directory recognition; nothing is actually loaded in the end.
2017-04-30 14:49:33 +02:00
Monster Iestyn 5608c4b4e7 Merge branch 'public_next' 2017-04-26 16:17:29 +01:00
Monster Iestyn 058ad4df88 Merge branch 'master' into next 2017-04-26 16:15:40 +01:00
Monster Iestyn c16ae57f91 Merge branch 'addfile-directories-fix' into 'next'
Addfile directories fix

This is a fix for this bug: https://mb.srb2.org/showthread.php?t=42279

See merge request !166
2017-04-24 20:46:38 -04:00
Monster Iestyn e03577d957 Merge branch 'falling-rocks-fix' into 'next'
Falling rocks fix

This fixes the rock spawners' rocks not being removed if they rolled down to the ground from a slope rather than bouncing (see https://mb.srb2.org/showthread.php?t=41963)

See merge request !162
2017-04-24 20:41:32 -04:00
Monster Iestyn 7f7c7c58ab Use less-than, not less-than-or-equals, since deststop is off-screen 2017-04-24 17:41:50 +01:00
Monster Iestyn ed9dfaa617 Merge branch 'master' into polyobject-checksight-fix 2017-04-21 16:32:38 +01:00
Monster Iestyn f77e107c1a Merge branch 'no-doubling-texture-heights-plz' into 'master'
No doubling texture heights plz

If you didn't know, apparently SRB2 was hardcoded to double the height of 64x64 textures created using TX_START/TX_END. This has frustrated some a lot. This branch removes this hack at last (there doesn't appear to be any visual issues resulting from removing it, anyway).

srb2win-nodoubletexheight.exe can be found in my FTP folder.

See merge request !85
2017-04-20 21:00:48 -04:00
Monster Iestyn 839dc6bcc1 Merge branch 'hud-drown-numbers-fix' into 'master'
First person HUD drown numbers fix

This branch fixes the following issues with the first person HUD when drowning:
* "0" turning into Sonic's drown sprite, since both sprites happen to be named DRWNA0
* SF_MACHINE's special drowning numbers from 3rd person not being used

See merge request !80
2017-04-20 16:20:00 -04:00
Monster Iestyn 3edbf0a085 Fixed P_CheckSight not considering polyobject top and bottom at all
This was actually kind of easier to do than I expected, though I can't tell if there's anything else I need to do or not
2017-04-19 22:19:46 +01:00
Monster Iestyn f0256c41be Be gone ye old texture hack 2017-04-19 20:00:19 +01:00
Monster Iestyn 0f2c9c40a2 Hardcoded the big gargoyle 2017-04-18 20:38:13 +01:00
Monster Iestyn 941ab72204 Hardcode new/updated xmas scenery object type/state info 2017-04-18 18:32:52 +01:00
Monster Iestyn 0e358b3d9f Add new Pity shield orb state info, remove unused Pity states 2017-04-18 17:36:04 +01:00
Monster Iestyn 93efb3084e Merge branch 'mi-a-bit-of-cleanup' into 'master'
MI's unimportant code cleanup

Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).

See merge request !71
2017-04-17 14:43:50 -04:00
Monster Iestyn 798628eef1 Merge branch 'mi-minor-refactoring' into 'master'
MI minor refactoring

Just moving the locations of some consvar externs from d_netcmd.h to other header files in which I think they should REALLY belong. Ultimately this should not affect gameplay whatsoever, it's just code cleanup.

See merge request !81
2017-04-17 13:40:51 -04:00
Monster Iestyn 7629a0710e Make sure quakes are scaled for skyboxes
While I was at it I also refactored most of the skybox view scaling code so it isn't needlessly duplicated
2017-04-15 20:21:54 +01:00
Monster Iestyn 181c8bd742 These convar externs aren't moving files, I'm just shifting them up to live with their relatives 2017-04-14 19:56:51 +01:00
Monster Iestyn 0921244ba4 Move analog consvars to g_game.h 2017-04-14 19:00:46 +01:00
Monster Iestyn 488c4071ba Moved screenshot/movie consvar externs to m_misc.h 2017-04-14 18:14:15 +01:00
Monster Iestyn 46c3c42eba cv_controlperkey probably belongs in g_input.h too 2017-04-14 18:02:35 +01:00
Monster Iestyn 887e7e0b7d Moved most of d_netcmd.h's 2P mouse consvar externs to the files with their 1P counterparts 2017-04-14 17:45:27 +01:00
Monster Iestyn 3696463aa8 Just to make toaster happy I'll do this :V 2017-04-14 17:16:09 +01:00
Monster Iestyn 180829e95c Rewrote first person HUD's drown numbers drawing 2017-04-13 22:09:03 +01:00
Inuyasha 5e4f960f3a fixed drawfill to be more consistent w/ other functions
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
2017-04-12 15:34:13 -07:00
Monster Iestyn 80637b336b Starting work, noclimb inverts direction (haven't tested if it actually works or not yet) 2017-04-11 22:33:04 +01:00
toasterbabe 73ea33d3a1 Fixing the fuckup I made when creating the new palette. 2017-04-06 16:42:52 +01:00
Monster Iestyn bfaf60ceef Merge branch 'public_next' 2017-04-05 21:05:57 +01:00
toasterbabe 89f518a8a3 FuriousFox discovered a crash, realised I wasn't careful here. 2017-04-04 23:12:43 +01:00
Monster Iestyn 81c3d6820e Merge branch 'commandline_skinselect' into 'next'
Command-line skin selecting fix

Fixed http://mb.srb2.org/showthread.php?t=42312.

Also, fixed being able to change your skin colour during credits/cutscenes in singleplayer.

See merge request !158
2017-04-04 16:49:55 -04:00
toasterbabe 6c923b26e7 woops forgot to push this 2017-04-04 21:29:44 +01:00
toasterbabe 3efa66d537 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/m_menu.c
2017-04-04 21:03:35 +01:00
Rob 8fdbc5669c Merge branch 'level_select' into 'master'
Revamped Level Select (platter view)

Seriously revamped every level select instance in the game to use a more attractive and easier to navigate platter view, including:

* Game CLEAR! save (Title/Pause menus)
* Secrets Menu (including custom ones)
* Record Attack/NiGHTS Mode
* Server creation (Online/2P)
* MP Pause level select (Online/2P)

As a result, the layout of the last three above menus has been changed to varying degrees of difference.

Also, bonus feature: using level select (or MAP MAPxx without -force) in Co-op multiplayer won't reset your score, will keep any lives you have above the startinglives variable, and will not take away all your emeralds. The -force thing prevents both warping directly to special stages to rack up the emeralds AND ensures there IS a way to start a new game.

Check out <root>/!LatestSRB2Files/srb2win_branch_levelselect.exe with the latest patch.dta to see more.

Also, LF2_WIDEICON lets you do this. https://gfycat.com/MenacingClearAngora

See merge request !68
2017-04-04 12:23:18 -04:00
toasterbabe 76b56a0285 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/p_user.c
2017-04-04 16:55:20 +01:00
toasterbabe d5575669fa Handled some of MI's concerns. 2017-04-04 16:50:33 +01:00
Rob c4984bec46 Merge branch 'changed-defaults' into 'master'
Suggested default settings

Making a merge request for suggested new default settings, because saying "hey, I think this would be a better default, you guys should try it" in IRC won't actually get people to give you opinions on them ;p

Camera distance is 160 now, height is 25, and speed is 0.3 (previously 128, 20, 0.25, respectively). Mouse sensitivity on both axes is now 12, previously 35. The default move/look/jump/spin keys is Mystic's proposed scheme from the New Player Experiences topic (https://mb.srb2.org/showthread.php?t=42095).

Camera settings also now can save to your config.cfg, and they won't try resetting back to the default at every chance it gets. (~~As a side effect, analog mode won't have higher cam_dist anymore. Poor analog mode, no one cries for you.~~ Now increases cam_dist in analog mode by x1.2!) This makes it so everything that's different can be easily reverted back to the older setting.

Test exe in my folder, <root>/TehRealSalt/srb2win_changed-defaults.exe

See merge request !75
2017-04-03 23:45:33 -04:00
toasterbabe caeb515783 On request, swapped out MT_PARTICLE dust for MT_SPINDUST dust. 2017-04-03 19:01:30 +01:00
toasterbabe 1e64b096fd Bugfixes and code cleanup.
* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
2017-04-03 18:28:02 +01:00
toasterbabe 0c792ff67a Add missing flag reads. 2017-04-03 16:05:13 +01:00
toasterbabe 1c737f33c5 Camerascale fix to apply to more stuff. 2017-04-03 13:33:05 +01:00