EDuke32 merge requestshttps://voidpoint.io/terminx/eduke32/-/merge_requests2024-03-16T00:34:48-07:00https://voidpoint.io/terminx/eduke32/-/merge_requests/332Duke3D: Preserve STAT_ACTOR/MISC actors with xrepeat==0 while using pre-v1.4 ...2024-03-16T00:34:48-07:00NY00123Duke3D: Preserve STAT_ACTOR/MISC actors with xrepeat==0 while using pre-v1.4 CON code.At least in STAT_ACTOR's case, this fixed assault captains being removed upon becoming invisible while using v1.3d's CON code.
I tried looking for relevant use-cases involving STAT_MISC, albeit it seems to be commonly used for actors wh...At least in STAT_ACTOR's case, this fixed assault captains being removed upon becoming invisible while using v1.3d's CON code.
I tried looking for relevant use-cases involving STAT_MISC, albeit it seems to be commonly used for actors whose repeat values are changed to 0. I'm also not sure if the viewscreens should be given the same treatment in G_MoveStandables.
Either way, this should have no impact with CON files made for v1.4-1.5.https://voidpoint.io/terminx/eduke32/-/merge_requests/241Duke3D: Replace the SF_ONEINST_INTERNAL sound flag, allowing multiple looping...2023-05-21T12:57:42-07:00Dino Bollingerdino.bollinger@gmail.comDuke3D: Replace the SF_ONEINST_INTERNAL sound flag, allowing multiple looping sounds of the same type to play simultaneouslyThis flag is set for all sounds that were declared with the SF_LOOP
flag, and it prevents multiple SF_LOOP sounds of the same type from
playing at the same time.
It appears that this was needed for effects such as SE 0, which runs
`A_Ca...This flag is set for all sounds that were declared with the SF_LOOP
flag, and it prevents multiple SF_LOOP sounds of the same type from
playing at the same time.
It appears that this was needed for effects such as SE 0, which runs
`A_CallSound()` at the end of the sector movement. Because of the flag,
this call is aborted, as the original moving sound is already playing.
If this wasn't the case, it would continuously play a sound after
activation.
The game now instead checks if a looping sound is emitted from an
effector or activator sprite, and aborts the call if it is already
playing. This achieves the same effect without preventing the same
ambient sound from overlapping with itself in other situations.
This MR also improves sound handling in Mapster32, see the second commit.Dino Bollingerdino.bollinger@gmail.comDino Bollingerdino.bollinger@gmail.comhttps://voidpoint.io/terminx/eduke32/-/merge_requests/232Draft: Engine: Add new tsprite flag TSPR_FLAGS_NO_GLOW (32)2022-07-08T16:47:56-07:00Dino Bollingerdino.bollinger@gmail.comDraft: Engine: Add new tsprite flag TSPR_FLAGS_NO_GLOW (32)Prevents the engine from rendering a glowmap on the sprite.
Applied to spriteshadows in Duke3D.
Fixes #124
Marked as draft since I'm not sure whether this is a good approach at all. It feels dirty to add another global var (globalclip...Prevents the engine from rendering a glowmap on the sprite.
Applied to spriteshadows in Duke3D.
Fixes #124
Marked as draft since I'm not sure whether this is a good approach at all. It feels dirty to add another global var (globalclipdist) like that.https://voidpoint.io/terminx/eduke32/-/merge_requests/217Duke3D: Bump MAXGAMEVARS from 2048 to 4096 (also doubles MAXGAMEARRAYS)2022-04-17T12:24:23-07:00Dino Bollingerdino.bollinger@gmail.comDuke3D: Bump MAXGAMEVARS from 2048 to 4096 (also doubles MAXGAMEARRAYS)Requested by Mblackwell.
Has been in use in AMC since October 2020, no issues found there.
**Note:** I have no idea how this affects existing savegames, please check.Requested by Mblackwell.
Has been in use in AMC since October 2020, no issues found there.
**Note:** I have no idea how this affects existing savegames, please check.https://voidpoint.io/terminx/eduke32/-/merge_requests/194Duke3D: Check that the sound index is nonnegative in S_SoundIsValid.2021-12-12T08:55:30-08:00NY00123Duke3D: Check that the sound index is nonnegative in S_SoundIsValid.This fixes a crash when pressing on a switch with a negative hitag.
[switch_nosound_test.map](/uploads/b6b3d6d44d342bcc569239f8a5e5a0e3/switch_nosound_test.map)This fixes a crash when pressing on a switch with a negative hitag.
[switch_nosound_test.map](/uploads/b6b3d6d44d342bcc569239f8a5e5a0e3/switch_nosound_test.map)https://voidpoint.io/terminx/eduke32/-/merge_requests/175Add a toggle for loading audio from directories like "music"2021-11-25T06:31:01-08:00NY00123Add a toggle for loading audio from directories like "music"The main purpose of this is letting you toggle the use of the Megaton Edition or World Tour's OGG files.
A few notes:
- You might be impacted by issue #211 while testing.
- This MR covers just Duke3D, but I added a CVAR outside of the d...The main purpose of this is letting you toggle the use of the Megaton Edition or World Tour's OGG files.
A few notes:
- You might be impacted by issue #211 while testing.
- This MR covers just Duke3D, but I added a CVAR outside of the duke3d tree.
- I wasn't sure where would be the right place for the CVAR and the variable that backs it. See the first commit.
- FX_SetPosition/MUSIC_SetSongPosition won't be called from the menu after toggling.
- "Use music dirs" might not be as clear as, say, "Use OGG tracks", but it should describe what the CVAR actually does for Duke3D.
- This MR wasn't tested at all with a USE_PHYSFS build. I don't know if this configuration is supported, either way.