EDuke32 Changelog Archivio non ufficiale

Build 5454

25 novembre 2015 · 20 commit di 2 autori · SVN

Build per mese 138 build

  1. gen

  2. feb

  3. mar

  4. apr

  5. mag

  6. giu

  7. lug

  8. ago

  9. set

  10. ott

  11. nov

  12. dic

File di log originale · 20151125-5454.txt
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r5454 | hendricks266 | 2015-11-25 04:08:37 -0800 (Wed, 25 Nov 2015) | 1 line

Duke3D/Startup: Autodetect the installation path of the World War II GI release on Steam. Windows and Linux only for now, as there appears to be no OS X support.
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r5453 | hendricks266 | 2015-11-25 04:08:34 -0800 (Wed, 25 Nov 2015) | 7 lines

Implement WWII GI weapon display code.

Remaining issues with the weapons (both functionality and display):
- The "pistol", "shotgun", and "chaingun" fire too slowly.
- The flamethrower fires too quickly.
- The bazooka drop for reload is late.
- Upon starting a level, the "pistol" should show a reload frame, but it does not.
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r5452 | hendricks266 | 2015-11-25 04:08:31 -0800 (Wed, 25 Nov 2015) | 4 lines

Miscellaneous NAM and WWII GI tweaks/fixes.

Remaining issues:
- Inventory item gamefuncs still use their Duke 3D names. The buggy way custom gamefunc binds are saved and loaded needs to be addressed first.
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r5451 | hendricks266 | 2015-11-25 04:08:28 -0800 (Wed, 25 Nov 2015) | 5 lines

Implement NAM and WWII GI's replacement cheats.

Whereas Duke starts cheats with DN, NAM starts with NVA and WWII GI starts with WW2. (Hackily: CheatKeys[] is still size 2, and the third character is at the start of every CheatString.)

The cheats hyper (NAM-only), coords, view, skill, weapons, and inventory were not originally present but since they work properly and this is EDuke32, I have re-added them. Non-working cheats are now disabled.
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r5450 | hendricks266 | 2015-11-25 04:08:24 -0800 (Wed, 25 Nov 2015) | 1 line

Don't implicitly define GAMEFLAG_NAM for WWII GI. Instead, implement a new macro NAM_WW2GI synonymous with (NAM || WW2GI).
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r5449 | hendricks266 | 2015-11-25 04:08:20 -0800 (Wed, 25 Nov 2015) | 1 line

Restrict the right-edge widescreen clamping of the Pistol reload and Freezer to Duke Nukem 3D only: NAM and WWII GI don't need it.
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r5448 | hendricks266 | 2015-11-25 04:08:17 -0800 (Wed, 25 Nov 2015) | 1 line

Duke3D/Startup: Instead of adding Megaton's music paths, don't remove the gameroot path and let my new S_OpenAudio take care of the SC-55 soundtrack.
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r5447 | hendricks266 | 2015-11-25 04:08:14 -0800 (Wed, 25 Nov 2015) | 3 lines

Duke3D/Startup: Clean up the Windows registry reading code.

There is no need to cache the result of a function called only once for each input.
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r5446 | hendricks266 | 2015-11-25 04:08:10 -0800 (Wed, 25 Nov 2015) | 1 line

Duke3D/Sound: Add a hack to the previous commit so that Megaton's grabbag.voc will still upgrade to music/grabbag_voc.ogg, but its subway.voc will no longer upgrade to music/subway.ogg.
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r5445 | hendricks266 | 2015-11-25 04:08:07 -0800 (Wed, 25 Nov 2015) | 7 lines

Duke3D/Sound: Restructure S_OpenAudio to check in more paths. For each path, it performs the filename transformations and checks it does currently.

First, it will try the local path (as previously).
Second, it will check to see if the filename originally requested exists inside a GRP or SSI file (its parent), and if it does, it will check in "music/<parent's name sans extension>/".
Third, it will check in "music/".

Do not rely on this when distributing mods: These checks are hacks and may potentially be removed.
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r5444 | hendricks266 | 2015-11-25 04:08:04 -0800 (Wed, 25 Nov 2015) | 1 line

Duke3D/Sound: Make kopen4loadfrommod a tail-call from S_UpgradeFormat, rename the function to S_OpenAudio, and replace 4x calls to one and then the other. No functional changes.
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r5443 | hendricks266 | 2015-11-25 04:08:00 -0800 (Wed, 25 Nov 2015) | 1 line

cache1d: Add kfileparent().
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r5442 | hendricks266 | 2015-11-25 04:07:57 -0800 (Wed, 25 Nov 2015) | 1 line

cache1d: Bikeshed some formatting in kopen_internal().
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r5441 | hendricks266 | 2015-11-25 04:07:54 -0800 (Wed, 25 Nov 2015) | 1 line

cache1d: Save the filenames of GRP and SSI files that are opened.
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r5440 | hendricks266 | 2015-11-25 04:07:51 -0800 (Wed, 25 Nov 2015) | 1 line

Polymodes: Don't test (!usemodels || md_tilehasmodel(picnum, pal) < 0) in eligible_for_tileshades (called only from getshadefactor) because getshadefactor is only called when a model is *not* being drawn, and therefore results in incorrect shading when drawing a tile with a model defined and models enabled to the screen or as a skybox.
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r5439 | hendricks266 | 2015-11-25 04:07:47 -0800 (Wed, 25 Nov 2015) | 1 line

Polymodes: Slight optimizations in getshadefactor.
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r5438 | hendricks266 | 2015-11-25 04:07:44 -0800 (Wed, 25 Nov 2015) | 1 line

Polymost: Bookend the recursive call to polymost_drawpoly as part of the fullbright pass with bglDepthFunc(GL_EQUAL) and bglDepthFunc(GL_LEQUAL) to ensure that the fullbright overlay is always visible and never fights with the sprite itself.
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r5437 | hendricks266 | 2015-11-25 04:07:41 -0800 (Wed, 25 Nov 2015) | 1 line

Polymost: Remove "indrawroomsandmasks" variable and its only use in polymost_drawpoly as a condition for the fullbright pass.
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r5436 | hendricks266 | 2015-11-25 04:07:36 -0800 (Wed, 25 Nov 2015) | 1 line

Polymost: Connect spriteext[].x/ypanning to model UVs (range 0-255).
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r5435 | helixhorned | 2015-11-21 04:42:47 -0800 (Sat, 21 Nov 2015) | 10 lines

player.c: factor out large A_ShootWithZvel() block into A_ShootHardcoded()

The block is taken over verbatim; 'vec3_t srcvect' is passed by value.

The primary purpose of this is that it's easier to compare custom projectile
behavior in A_ShootCustom() with the hardcoded one by reading the code
of these two functions. For example, this may be of use to modders wishing
to emulate a hardcoded projectile.

DONT_BUILD.
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.

Duke3D/Startup: Autodetect the installation path of the World War II GI release on Steam. Windows and Linux only for now, as there appears to be no OS X support.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5454

Implement WWII GI weapon display code.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5453

Remaining issues with the weapons (both functionality and display): - The "pistol", "shotgun", and "chaingun" fire too slowly. - The flamethrower fires too quickly. - The bazooka drop for reload is late. - Upon starting a level, the "pistol" should show a reload frame, but it does not.

Fix

Miscellaneous NAM and WWII GI tweaks/fixes.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5452

Remaining issues: - Inventory item gamefuncs still use their Duke 3D names. The buggy way custom gamefunc binds are saved and loaded needs to be addressed first.

Implement NAM and WWII GI's replacement cheats.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5451

Whereas Duke starts cheats with DN, NAM starts with NVA and WWII GI starts with WW2. (Hackily: CheatKeys[] is still size 2, and the third character is at the start of every CheatString.) The cheats hyper (NAM-only), coords, view, skill, weapons, and inventory were not originally present but since they work properly and this is EDuke32, I have re-added them. Non-working cheats are now disabled.

Don't implicitly define GAMEFLAG_NAM for WWII GI. Instead, implement a new macro NAM_WW2GI synonymous with (NAM || WW2GI).

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5450

Restrict the right-edge widescreen clamping of the Pistol reload and Freezer to Duke Nukem 3D only: NAM and WWII GI don't need it.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5449

Duke3D/Startup: Instead of adding Megaton's music paths, don't remove the gameroot path and let my new S_OpenAudio take care of the SC-55 soundtrack.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5448

Duke3D/Startup: Clean up the Windows registry reading code.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5447

There is no need to cache the result of a function called only once for each input.

Duke3D/Sound: Add a hack to the previous commit so that Megaton's grabbag.voc will still upgrade to music/grabbag_voc.ogg, but its subway.voc will no longer upgrade to music/subway.ogg.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5446

Duke3D/Sound: Restructure S_OpenAudio to check in more paths. For each path, it performs the filename transformations and checks it does currently.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5445

First, it will try the local path (as previously). Second, it will check to see if the filename originally requested exists inside a GRP or SSI file (its parent), and if it does, it will check in "music/<parent's name sans extension>/". Third, it will check in "music/". Do not rely on this when distributing mods: These checks are hacks and may potentially be removed.

Duke3D/Sound: Make kopen4loadfrommod a tail-call from S_UpgradeFormat, rename the function to S_OpenAudio, and replace 4x calls to one and then the other. No functional changes.

Evan Ramos (Hendricks266) 25 nov 2015, 04:08 UTC−8 r5444
Polymodes FixEngine

Don't test (!usemodels || md_tilehasmodel(picnum, pal) < 0) in eligible_for_tileshades (called only from getshadefactor) because getshadefactor is only called when a model is *not* being drawn, and therefore results in incorrect shading when drawing a tile with a model defined and models enabled to the screen or as a skybox.

Evan Ramos (Hendricks266) 25 nov 2015, 04:07 UTC−8 r5440
Polymost Engine

Bookend the recursive call to polymost_drawpoly as part of the fullbright pass with bglDepthFunc(GL_EQUAL) and bglDepthFunc(GL_LEQUAL) to ensure that the fullbright overlay is always visible and never fights with the sprite itself.

Evan Ramos (Hendricks266) 25 nov 2015, 04:07 UTC−8 r5438

player.c: factor out large A_ShootWithZvel() block into A_ShootHardcoded()

Philipp Kutin (Helixhorned) 21 nov 2015, 04:42 UTC−8 r5435

The block is taken over verbatim; 'vec3_t srcvect' is passed by value. The primary purpose of this is that it's easier to compare custom projectile behavior in A_ShootCustom() with the hardcoded one by reading the code of these two functions. For example, this may be of use to modders wishing to emulate a hardcoded projectile. DONT_BUILD.