Fabian Greffrath
fa899ac25d
properly initialize the monsec widget's y coordinate
...
Fixes #502
2022-04-08 11:10:14 +02:00
Fabian Greffrath
4f9be3f457
work-around a bug in Windows 11's Direct3D9 VSync timer ( #501 )
...
* work-around a bug in Windows 11's Direct3D9 VSync timer
* set direct3d11 on all versions of Windows
2022-04-08 10:04:09 +02:00
Fabian Greffrath
c70f5a5309
catch playeringame[] overflow ( #497 )
2022-04-07 10:46:03 +02:00
Roman Fomin
ee2d4a4be0
initialize I_ErrorMsg earlier ( #496 )
2022-04-07 10:45:53 +02:00
Fabian Greffrath
cebc872986
parametrize the dark/shaded color translation table
2022-04-06 13:53:34 +02:00
Fabian Greffrath
e2444ba859
some more cosmetic rearrangement
2022-04-06 12:46:43 +02:00
Fabian Greffrath
0e0a7d8d09
move prev/next arrows a bit down in Compatibility menu
2022-04-06 12:21:43 +02:00
Fabian Greffrath
840ded0cdc
reverse checks, triggering condition first
2022-04-06 12:15:44 +02:00
Fabian Greffrath
6c14a81ecb
provide a choice to disable overflow emulations in Vanilla complevel ( #495 )
2022-04-06 10:31:16 +02:00
Roman Fomin
2fd4678a2b
INTERCEPTS overflow emulation from Chocolate Doom ( #494 )
...
* INTERCEPTS overflow emulation from Chocolate Doom
* add demo_compatibilty check, fixes
* simplify warning
2022-04-05 17:01:59 +02:00
Fabian Greffrath
a2bc535188
some wording improvements
2022-04-05 11:24:52 +02:00
Fabian Greffrath
3c68111f38
render the beta plasma ball sprites translucent ( #491 )
...
* render the beta plasma ball sprites translucent
I know they were of course not translucent in the original beta
release, but we are using completely different plasma ball sprites
anyway - and they just look neat with some translucency added.
Alternative implementations would be to set this flag in
D_InitTables() instead, or to set it in a DEHACKED patch in
autoload/doom-all. What do you think?
* comments
2022-04-04 09:23:28 +02:00
Fabian Greffrath
3dff8de07a
don't let taking a screenshot eat the key ( #492 )
2022-04-04 08:56:34 +02:00
Roman Fomin
6d5235d2b6
remove unnecessary include
2022-04-02 08:51:34 +07:00
Fabian Greffrath
663c304971
Beta emulation requires complevel MBF ( #489 )
...
* print a warning that beta emulation and complevel MBF21 are mutually exclusive
* Beta emulation requires complevel MBF
2022-04-01 10:11:50 +02:00
Roman Fomin
71a4af23c8
adjust offset only if sky is not stretched ( #488 )
...
* adjust offset only if sky is not stretched
* swap lines
* small optimization
2022-04-01 10:11:31 +02:00
Roman Fomin
758184e5bc
umapinfo: allow uppercase episode shortcuts
2022-03-31 13:57:17 +07:00
Roman Fomin
ab012da79d
fix chat in netgame ( #487 )
2022-03-31 08:46:49 +02:00
Roman Fomin
9799ef65cd
implement hot plugging of the game controller ( #485 )
...
* implement hot plugging of the game controller
* missed newline
* close only open controller
Fix multiple controllers (only the first one connected works)
2022-03-31 08:46:40 +02:00
Roman Fomin
7930b0557e
fill with a solid color if the sky is not stretched ( #483 )
...
* initial implementation of solid color sky
* tall sky support
* use dc_texheight istead of dc_texturemid
* implement fade to color (taken from Eternity Engine)
* remove unused variable
* fix check
* fix whitespace
* don't move texture for MBF sky
* add comment, cosmetic fixes
* add sky colors hash table
* fix whitespace
* change PU_STATIC->PU_LEVEL
* Revert "change PU_STATIC->PU_LEVEL"
This reverts commit 72469d0e822c906b10333eb5e2397bc114c2e472.
* add comment
* call R_GetSkyColor only if sky is not stretched
* cosmetic fixes
* don't shift MBF sky texture if sky is stretched
Fix NoSp3.wad map06
* pre-fill the sky colors hash table
* separate the code from for() loop
* remove declaration
2022-03-31 08:46:26 +02:00
Fabian Greffrath
8b78632181
check crosshair replacements for being actual patch lumps ( #484 )
...
* check crosshair replacements for being actual patch lumps
* fix logic glitch
* replace with more complete check from PrBoom+
2022-03-30 14:23:00 +02:00
Fabian Greffrath
472c0c6eca
Merge branch 'master' of https://github.com/fabiangreffrath/woof
2022-03-28 14:39:04 +02:00
Fabian Greffrath
2215de96a3
add a -version parameter to print the program version and exit
2022-03-28 14:38:42 +02:00
Fabian Greffrath
ce4981dbac
explicitly recognize REKKR and Hacx in IdentifyVersion()
2022-03-28 09:53:37 +02:00
Fabian Greffrath
558829dfd9
add a simple Unix manpage, explaining the most important command line options
...
Most of the content is taken from Chocolate Doom, with a bit of PrBoom+.
Fixes #460 .
2022-03-28 09:43:27 +02:00
Roman Fomin
a7a793ce00
Merge branch 'master' of github.com:fabiangreffrath/woof
2022-03-28 14:11:15 +07:00
Roman Fomin
6e5d53e1f1
fix key bindings menu order
2022-03-28 14:10:53 +07:00
Fabian Greffrath
3fb4eed2a8
scalefactor implies windowed mode
2022-03-28 08:58:13 +02:00
Fabian Greffrath
e463f0b3ab
linear horizontal sky scrolling
...
This is mostly this PR which I rejected for Crispy:
https://github.com/fabiangreffrath/crispy-doom/pull/629
Thank you very much @kitchen-ace for preparing this!
2022-03-25 13:35:31 +01:00
Fabian Greffrath
5b3f15a53e
add "invert vertical mouse axis" option
2022-03-25 13:04:02 +01:00
Fabian Greffrath
374dfe8f5c
assume use_mouse and use_joystick always true and remove menu items
2022-03-25 12:54:08 +01:00
Fabian Greffrath
f621df8f15
stretch short skies ( #481 )
...
* stretch short skies
While at it, remove the "Files Preloaded at Game Startup" section
from the General menu. More menu clean-up will be due with the follow-up
commits, though.
Unfortunately, I couldn't simplify the code path in do_draw_plane() any
further, because there are maps like Ancient Aliens MAP11 which have
a short F_SKY1 texture but tall PL_SKYFLAT textures,
which have to be taken into account.
* fix vertical position for tall sky textures
2022-03-25 12:52:12 +01:00
Fabian Greffrath
7e2ece5a95
minor re-arrangement of the Key Bindings menu page 1
2022-03-25 09:28:57 +01:00
Fabian Greffrath
e70e9a88d8
initial freelook implementation, rendering part ( #472 )
...
* initial freelook implementation, rendering part
* fix freelook for different view sizes
* simplify implementation
* correct view angle for different screen sizes
* implement view angle centering
* go the cmd->look route
* mouselook config toggle and key binding
* remove unnecessary restriction
* save mouselook in config file
* enable vertical mouse by default
* remove obsolete comments
* do not center view when hitting ground anymore
* sprite clipping optimizations
* center player view in G_PlayerReborn()
* Revert "center player view in G_PlayerReborn()"
This reverts commit b307511ac27781adb9173e2c108e71c57993cebc.
* minor simplification
2022-03-25 09:10:24 +01:00
Fabian Greffrath
56717231b0
support crosshair patches from extras.wad
2022-03-24 12:21:09 +01:00
Fabian Greffrath
7c7168186e
const char correctness
2022-03-24 12:00:07 +01:00
Fabian Greffrath
a29271794a
move defaultskill to a config menu item ( #480 )
...
* move defaultskill to a config menu item
* remove obsolete code, instead of commenting out
2022-03-23 06:21:40 +01:00
Fabian Greffrath
4f2334a3a3
restore fuzzy spectre rendering contrast in blocky hires mode ( #478 )
...
* restore fuzzy spectre rendering contrast in blocky hires mode
* vast simplification
draw 2x2 pixels with the same fuzz offset
* remove debug aid, fix comments
* draw only even columns,draw only even pixels as a 2x2 squares
* grammar
2022-03-23 06:21:29 +01:00
Fabian Greffrath
93cab18d97
implement Crispy HUD as an alternative to Boom HUD ( #476 )
...
* implement Crispy HUD as an alternative to Boom HUD
* some minor improvements
2022-03-23 06:21:17 +01:00
Fabian Greffrath
6dd43fdf58
remove DOS reference from the game quit confirmation dialogs ( #475 )
...
* remove DOS reference from the game quit confirmation dialogs
* remove DOS references only once
* ordering
* distinguish between shell and desktop on non-Windows systems
2022-03-23 06:21:03 +01:00
Fabian Greffrath
b63fd79f75
add mouse smoothing in uncapped rendering mode ( #473 )
...
Thanks @mikeday0
2022-03-23 06:20:15 +01:00
Fabian Greffrath
11ee5b83be
determine audio slice size from samplerate and TICRATE ( #471 )
2022-03-23 06:19:57 +01:00
Fabian Greffrath
a8fbe297bc
init graphics (WIDESCREENDELTA) before HUD widgets
2022-03-22 13:27:26 +01:00
Michael Day
68177dfe22
Fix intro music not playing with old Fluidsynth ( #479 )
...
On older versions of Fluidsynth, passing a loop count of 0 can cause a
track to not play at all. Passing 1 seems to be more reliable across
different versions.
2022-03-19 04:31:07 +01:00
Fabian Greffrath
1e5dfd15ae
improve music logging
...
Also, back to P_SetupLevel logging on one line.
2022-03-18 09:05:32 +01:00
Fabian Greffrath
d42ab43e51
prevent bottom pixels from getting mixed into spectre sprites
2022-03-16 17:21:52 +01:00
Fabian Greffrath
1840fb325e
explicitly count extrakills in STS widget
2022-03-15 09:01:45 +01:00
Fabian Greffrath
442701027d
always build time widget string (for intermission screen)
2022-03-14 12:28:26 +01:00
Fabian Greffrath
3ac3ac7289
make sure weapon widget string is always terminated
...
Glitch introduced by variable gap width for unavailable weapons.
2022-03-14 12:19:38 +01:00
Fabian Greffrath
c5914bb4db
show "secret revealed" message when revealing sectors with generalized secret mask
...
Also, finally uncouple from general "show messages" setting.
2022-03-14 07:57:04 +01:00