EDuke32 Changelog Unofficial archive

Build 2247

10 January 2012 · 8 commits by 1 author · SVN

Builds by month 47 builds

Original log file · 20120110-2247.txt
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r2247 | helixhorned | 2012-01-10 15:45:34 -0800 (Tue, 10 Jan 2012) | 1 line

a couple more trivial tweaks
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r2246 | helixhorned | 2012-01-10 15:45:08 -0800 (Tue, 10 Jan 2012) | 1 line

md4.c/h: add consts to appropriate arguments
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r2245 | helixhorned | 2012-01-10 15:44:49 -0800 (Tue, 10 Jan 2012) | 2 lines

sounds.c: check the sound number before accessing arrays with it; always do
this in "(unsigned)i < bound" fashion.
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r2244 | helixhorned | 2012-01-10 15:44:35 -0800 (Tue, 10 Jan 2012) | 1 line

trivial formatting / removing of old cruft / adding comments
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r2243 | helixhorned | 2012-01-10 15:44:09 -0800 (Tue, 10 Jan 2012) | 5 lines

animvpx sound: fix the 'may have many sounds per frame' requirement

E.g. this should work correctly now:
// FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING
animsounds logo { 1 244  64 14  64 144 }
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r2242 | helixhorned | 2012-01-10 15:43:54 -0800 (Tue, 10 Jan 2012) | 18 lines

Possibility of specifying sounds for a VPX anim-replacement via DEF.

The syntax is as follows:
  animsounds <anim> { frame1 sound1  frame2 sound2 ... }

<anim> has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM,
logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding
to hard-coded Duke3D anims.

The frameN's (1-based frame numbers) have to be in ascending order (but not
necessarily strictly ascending, so that a frame may have more than one sound).

Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm),
the following definition overlays the video with a sound sequence similar
(identical save for timing) to the original nuke animation:

// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244  64 14 }
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r2241 | helixhorned | 2012-01-10 15:43:33 -0800 (Tue, 10 Jan 2012) | 3 lines

In VPX 3 planed --> packed conversion code, pull constant expressions out of
the loop.  For the release build and the test animation, this lowers the time
to 3-4 ms per conversion of one frame on my desktop machine.
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r2240 | helixhorned | 2012-01-10 15:43:18 -0800 (Tue, 10 Jan 2012) | 4 lines

maint: make the following static in polymost.c:
 - texcacheindex *firstcacheindex, *curcacheindex
 - trytexcache(), gloadtile_cached()
- Factor out duplicated code into clear_cache_internal()
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r2239 | helixhorned | 2012-01-07 12:37:48 -0800 (Sat, 07 Jan 2012) | 1 line

Makefile.common: oops, -DNEBUG was in the debug build, not the release one
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sounds.c: check the sound number before accessing arrays with it; always do

Philipp Kutin (Helixhorned) 10 Jan 2012, 15:44 UTC−8 r2245

this in "(unsigned)i < bound" fashion.

Fix

animvpx sound: fix the 'may have many sounds per frame' requirement

Philipp Kutin (Helixhorned) 10 Jan 2012, 15:44 UTC−8 r2243

E.g. this should work correctly now: // FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING animsounds logo { 1 244 64 14 64 144 }

Possibility of specifying sounds for a VPX anim-replacement via DEF.

Philipp Kutin (Helixhorned) 10 Jan 2012, 15:43 UTC−8 r2242

The syntax is as follows: animsounds <anim> { frame1 sound1 frame2 sound2 ... } <anim> has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM, logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding to hard-coded Duke3D anims. The frameN's (1-based frame numbers) have to be in ascending order (but not necessarily strictly ascending, so that a frame may have more than one sound). Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm), the following definition overlays the video with a sound sequence similar (identical save for timing) to the original nuke animation: // frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE animsounds logo { 1 244 64 14 }

In VPX 3 planed --> packed conversion code, pull constant expressions out of

Philipp Kutin (Helixhorned) 10 Jan 2012, 15:43 UTC−8 r2241

the loop. For the release build and the test animation, this lowers the time to 3-4 ms per conversion of one frame on my desktop machine.

maint Engine

make the following static in polymost.c:

Philipp Kutin (Helixhorned) 10 Jan 2012, 15:43 UTC−8 r2240

- texcacheindex *firstcacheindex, *curcacheindex - trytexcache(), gloadtile_cached() - Factor out duplicated code into clear_cache_internal()