Revisions of RigelEngine

buildservice-autocommit accepted request 1077914 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 42)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 41)
- Add patch:
  * RigelEngine-fix-build-with-gcc13.patch
buildservice-autocommit accepted request 1042015 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 40)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 39)
- 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 979665 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 38)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 37)
- 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 966404 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 36)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 35)
- 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
buildservice-autocommit accepted request 943489 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 34)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 33)
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 32)
- 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
buildservice-autocommit accepted request 932817 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 31)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 30)
- 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
buildservice-autocommit accepted request 922437 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 29)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 28)
- Add patches:
  * fix-find-boost-program_options.patch
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 27)
  * 749.patch  (Fix threads not found on Tumbleweed)
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 26)
- Add patch:
  * fix-build.patch (Fix threads not found on Tumbleweed)
buildservice-autocommit accepted request 913892 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 25)
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Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 24)
- Update to version 0.8.1
  * Fixed laser turrets beings destructible with Duke's regular
    weapon after loading a quick save.
buildservice-autocommit accepted request 913730 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 23)
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