Luglio 2011
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Generale
fix shrinker/expander glowing bug
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Generale
add 'gametics' to the 'dncoords' display, this gives a feeling for how often things are updated wrt the game clock
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Generale
More fog/visibility tweaking. This makes Polymost's not depend on the screen width.
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Generale
* Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.
Mostra dettagli
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers. * Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them). * some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.
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Generale
Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.
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Generale
A bit of cleanup with memory issues.
Mostra dettagli
First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate. Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.
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Generale
fix my earlier keep.me fix to not print a newline so that the produced files match the svn copy
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Generale
delete mistakenly added 'eduke32/source/jaudiolib/obj_win' folder
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Generale
My first commit!
Mostra dettagli
The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script. I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites. I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway. I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning. One final change is a slight positioning cleanup of both programs' --help dialog boxes.
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Generale
fix stupid crash with Alt-C (picnum replacer)
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Generale
Build fix for OSX/PowerPC
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Generale
Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)
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Generale
VP8 video playback as (side-by-side) replacement of ANM moving pictures.
Mostra dettagli
Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g. mkvextract tracks <filename>.webm 1:<filename>.ivf (part of Mkvtoolnix, the Matroska toolset) Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code. Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ? --- Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.
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Generale
Make smostcnt an int32 to prevent overflow (and subsequent crash) with too many saved positions; In Mapster, make it possible to bunch-join an extended with a non-extended floor inner to the first one, so that inner sectors created out of loops can be deleted by joining the sectors then.
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Generale
* new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy
Mostra dettagli
* Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure
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Generale
* Join-bunch functionality in 2d mode ('J'). When applied to two adjacent extended floors with different bunchnums, this makes them equal so that their sectors can be joined in a next step if their ceiling bunchnums are equal. The two floors also must be non-sloped and at the same height.
Mostra dettagli
* slightly tweaked status line, now also displaying the number of bunches * fix a couple of issues unearthed by valgrind and a TROR nextwall corruption when joining sectors
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Generale
Fix embedded gog.com duke3d URLs... zero functional changes in this commit
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Generale
Addresses posts #180 and #181 of the TROR thread. Specifically,
Mostra dettagli
* it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component. * Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect. * bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector * m32script: protect wall members relevant to TROR * save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg
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Generale
* New m32script commands:
Mostra dettagli
- sethighlightsector <sectnum> <on?> - updatehighlightsector - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state> The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though). * corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example, corruptcheck tryfix 9-21 ? would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors. * fix demo playback (tueidj figured this out)
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Generale
* We cansee() now through TROR portals, making enemies recognize you from above and below
Mostra dettagli
* fixed subway roof interpolation; also small tweak to make this possible: http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__99099 * API change: Sect_{Set,Clear}Interpolation now takes sectnums directly
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Generale
fix MSVC build
Giugno 2011
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Generale
* Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(
Mostra dettagli
* When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level * TROR support for SE 31 and 32 in-game, example provided in test map * some uncommited stuff for TROR: SE 6/14
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Generale
make min. resolution 320x200 (Hendricks266's request)
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Generale
fix highlighted sector deleting and probably a couple of other inconsistencies stemming from that bug
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Generale
* Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.
Mostra dettagli
* Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue... * fix a warning
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crash prevention for bad pal sprites (and warning in Mapster 3D mode)
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Generale
Polymer ROR support, but no support for masked floor/ceilings yet.
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Generale
Fix the blacked out bonus screen and run game.c through astyle
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Generale
another small fix
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Generale
Don't crash G_ShowCacheLocks when there are many locks; Better sprite interpolation in subways
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Generale
Patch from Hendricks266 to add "-rts" command line parameter
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Generale
I now understand SE0's
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Generale
Make certain sprites in rotating sectors impervious against diverging from their initial position due to roundoff error accumulation. The sprites affected are those with statnums 0, STANDABLE, FX, and FALLER (also SE lights, but that shouldn't be considered permanent) contained in sectors with SE 0, 6 or 14. Fix some interpolation issues with such sprites in passing, though they still jitter on occasion. For usage examples, take a look at the updated trueror1.map.
Mostra dettagli
Implementation note: the so instrumented sprites use actor[].t_data[7] to hold a magic number (0x18190000 + pivot spr idx), and t_data[8] and [9] for the initial coords relative to the pivot point.
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Generale
fix NOASM=1 build
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Generale
safer sprintf
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Generale
* Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.
Mostra dettagli
* fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer * fix possible crash in OSD_Exec() and uninitialized mem access in game config reader * move makeasmwriteable() to baselayer.c
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Generale
Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)
Mostra dettagli
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."
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Generale
* Tighter y[ud]most clamping in TROR/classic. This fixes the overdraw bug when standing on the rails in the test map.
Mostra dettagli
* Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale * Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc. * Change defaults for r_novoxmips to 1 and lazytileselector to 0
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Generale
also fix eduke32 on x86 and include a script for compiling all four versions, packing each into a fat binary and zipping the whole pack.
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Generale
Replacing 'NSApp' with the value returned from [NSApplication sharedApplication] is the last step to avoid null addresses in the x86 code. Go figure...
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Generale
A couple more OSX tweaks: pull in 'nibless' SDLMain.m into tree for future hacking, fix backspace ('delete') key in OSD, almost everything to make x86 binaries actually run.
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Generale
Fix mapster's command-line parsing and copy over some of the 'custom mod dir' logic, currently used in the sound board to also find files outside of GRPs.
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Generale
A couple of OSX fixes: one 64-bit cleanup, compilation fix on ppc (is that ever used?), nasm command line fix for x86
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Generale
ENet 1.3.2
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Generale
A couple of tweaks for easier work with TROR:
Mostra dettagli
* When TROR-joining and sectors reachable through former red walls could need displacement, ask the user; if something is wrong with the walls of the two components to join, jump to that place and print coordinates of offending wall and its point2 in the OSD * Ctrl-TAB in 2D mode now toggles filling of the currently aimed-at sector; it's not very in sync with the rest of the controls though (e.g. some commands will potentially affect each sector that contains the crosshair) * Fill sectors slightly different so that highlighted sectors above each other are easier to distinguish * In the editor, always clear the screen to a 'rainbow' of the palette before each frame. This makes no-draw ('HOM') and accidental translucency glitches stand out more clearly * a few misc. tweaks, consistency checks, and fixes
Maggio 2011
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Generale
-- TROR:
Mostra dettagli
* Mapster32 now makes sandwiches, too: select all floors of a bunch and 'extend them below'. This will put a new sector between the highlighted ones and the their lower neighbors and displace the z's accordingly. Make sure you have enough headroom. * To facilitate the above, RAlt now has two more modifier keys (checked at release time, as usual): for every sector that would be selected, END will select all sectors whose floor bunchnum equals the first (this is useful for sandwiching), and HOME will select all sectors whose ceiling bunchnum equals it (not very useful, but provided for completeness). * Sloping extended sectors is now checked more rigorously -- misc: * When deleting highlighted sectors with DEL, pressing LShift will now always delete them irrespective whether the mouse pointer is over one of them. This is useful for the cleanup of corrupted maps. * 2D drawing is slightly tweaked so that active walls always display over inactive ones
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tweak RShift so that unnecessary gray walls aren't selected; fix ugly bug with TROR joining
Mostra dettagli
game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right
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Generale
fix crash with RTS playback
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Generale
Fix CON_SCRIPTSIZE
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Generale
set op support for loop highlighting with RCtrl-RShift