Revisions of RigelEngine
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request 1077914
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Martin Hauke (mnhauke)
(revision 42)
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- Add patch: * RigelEngine-fix-build-with-gcc13.patch
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request 1042015
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Martin Hauke (mnhauke)
(revision 40)
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- 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
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request 979665
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Martin Hauke (mnhauke)
(revision 38)
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- 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
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request 966404
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Martin Hauke (mnhauke)
(revision 36)
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- 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
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request 943489
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Martin Hauke (mnhauke)
(revision 34)
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- 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
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request 932817
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Martin Hauke (mnhauke)
(revision 31)
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- 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
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request 922437
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Martin Hauke (mnhauke)
(revision 29)
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- Add patches: * fix-find-boost-program_options.patch
- Add patch: * fix-build.patch (Fix threads not found on Tumbleweed)
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request 913892
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Martin Hauke (mnhauke)
(revision 25)
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- Update to version 0.8.1 * Fixed laser turrets beings destructible with Duke's regular weapon after loading a quick save.
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request 913730
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Martin Hauke (mnhauke)
(revision 23)
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Displaying revisions 1 - 20 of 42