Nico de Poel
10e54f10ca
Added a separate code path for converting frame group animations, and renamed some variables to use the correct frame/pose terminology
5 years ago
Nico de Poel
ba691ce326
Fixed vid and modestate not being visible in SDL+OpenGL builds
5 years ago
Nico de Poel
428eebb941
Pass along alias frame type and correctly count the total number of poses in a model, so that the correct number of pose vertices are marshaled and we can identify models that use group frame animations instead of typical single frames. Quake's model formats are weird.
5 years ago
Nico de Poel
0978e0490e
- Added the option to shut down a UniQuake instance from outside of Quake itself. Useful for when Quake is running headless.
- Added shader variant collection to allow use of the URP simple lit shader in a standalone build
5 years ago
Nico de Poel
3361ea2114
Added some missing lines and made a few tweaks to allow Quake to run headless without crashing
5 years ago
Nico de Poel
a2e16eaf89
Fixed division by zero caused by uninitialized vid struct
5 years ago
Nico de Poel
d271f9b7e2
Stubbed out the remaining OpenGL calls, disabled everything SDL, ifdef'ed out OpenGL 2.0-related code, and added a new stub for remaining VID_ and GL_ calls. Portable configuration compiles now, though it still crashes at run-time.
5 years ago
Nico de Poel
47f6de732d
Merge branch 'master' into stubs
# Conflicts:
# engine/Windows/VisualStudio/uniquake.vcxproj
5 years ago
Nico de Poel
2fc928907b
Added empty implementation of input module for UniQuake, to take over duties from SDL
5 years ago
Nico de Poel
00c397868b
Merge branch 'master' into stubs
# Conflicts:
# engine/Windows/VisualStudio/uniquake.vcxproj
# engine/Windows/VisualStudio/uniquake.vcxproj.filters
5 years ago
Nico de Poel
2e53e62ef8
Removed Windows-specific IPX and TCP/IP LAN drivers from the project and replaced them with a UniQuake net implementation that doesn't actually have any LAN drivers, i.e. only local loopback connections will work.
5 years ago
Nico de Poel
56bc6c7ba6
Added empty stub implementations of OpenGL calls used by Quake, as an alternative way of removing the dependencies on SDL & OpenGL
5 years ago
Nico de Poel
c2f105a604
Fixed a rather embarrassing pointer error, which by sheer luck just happened to not cause any issues
5 years ago
Nico de Poel
96d2a1fe7b
First setup to upload brush models (specifically: the world model) from Quake to Unity. Updated the QWorld class to include the fields added by QuakeSpasm.
5 years ago
Nico de Poel
dec2be66c6
Keep track of already duplicated vertices and reuse those for triangles that need them. Fixes vertex counts being way too high because seam vertices would get duplicated multiple times.
5 years ago
Nico de Poel
a19d9b546e
Added disposal code for alias models
5 years ago
Nico de Poel
08c16f71a1
Moved importing and conversion of mesh data into AliasModel class. Also:
- Do not create blend shapes if a model does not have any animations
- Handle cases when mesh does not have any blend shapes
5 years ago
Nico de Poel
4d974bf6cd
Solved the UV correcting problem for backside triangles by pre-processing the model input data, whereby vertices on the seam are duplicated and adjusted. The rest of the mesh conversion process then remains as it was.
5 years ago
Nico de Poel
ab880f9cfb
Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod.
5 years ago
Nico de Poel
e8a3313d88
Some cleanup
5 years ago
Nico de Poel
4138290723
Further mesh research: create an individual mesh for each animation sequence, with a single blend shape animation per mesh. Added an AliasModel class to manage meshes and find the correct animations. With this we can smoothly animate looped animation cycles.
5 years ago
Nico de Poel
61a845338e
Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing.
5 years ago
Nico de Poel
834ff9a794
First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible.
5 years ago
Nico de Poel
ccaf57ec02
Added some legal text and fixed FMOD callbacks for 32-bit compiles
5 years ago
Nico de Poel
7f358f5188
Added back in acknowledgements. Seems fair.
5 years ago
Nico de Poel
99b09dc854
Moved some global variables around for portability
5 years ago
Nico de Poel
75b9427296
Fixed compatibility issues with Scourge Done Slick:
- Implement Sys_DoubleTime with a clock function that keeps running and doesn't update only once per frame. Fixes infinite loop in Host_ShutdownServer.
- Readded missing "play" and "playvol" console commands.
- Ignore console messages that contain only whitespace.
5 years ago
Nico de Poel
bf4a09cfd7
FMOD will copy the sound buffer into its own memory when FMOD_CREATESAMPLE is used, so we don't need to keep the loaded sound files in Hunk memory anymore.
5 years ago
Nico de Poel
d2184af9b1
Resolved compiler errors related to disabling SDL. Now we've just got a ton of linker errors to deal with...
5 years ago
Nico de Poel
09ad4b848c
Added a build configuration which will only include portable code, i.e. no dependencies on SDL, OpenGL or native Windows libraries
5 years ago
Nico de Poel
11cdaf7a75
Allow passing of player number to FMOD for split-screen purposes. Not used for anything yet, but it's handy to have it in there already.
5 years ago
Nico de Poel
afa6333078
Some additional cleanup
5 years ago
Nico de Poel
35e48c9087
Fixed popping noise upon stopping a sound by quickly ramping down the volume instead of stopping immediately. Also did a bit of additional housekeeping.
5 years ago
Nico de Poel
9806b057c7
Implemented ambient sounds, did some refactoring and added explanations about the different types of sounds
5 years ago
Nico de Poel
162c935334
Some housekeeping and preparation for ambient sounds
5 years ago
Nico de Poel
13df268ecf
Implemented sound effect delay in the situation where multiple instances of the same sound are started on a single frame
5 years ago
Nico de Poel
e928833f5e
Implemented proper looping of sounds based on cue information from the WAV file header. Also modified Delay function so that it is unaffected by differences in sample rate between the input file and FMOD's mixer.
5 years ago
Nico de Poel
79ad6f086c
Release sounds loaded by FMOD on shutdown, and check FMOD version upon startup
5 years ago
Nico de Poel
756420c5f9
Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used.
5 years ago
Nico de Poel
52510cfecc
Some cleanup and extra housekeeping
5 years ago
Nico de Poel
2b740b33aa
Give local player sounds higher-than-default priority, so its real channels won't get stolen by other entity sounds
5 years ago
Nico de Poel
0d4043e444
Properly set max real and virtual channels on FMOD initialization. Fixes sounds noticeably cutting out when the default max of 64 real channels is exceeded.
5 years ago
Nico de Poel
83210b5822
Got the FMOD entity sound slot system working in a way that's effective and still fairly simple:
- Up to 1024 entities are statically defined with 8 sound slots each. Sounds played within these ranges will override each other.
- Sounds with free channel assignment get a slot that's dynamically allocated in zone memory.
- Used the channel control callback to detect when a channel is done playing and free the associated slot.
- Also implemented StopSound function
5 years ago
Nico de Poel
dedad3b4e4
Use channel's 3D level to handle sounds from the view entity. Fixes player sounds still panning left and right, and simplifies attenuation code.
5 years ago
Nico de Poel
f5b948af3a
WIP FMOD sound system:
- Quick hack channel userdata for attenuation to test normal entity sounds
- Always set full volume for sounds coming from the view entity (i.e. the player)
- It's starting to sound like Quake!
5 years ago
Nico de Poel
fa4183ac30
WIP FMOD sound system:
- Update listener position and SFX volume
- Implemented static looping sounds, with an attenuation algorithm mimicking the one from Quake
- First bits of entity sound playback, which needs some additional thought first
5 years ago
Nico de Poel
68db1e78ae
Implemented more FMOD goodness:
- Initialization of FMOD System (if necessary), diagnostics and setup of SFX channel group
- Loading of FMOD sounds from either disk or PAK file
5 years ago
Nico de Poel
db31892192
First work on rewriting the SFX sound system using FMOD:
- Isolated all the bits from the old sound system that are obsolete, and compile them out with USE_FMOD directive
- Moved FMOD_System_Update call to S_Update function in new snd_fmod.c where it belongs
- Mute FMOD when application is not in focus
- Added stubs with research on what needs to happen for relevant sound API functions
5 years ago
Nico de Poel
64b4ac812b
Split off native interop code for the main UniQuake class into a separate partial class file as well
5 years ago
Nico de Poel
12faa0c8a1
Allow FMOD system to be re-created during hot code compile & reload, and added some debug UI to inspect what FMOD is doing
5 years ago