Commit Graph

6490 Commits

Author SHA1 Message Date
Shpoike c55c8e96a9 Hexen2: Implement objectives popup as an overlay instead of just some prints. Fix some flickering. Make class selection menu a smidge nicer. 2023-08-12 13:59:55 +01:00
Shpoike 01a958e0a6 Handle Hexen2's SOLID_PHASE more accurately, including warts, so corpses can be reliably whacked with melee weapons. 2023-08-12 13:59:55 +01:00
Shpoike e0c6c78c3d Hexen2: Try to match hexen2's movement speeds more accurately. 2023-08-12 13:59:55 +01:00
Shpoike 067f3b5ddf Hexen2: H2's Monsters are not meant to make thud sounds when hitting the ground, apparently. 2023-08-12 13:59:55 +01:00
Shpoike 587032f1f6 Hexen2: Tweaks to the sbar to better match hexen2's. 2023-08-12 13:59:55 +01:00
Shpoike d0141bd6ed Hexen2: Fix heuristic to load qpic lumps that were previously being rejected. 2023-08-12 13:59:55 +01:00
Shpoike 732e3a0847 Hexen2: Fix ring of flight. 2023-08-12 13:59:55 +01:00
Shpoike 04f2e112e7 Hexen2: Fix invisibility artifact bugs. 2023-08-12 13:59:55 +01:00
Shpoike 2a38bc1b2d Hexen2: Fix sunstaff issues (and related bits). 2023-08-12 13:59:55 +01:00
Shpoike ef4a7ace26 Hexen2: Match vanilla quake's placement of EF_BRIGHTLIGHT dlights. This should also stop hexen2's torches from being in the ground. 2023-08-12 13:59:55 +01:00
Shpoike 4577ffcbb1 Hexen2: Fix suicidal monsters bug (could also break quake too). 2023-08-12 13:59:55 +01:00
Shpoike 56cee8749b Try to fix .mvd.gz files not getting listed properly in the demo browser. 2023-08-12 13:59:55 +01:00
Shpoike 00c45fbf10 Accept names for (css-defined) colours, along with arg completion too for the color command too. 2023-08-12 13:59:55 +01:00
Shpoike 603eb89ca2 We flood-fill model skins for compat with vanilla glquake. Turns out glquake had a bug that causes it to only floodfill skin 0, rather than all (non-group) skins, and our behaviour was making hexen2 compat noticably worse. 2023-08-12 13:59:55 +01:00
Shpoike e292e1bbfb Attempt to do a better job at internationaliation. 2023-08-12 13:59:55 +01:00
Shpoike 4977eca99e Fix notifications about nqplayerphysics from well-defined mods (which will always behave consistently). 2023-08-12 13:59:55 +01:00
Shpoike 997af19495 Add support for eukara's freehl updates. 2023-08-12 13:59:55 +01:00
Shpoike ed7713e0e3 Slightly improve fteqcc's handling of weird zips. 2023-08-12 13:59:55 +01:00
Shpoike ff80b3bd59 Rework maplist command so mod maps are displayed last instead of first (so nearer the input line instead of the order the engine searches them).
Also .bsp vs .bsp.gz etc maps are now ordered consistently too.
Modifiers like maps/foo#bar.ent are now shown separately in the listing too.
Hide maps that are shadowed by a higher-priority gamedir (so no dupes).
Closes https://github.com/fte-team/fteqw/issues/171
2023-08-12 13:59:55 +01:00
Shpoike 6b69fe0378 Be more agressive about ignoring vid_restart inside configs saved by dodgy engines. 2023-08-12 13:59:54 +01:00
Shpoike 907e8fa0b1 Make arg completion for 'load' nicer, including showing filetimes and previewpics (where available). Should make autosave's rotating filenames a little nicer to work with. 2023-08-12 13:59:54 +01:00
Shpoike 76cbc3c019 Make use of fontconfig where detected by cmake, to avoid having to make sense of the system's font directory mess. 2023-08-12 13:59:54 +01:00
Shpoike 0509f7c83c Tweaks for the flatpak builds. 2023-08-12 13:59:54 +01:00
fhomolka 3adec5d0a5
Add a fix for the clash between bboxes and polygons (#197) 2023-08-03 12:19:15 -07:00
Xylemon 25f1915fbf
Add more descriptions for CVARs (#201)
* Add more descriptions for CVARs

* Fixed a small typo

* Another small typo

* Added the suggestions from @Shpoike and @eukara along with a little more cleanup
2023-07-29 17:04:47 -07:00
Marco Cawthorne 5f389d7fbc
Assign a pvs sample to our particle system handled sprites. So r_ignoreentpvs being 0 will no longer break with them. 2023-07-26 14:51:40 -07:00
Marco Cawthorne 030249f713
Workaround for the OGG decoding issue. 5159a80 was bad for ogg vorbis… (#206)
* Workaround for the OGG decoding issue. 5159a80 was bad for ogg vorbis decoding. It was never ideal to begin with, but it's better than rendering the game unplayable.

* Concentrated patch, courtesy of Spike so we can still mark sounds as nopurge
2023-07-26 12:12:55 -07:00
Marco Cawthorne f317282571
Quake II: read the skin, effects, renderfx, and solidsize fields as unsigned shorts (#200)
* Quake II: read the skin, effects, renderfx, and solidsize fields as unsigned shorts.

* Add missing header definition for int MSG_ReadUShort();

* Rename MSG_ReadUShort() to MSG_ReadUInt16() as per @Shpoike's wishes

* solidsize needs to be read in via MSG_ReadSize16 because it does protocol conversions (@Shpoike)

* Q2UFRAME16 and Q2USOUND should be read unsigned as well, as it matches the internal data within FTE (@Shpoike)
2023-07-26 12:12:21 -07:00
Marco Cawthorne 65dccaf2db
Fix #170 by force-updating the sound channel so that AL can get the memo. 2023-07-24 13:29:06 -07:00
Marco Cawthorne bd34d352d1
Merge branch 'fhomolka-rip_npapi' 2023-07-14 18:44:29 -07:00
Marco Cawthorne a0854ccaaf
Merge branch 'rip_npapi' of github.com:fhomolka/fteqw into fhomolka-rip_npapi 2023-07-14 18:44:20 -07:00
fhomolka 97d650b8b3
Q1: Force unsetting the spectator when the player starts a singleplayer game (#198)
Fixes #142
2023-07-14 18:38:06 -07:00
Xylemon 512290f933
Remove Visual Studio project files, old libs folder (DirectX SDKs), and gas2masm (#194)
* Remove all outdated Visual Studio project files

* remove gas assembler, I doubt we need this 20 years later

* Remove final visual studio junk, this time for NPAPI
Forgot to mention previous commits also removed "libs/dxsdk*" and fixes #193

* Removed libs as requested by @eukara and @Shpoike
2023-07-10 17:10:54 -07:00
fhomolka 71fb7da526
Make BBox shader sort additive. This makes them work with RTLights (#196)
Fix given by @Shpoike
2023-07-10 14:26:52 -07:00
Fix 378c8f581d Remove .project and .cproject file. They can be generated by CMake 2023-07-10 09:39:01 +02:00
Fix 9a8e3c5968 Remove npapi references from browser.txt 2023-07-09 20:50:00 +02:00
Fix a609094554 remove NPFTE stuff from build solutions and Makefile 2023-07-09 20:44:14 +02:00
Fix a024a82b89 Remove NPFTE preprocessor stuff 2023-07-09 20:41:24 +02:00
Fix 8adffcecfa remove NPQTV-specific defines 2023-07-09 20:27:30 +02:00
Fix d58ff9615e Removed more NPAPI-specific files 2023-07-09 20:26:01 +02:00
Fix 6a45573658 remove NPAPI stuff from build 2023-07-09 20:25:38 +02:00
Fix ebd84b01d4 Remove dedicated NPFTE files 2023-07-09 20:20:54 +02:00
Fix a85ebbf808 Remove _most_ npqtv references and files 2023-07-09 20:20:34 +02:00
Fix 8c94a2c782 Remove the NPFTE dir 2023-07-09 20:12:51 +02:00
Fix 6d85201cff Remove the NPAPI lib dir 2023-07-09 20:07:07 +02:00
Marco Cawthorne d293a2021a
SDL2: Only check for SDL_CONTROLLERTOUCHPAD* and SDL_CONTROLLERSENSORUPDATE updates on versions greater than or equal 2.0.14 2023-07-05 09:55:33 -07:00
Marco Cawthorne ee25319621
Quake III Arena sound position fix (evil version) 2023-07-05 09:55:31 -07:00
fhomolka 6d83a3218a
Remove NaCl code (#190)
* Remove the nacl dir

* Remove nacl from ifdef checks shared with other platforms

* Remove nacl from build bash scripts

* More removal of nacl from bash scripts

* Remove nacl-specific code from the engine

* More removal of nacl-specific code from the engine

* remove nacl-specific code from the Quake 3 plugin

* Remove nacl from readme (also seems to have force LF line endings)

* Remove nacl mention from browser.txt

* Remove nacl from Makefile

* Remove nacl from dotnet2005 solution file (lol)

* Correcting an endif, this did not end nacl

* Clarification for NaCL no longer needed

* Left small todo for myself

* Partially undo f44daef091bcc5917b0ddb2cbe41ebdd9738f770
the if preproc checking for `_DEBUG` was incorrectly removed
2023-07-01 15:20:13 -07:00
Xylemon 7f8b827cb8
r_showbboxes should be a cheat in multiplayer, this fixes #9 (#192) 2023-06-28 22:05:55 -07:00
Marco Cawthorne 6692afa55b
Fix #165 by not ignoring the track specified in the NQ demo header 2023-06-24 18:03:48 -07:00