Age | Commit message (Collapse) | Author |
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Having multiple binaries can cause some confusion - some users try to
run chocolate-doom with hexen.wad, thinking it is supported. Add a
startup check that makes sure the user is not trying to start the game
using the wrong IWAD file for the binary being run.
This fixes #382.
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The Windows API has an _snprintf function that is not the same as
Unix's snprintf(): if the string is truncated then no trailing NUL
character is appended. This makes the function unsafe. Define a
replacement/wrapper called M_snprintf that works the same but always
appends a trailing NUL, for safety on Windows and other OSes that
behave like this.
Do the same thing for vsnprintf(), and update HACKING to list
snprintf/vsnprintf as forbidden functions. This fixes #375;
thanks to Quasar for pointing out the different behavior of these
functions.
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Use snprintf() in place of sprintf(). This is part of fixing #371.
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Vanilla Hexen makes you specify the demo name to play by giving
the plain lump name, eg. heretic -playdemo mydemo to load mydemo.lmp.
It doesn't work if you specify the extension or the full file path.
As a convenience and to match the behavior of Chocolate Doom, allow
paths and extensions.
Also rework the code for other games so that they're slightly more
consistent. This fixes #301.
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Eliminate use of strcpy, strcat, strncpy, and use the new safe
alternatives.
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commit 42faefce1fd03 added code to set the GUS patch path
automatically when the BFG Edition is installed, but this caused
problems because gusconf.c is not included as part of the build for
the setup tool. Use D_SetVariable() instead which accomplishes the
same thing without a hard dependency.
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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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Subversion-branch: /branches/v2-branch
Subversion-revision: 2697
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loading and drawing PANEL0.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2664
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ball to fraggle).
Subversion-branch: /branches/v2-branch
Subversion-revision: 2657
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features, which work differently than they did in DOOM.
If working properly, then this fully completes Chocolate Strife, aside
from any presently unknown issues.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2646
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Xavier).
Subversion-branch: /branches/v2-branch
Subversion-revision: 2635
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in Vanilla Strife.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2613
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2612
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startup splash-screen behavior (before it was modified in r2435).
Subversion-branch: /branches/v2-branch
Subversion-revision: 2586
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2568
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ability to save on multiple save slots.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2561
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2504
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2502
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S_SetSfxVolume hack with a more appropriate fix.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2501
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2500
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* R_ExecuteSetViewSize must use centery, not viewheight, or you get to
see a nice infinite horizon if you resize the screen while looking at
the floor or ceiling.
* Finally fixed status bar flickering problem when resizing the screen -
Rogue reordered some code in D_Display - HUD and ST_DrawExternal are
done *after* the border redraws.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2496
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is -deathmatch and -altdeath enables Deathmatch II mode.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2471
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netgames, and remove code for -deathmatch parameter. Update setup tool
to remove game type dropdown when setting up a Strife game.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2470
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instances of this within the code (thanks Edward-san).
Subversion-branch: /branches/v2-branch
Subversion-revision: 2468
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the splash screen before network startup.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2435
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screen is enabled.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2421
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Working multiplayer!
Subversion-branch: /branches/v2-branch
Subversion-revision: 2416
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build isn't broken.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2411
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2408
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2403
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2401
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with -testcontrols.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2399
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2397
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is still a TODO and cannot be pursued without resolution of the
keybinding issue for the menu system.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2386
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"Final Doom" executable. -gameversion processing code remains in case
support for other Strife versions is desired in the future.
Strip out some redundant gameversion / chex stuff as well.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2385
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cannot be supported yet because it requires addition to the list of
transmitted variables during network game initialization (TODO!)
Subversion-branch: /branches/strife-branch
Subversion-revision: 2351
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Subversion-branch: /branches/strife-branch
Subversion-revision: 2295
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Subversion-branch: /branches/strife-branch
Subversion-revision: 2293
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caused the scanner to never be depleted from the inventory, and
emulation of seemingly inconsequential undefined behavior in
P_XYMovement via use of negative numspechit is currently addressed by
changing the branch condition to > 0.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2286
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variable to control dialogue text messages, as in vanilla. Also, absence
of voices.wad, or use of the -novoices parameter, will now properly both
disable voices AND enable dialogue text.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2268
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temporarily until the netgame changes on raven-branch are finished.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2259
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Subversion-branch: /branches/strife-branch
Subversion-revision: 2255
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Subversion-branch: /branches/strife-branch
Subversion-revision: 2254
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directories under the standard choco savegamedir for each Strife
saveslot.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2253
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routines from Eternity.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2252
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disables it. Made most D_DoomMain messages dependent on -devparm.
wipegamestate should start == 1, which is currently GS_UNKNOWN. Changed
-wart behavior. Verified *no* changes in Strife to p_sight.c.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2251
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it in there after all), removed some dead code in p_dialog, added a
'default: break;' case in EV_VerticalDoor, initialize
player_t::allegiance in P_SetupLevel, minor changes to EV_Teleport,
2nd-pass verification for p_tick, and big fixes in p_user.c including
noclip cheat, viewz clipping against floor, air control thrust amount,
and missing/incorrect else's.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2250
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setting, and other misc code in g_game. Also started *trying* to add new
savegame code in g_game, but this is a just about a lost cause without
any portable filepath handling support from the engine.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2152
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Subversion-branch: /branches/strife-branch
Subversion-revision: 2150
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