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2015.02.10.Log1076.txt

📄SVN 📅2015-02-10 💾6,2 KB 20 Parsed entries CON BUILD FIX

Revision r5000

More Android work. DONT_BUILD.

Revision r4999

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.

Revision r4998

Remove animvpx's dependency on GLSL; adds in-place YUV420 to RGB888 conversion.

Revision r4997

A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.

Revision r4996

Get rid of the "press space to restart" message on mobile. DONT_BUILD.

Revision r4995

Forgotten changes from a previous commit that renamed functions. DONT_BUILD.

Revision r4994

Android fixes: let the player climb stairs while crouched and fix the quick switch function of the weapon wheel. DONT_BUILD.

Revision r4993

Android menu changes. Moves a few settings in-game instead of in crappy system UI dialogs. DONT_BUILD.

Revision r4992

Android SDLayer changes. DONT_BUILD.

Revision r4991

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.

Revision r4990

Android savegame hacks. DONT_BUILD.

Revision r4989

More Android changes. DONT_BUILD.

Revision r4988

C-CON changes

Revision r4987

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:

onevent EVENT_CUTSCENE
    ifcutscene ANIM_SOMEFILE
    {
        ifvare RETURN 12 // frame 12
            sound FLY_BY
        rotatesprite ...
    }
endevent

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.

Revision r4986

Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.

Revision r4985

Rename build configurations in VS project. DONT_BUILD.

Revision r4984

Minor engine cleanup

Revision r4983

Fix program entry point on win32, allows debugging SDL builds under MSVC.

Revision r4982

Macro for handling ud.bgstretch. DONT_BUILD.

Revision r4981

More twalltype
Raw Content
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r5001 | terminx | 2015-02-10 21:23:04 -0800 (Tue, 10 Feb 2015) | 1 line

Polymost changes to better support running under GL ES. Still need to investigate GL_LINES and GL_QUADS... neither work under either GL -> GL ES wrapper we've tried, so we must be doing something wrong.
------------------------------------------------------------------------
r5000 | terminx | 2015-02-10 21:22:59 -0800 (Tue, 10 Feb 2015) | 1 line

More Android work. DONT_BUILD.
------------------------------------------------------------------------
r4999 | terminx | 2015-02-10 21:22:55 -0800 (Tue, 10 Feb 2015) | 1 line

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.
------------------------------------------------------------------------
r4998 | terminx | 2015-02-10 21:22:52 -0800 (Tue, 10 Feb 2015) | 1 line

Remove animvpx's dependency on GLSL; adds in-place YUV420 to RGB888 conversion.
------------------------------------------------------------------------
r4997 | terminx | 2015-02-10 21:22:48 -0800 (Tue, 10 Feb 2015) | 1 line

A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.
------------------------------------------------------------------------
r4996 | terminx | 2015-02-10 21:22:41 -0800 (Tue, 10 Feb 2015) | 1 line

Get rid of the "press space to restart" message on mobile. DONT_BUILD.
------------------------------------------------------------------------
r4995 | terminx | 2015-02-10 21:22:38 -0800 (Tue, 10 Feb 2015) | 1 line

Forgotten changes from a previous commit that renamed functions. DONT_BUILD.
------------------------------------------------------------------------
r4994 | terminx | 2015-02-10 21:22:35 -0800 (Tue, 10 Feb 2015) | 1 line

Android fixes: let the player climb stairs while crouched and fix the quick switch function of the weapon wheel. DONT_BUILD.
------------------------------------------------------------------------
r4993 | terminx | 2015-02-10 21:22:32 -0800 (Tue, 10 Feb 2015) | 1 line

Android menu changes. Moves a few settings in-game instead of in crappy system UI dialogs. DONT_BUILD.
------------------------------------------------------------------------
r4992 | terminx | 2015-02-10 21:22:29 -0800 (Tue, 10 Feb 2015) | 1 line

Android SDLayer changes. DONT_BUILD.
------------------------------------------------------------------------
r4991 | terminx | 2015-02-10 21:22:26 -0800 (Tue, 10 Feb 2015) | 1 line

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.
------------------------------------------------------------------------
r4990 | terminx | 2015-02-10 21:22:23 -0800 (Tue, 10 Feb 2015) | 1 line

Android savegame hacks. DONT_BUILD.
------------------------------------------------------------------------
r4989 | terminx | 2015-02-10 21:22:19 -0800 (Tue, 10 Feb 2015) | 1 line

More Android changes. DONT_BUILD.
------------------------------------------------------------------------
r4988 | terminx | 2015-02-10 21:22:11 -0800 (Tue, 10 Feb 2015) | 1 line

C-CON changes
------------------------------------------------------------------------
r4987 | terminx | 2015-02-10 21:22:07 -0800 (Tue, 10 Feb 2015) | 27 lines

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:

onevent EVENT_CUTSCENE
    ifcutscene ANIM_SOMEFILE
    {
        ifvare RETURN 12 // frame 12
            sound FLY_BY
        rotatesprite ...
    }
endevent

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.
------------------------------------------------------------------------
r4986 | terminx | 2015-02-10 21:22:00 -0800 (Tue, 10 Feb 2015) | 1 line

Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.
------------------------------------------------------------------------
r4985 | terminx | 2015-02-10 21:21:56 -0800 (Tue, 10 Feb 2015) | 1 line

Rename build configurations in VS project. DONT_BUILD.
------------------------------------------------------------------------
r4984 | terminx | 2015-02-10 21:21:53 -0800 (Tue, 10 Feb 2015) | 1 line

Minor engine cleanup
------------------------------------------------------------------------
r4983 | terminx | 2015-02-10 21:21:50 -0800 (Tue, 10 Feb 2015) | 1 line

Fix program entry point on win32, allows debugging SDL builds under MSVC.
------------------------------------------------------------------------
r4982 | terminx | 2015-02-10 21:21:46 -0800 (Tue, 10 Feb 2015) | 1 line

Macro for handling ud.bgstretch. DONT_BUILD.
------------------------------------------------------------------------
r4981 | terminx | 2015-02-10 21:21:38 -0800 (Tue, 10 Feb 2015) | 1 line

More twalltype
------------------------------------------------------------------------
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