Revisions of RigelEngine
buildservice-autocommit
accepted
request 1174254
from
Martin Hauke (mnhauke)
(revision 31)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 1174156
from
Dominique Leuenberger (dimstar)
(revision 30)
- Use %autosetup macro: allows us to eliminate usage of deprecated %patchN syntax.
buildservice-autocommit
accepted
request 1077978
from
Martin Hauke (mnhauke)
(revision 29)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 1077914
from
Martin Hauke (mnhauke)
(revision 28)
- Add patch: * RigelEngine-fix-build-with-gcc13.patch
buildservice-autocommit
accepted
request 1042300
from
Dmitriy Perlow (DarkSS)
(revision 27)
baserev update by copy to link target
Dmitriy Perlow (DarkSS)
accepted
request 1042015
from
Martin Hauke (mnhauke)
(revision 26)
- Update to version 0.9.1 Bug fixes * Fixed a crash that could occur in level 1 of episode 2, in theory also in other levels but it was so far only observed in E2L1. * Fixed being able to shoot destructible walls through 4-tile wide walls using the regular shot. - Update to version 0.9.0 New features * Added a "Classic" gameplay style/mode. It doesn't support widescreen mode or smooth motion, but is 100% accurate to the original. Quick-saving and high-resolution mods are still supported. See Classic Mode vs. Enhanced Mode for more details. * Implemented the gameplay demo (plays during the attract mode loop at the beginning of the game or after waiting for 30 seconds in the main menu). * Implemented the original game's cloak effect, replacing the previously used alpha transparency. * Implemented the original game's slide-in animation when showing message boxes. * Added an option to disable the radar overlay when using the "Remixed 1" HUD style. * Added an option to disable aspect ratio correction when using pixel-perfect upscaling (aka integer scaling). This is to allow running RigelEngine on a 4:3 CRT at original (or close to) resolution. * It's now possible to confirm quitting by pressing enter instead of Y (but the latter also still works). * Pressing ESC while in-game now brings up the in-game menu (this was previously only accessible by using a gamepad). Pressing Q
buildservice-autocommit
accepted
request 979752
from
Ferdinand Thiessen (susnux)
(revision 25)
baserev update by copy to link target
Ferdinand Thiessen (susnux)
committed
(revision 24)
Ferdinand Thiessen (susnux)
accepted
request 979665
from
Martin Hauke (mnhauke)
(revision 23)
- Update to version 0.8.5 New features * Implemented a mod manager. Mods can now be organized into directories, and each mod can be enabled/disabled in the options menu. See Modding Support for more details. * Added additional "remixed" HUD styles in widescreen mode. * Added additional upscaling filters: Sharp bilinear, pixel perfect (integer scaling). Note that using mods with high-res replacement graphics currently forces nearest neighbor filtering. * The game now writes a log file into the user directory. * Gamepad controls are now explained in the options menu. * The top-level in-game menu (reachable via gamepad) now shows the current episode, level and difficulty in the title. Improvements * Improved the look of the classic HUD in widescreen mode, by extending the left side to cover the length of the screen. * Reworked quick saving/loading gamepad controls, to make loading quick saves possible without needing to open the menu. The select/back button now acts as a modifier. When pressed together with shoot, a quick save is made. Pressing the button together with jump loads the last quick save. Bug fixes * Fixed destructible level geometry remaining visible after being destroyed in certain cases * Fixed brief camera movement after turning wide-screen mode on/off or changing the window size * Fixed slime blob containers sometimes not animating. * Fixed sprites flickering in and out of existence in certain circumstances
buildservice-autocommit
accepted
request 966429
from
Martin Hauke (mnhauke)
(revision 22)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 966404
from
Martin Hauke (mnhauke)
(revision 21)
- Update to version 0.8.4 Smooth motion mode improvements * Moving parts of the level (falling rocks, doors, ...) are now moving smoothly as well. * Fixed glitches (jittering top part) with the smash hammer and grabber claw. Modding support improvements * It's now possible to replace STATUS.MNI with a PNG image that can be original or higher resolution. This allows changing various fonts and UI elements, including parts of the HUD. * Replacements for actors used by the HUD can now be high resolution. Other improvements * Improved performance on Raspberry Pi, especially when under water areas are visible. * Blocked off the area to the left of the HUD in widescreen mode to avoid potentially showing out-of-bounds parts of the map. * Further improved digitized sound effect quality by replacing the ADPCM decoding code with the exact same algorithm as implemented in the SoundBlaster firmware, based on disassembly of the latter * Improved the sound test UI Bug fixes * Fixed camera moving too far down when falling into a bottomless pit in widescreen mode * Fixed important parts at the bottom of the level (like lava pools) being hidden in certain cases in widescreen mode (e.g. in E3L1) * Fixed visual glitches on GL ES devices like Raspberry Pi and
Matthias Mailänder (Mailaender)
accepted
request 943489
from
Martin Hauke (mnhauke)
(revision 20)
- Update to version 0.8.3 New features * Added the Nuked OPL3 AdLib emulator as an alternative to DBOPL (selectable in the Sound options). Nuked OPL3 is more accurate but also uses more CPU. The difference in CPU load has little impact on most systems, but it does matter on low-end devices like Raspberry Pi Zero. * Added a "sound test" button to the Sound options (play a chosen sound effect) Improvements * Improved sound effect quality for certain digital sounds (SB_nn.MNI files in VOC format) by using a more accurate ADPCM decoding algorithm (same as DosBox's SoundBlaster emulation). * Slightly improved sound effect quality for AdLib sounds by running the emulator at the native OPL2 frequency (49716 Hz). * In widescreen mode, the camera now tries to avoid showing out-of-bounds parts of the map if possible, by restricting downward scrolling unless it's necessary to keep the player on screen. * Added 75 to the list of pre-defined FPS limits for the FPS limiter. Bug fixes * Fixed a soft-lock that could occur when killing a ceiling sucker at exactly the same time as it sucked up Duke. * When dying due to shooting an airlock and then respawning at a checkpoint, Duke would remain in the spinning animation. This is now fixed. * Fixed a small visual glitch appearing during the fade-out of the intro movie. * The credits screen shown during the attract mode loop didn't
Martin Hauke (mnhauke)
accepted
request 932817
from
Martin Hauke (mnhauke)
(revision 19)
- Update to version 0.8.2 New features * Added a smooth scrolling and movement mode. When this is enabled, the game is taking full advantage of the display framerate (60 FPS or higher) by interpolating object and camera movement during rendering (internal game logic is still running at 15 FPS). This is currently still work in progress, see known issues. * The engine has a built-in screenshot function now. Press F12 to take a screenshot. It will be saved as PNG in either your Duke Nukem II game files directory, or in the user profile directory if the former is not writable. * It's now possible to skip the bonus screen after finishing a level by pressing Enter or Esc (or controller button A or B). * Added an option to the Enhancements tab to skip the intro when RigelEngine starts (same as the -s command line option). * Added information about currently active gamepads to the options menu Improvements * In widescreen mode, out of bounds areas are now drawn in black instead of showing the background. * Replacement backgrounds (mods) can now be wider than the original art they are replacing, and will be displayed correctly (without distortion) * For auto-scrolling backgrounds, the scroll position is now saved/restored when quick saving/loading. * The game will now run even if the intro movie files (NUKEM2.F1, .F2 etc.) are missing. The movies will be skipped instead of exiting the game. * Game physics are more correct now w.r.t. the original code
Michael Vetter (jubalh)
accepted
request 922437
from
Martin Hauke (mnhauke)
(revision 18)
- Add patches: * 749.patch (Fix threads not found on Tumbleweed) * fix-find-boost-program_options.patch
Dirk Stoecker (dstoecker)
accepted
request 913892
from
Martin Hauke (mnhauke)
(revision 17)
- Update to version 0.8.1 * Fixed laser turrets beings destructible with Duke's regular weapon after loading a quick save.
Dirk Stoecker (dstoecker)
accepted
request 913730
from
Martin Hauke (mnhauke)
(revision 16)
- Update to versino 0.8.0 https://github.com/lethal-guitar/RigelEngine/releases/tag/v0.8.0 Highlights: * extended modding support (swap in high fidelity replacements for graphics and sound) * more sound options (AdLib only, combined AdLib/SoundBlaster). - Drop patch: * RigelEngine-fix-build.patch (not longer needed)
buildservice-autocommit
accepted
request 876763
from
Martin Hauke (mnhauke)
(revision 15)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 875820
from
Martin Hauke (mnhauke)
(revision 14)
- Update to version 0.7.2 New features * Added a "Keyboard controls" tab to the options menu, to allow customizing key bindings for in-game controls. On first launch, key bindings from the original game are imported (if present). * Added the Duke Nukem 3D teaser screen that appears after beating episode 4. * Added the "hype" message shown when launching the game for the first time. * Added switch to intro/demo sequence after sitting on the main menu without any input for a while. Enhancements * Temporary quick saving: Press F5 to quick save, F7 to load. On a gamepad, press "back" (small button left of Xbox button/Dualshock touchpad/...) to quick save, and load via the in-game menu. For now, quick saves are not stored on disk, meaning quitting or finishing the current level will delete the last quick save. Permanently storing quick saves is planned for a future update. Quick saving is an optional enhancement that needs to be enabled in the options menu first. * Improved menu navigation: Pressing ESC (or button B on a gamepad) while on the saved game name entry goes back to the save slot selection, instead of leaving the menu entirely like in the original. Bug fixes * Duke's ship was incorrectly drawn behind other objects like item boxes. * Fixed sporadic time skips that could occur on some platforms (e.g. Odroid Go Advance). * Fixed incorrect starting position for rockets fired downwards
buildservice-autocommit
accepted
request 833067
from
Martin Hauke (mnhauke)
(revision 13)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 833001
from
Guillaume GARDET (Guillaume_G)
(revision 12)
- Add upstream patch to fix build on aarch64 and %arm: * b413133c6b6e7837a4204f347cdaeccd41e187dc.patch See: https://github.com/lethal-guitar/RigelEngine/pull/588
Displaying revisions 1 - 20 of 31