Age | Commit message (Collapse) | Author |
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Initialize low-level sound startup (calls to I_InitSound) separately
from the high-level sound startup (S_Init). In particular, make sure
that SDL sound is initialized before the textscreen multiplayer
waiting screen is shown. This is an attempt to fix a bug with sound in
multiplayer games on Windows; calling SDL_QuitSubSystem(SDL_INIT_VIDEO)
(on closedown of the textscreen library) causes subsequent attempts to
initialize audio to fail.
Big thanks go to Alexandre-Xavier (AXDOOMER) for working out a fix for
this bug and James Haley (Quasar) for giving some technical background
about the lack of separation between SDL subsystems. This (hopefully)
fixes #270.
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appropriate values.
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startup.
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the spinal loading screen.
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instances of this within the code (thanks Edward-san).
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the splash screen before network startup.
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configdir/hexndata/, to be in line with Doom / Heretic behavior.
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executables load response files, including the setup tool.
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games.
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compiles now work on Windows.
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mission types are valid.
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code. Split out I_Endoom to separate i_endoom.c file.
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Heretic and Hexen use WAD path lookup.
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d_iwad.c code to find the IWAD file. Remove AddWADFile and use the
w_wad.c API directly.
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remove old code.
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common interface.
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i_video definitions and use common i_video.c interface.
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swapping macros, bounding box checking, read/write file, screenshot and
command line argument code. Update Heretic code to use ANG1_X rather
than the new (correct) ANG1 definition.
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