* Added redink1's "soft shadow improvement" patch
* (proton) Fixed issue with blitting alpha things to the background, fixed the soft shadows for things rendered into the background * Versioned to 1.7.1, was distributed as beta git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1481 353e56fe-9613-0410-8469-b96ad8e6f29c
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5 changed files with 69 additions and 22 deletions
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@ -7,6 +7,21 @@ To toggle a psuedo full screen mode, click Full Screen Toggle in the options. (
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NOTE: Quick saves might give a "Can't load old version" error if the data format has changed. However, normal Dink saves (using save machines, etc) will always work.
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Keyboard controls:
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F1 - Quick save
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F10 - Quick load
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Control - Attack
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Arrow keys - Movement
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Space - Talk
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Enter - Inventory
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Shift - Magic
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Escape - Bring up menu
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NOTE: If you have a controller (like an xbox 360 pad) plugged in when you start the game, you can use that instead of keyboard, but you still need to use the
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mouse to navigate the initial menus to start the game
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------------- BETA VERSION -----------------
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This is a beta version which means it probably has bugs and isn't ready for general consumption. However, it means you've been recruited to help us make it better!
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@ -47,7 +62,7 @@ www.rtsoft.com
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------ Change log for 1.7.1 ----------
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(big thanks to Redink1 for most of these bug reports!)
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(big thanks to Redink1 for most of these bug reports and the fancy shadows patch!)
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* (Windows) Fixed app icon
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* (Windows) Mouse-controlled screens in DMODs control better and hide the original mouse cursor
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@ -60,4 +75,8 @@ www.rtsoft.com
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* (bugfix) Fixed some issues with how default offsets are calculated, it fixed some problems where sprites would be in the wrong place in certain DMODs
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* (bugfix, windows) "Smoothing" no longer incorrectly turns on if you lose/regain focus
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* (windows) Added "Windowed Borderless fullscreen mode" toggle, defaults to off. It will try to do 640X480 at your native monitor resolution by default now on
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a clean install. It's a bit wacky how fullscreen/bordlerless fullscreen and clicking screen sizes works, but it usually gets you to where you want to go eventually
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a clean install. If you've dragged the dink window to a weird size it won't be able to go fullscreen which is kind of weird, but it does give a clear error message. It should probably
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enumerate graphic modes and choose one if the current one is invalid, or let the user choose, meh
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* Added redink1's "soft shadow improvement" patch
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* (proton) Fixed issue with blitting alpha things to the background, fixed the soft shadows for things rendered into the background
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@ -434,7 +434,7 @@ bool App::Init()
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bool bFileExisted;
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m_varDB.Load("save.dat", &bFileExisted);
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GetApp()->GetVarWithDefault("smoothing",uint32(1))->GetUINT32();
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GetApp()->GetVarWithDefault("smoothing",uint32(0))->GetUINT32();
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GetApp()->GetVarWithDefault("buttons",uint32(0));
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@ -443,7 +443,10 @@ bool App::Init()
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#ifdef PLATFORM_WINDOWS
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//If you don't have directx, just comment out this and remove the dx lib dependency, directx is only used for the
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GetApp()->GetVarWithDefault("checkerboard_fix", uint32(1)); //default to on for Windows
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//If you don't have directx, just comment out this and remove the dx lib dependency, directx is only used for the
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//gamepad input on windows
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GetGamepadManager()->AddProvider(new GamepadProviderDirectX); //use directx joysticks
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#endif
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@ -525,7 +528,8 @@ if (GetEmulatedPlatformID() == PLATFORM_ID_IOS)
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int videox = GetApp()->GetVarWithDefault("video_x", uint32(640))->GetUINT32();
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int videoy = GetApp()->GetVarWithDefault("video_y", uint32(480))->GetUINT32();
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int fullscreen = GetApp()->GetVarWithDefault("fullscreen", uint32(1))->GetUINT32();
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//bool borderlessfullscreen = GetApp()->GetVarWithDefault("fullscreen", uint32(1))->GetUINT32();
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bool borderlessfullscreen = GetApp()->GetVarWithDefault("fullscreen", uint32(0))->GetUINT32();
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if (fullscreen && g_bUseBorderlessFullscreenOnWindows)
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@ -902,11 +906,11 @@ bool App::OnPreInitVideo()
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g_winVideoScreenX = pVarX->GetUINT32();
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g_winVideoScreenY = pVarY->GetUINT32();
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g_bIsFullScreen = temp.GetVarWithDefault("fullscreen", uint32(1))->GetUINT32();
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g_bUseBorderlessFullscreenOnWindows = temp.GetVarWithDefault("borderless_fullscreen", uint32(0))->GetUINT32() != 0;
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}
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g_bIsFullScreen = temp.GetVarWithDefault("fullscreen", uint32(1))->GetUINT32();
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g_bUseBorderlessFullscreenOnWindows = temp.GetVarWithDefault("borderless_fullscreen", uint32(0))->GetUINT32() != 0;
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#endif
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return true;
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@ -134,6 +134,16 @@ void OptionsMenuOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity
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DinkOnForeground();
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}
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if (pEntClicked->GetName() == "check_checkboard")
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{
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bool bChecked = IsCheckboxChecked(pEntClicked);
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GetApp()->GetVar("checkerboard_fix")->Set(uint32(bChecked));
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GetApp()->UpdateVideoSettings();
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DinkUnloadUnusedGraphicsByUsageTime(0); //unload anything not used in the last second
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DinkReInitSurfacesAfterVideoChange();
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DinkOnForeground();
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}
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#ifdef WINAPI
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if (pEntClicked->GetName() == "check_borderless")
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{
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@ -446,8 +456,7 @@ void OptionsMenuAddScrollContent(Entity *pParent)
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y += spacerY;
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}
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bool bStretchToFit = GetApp()->GetVar("check_stretch")->GetUINT32() != 0;
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pEnt = CreateCheckbox(pBG, "check_stretch", "Force screen stretching (ignore aspect ratio)", startX, y, bStretchToFit, FONT_SMALL, 1.0f);
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pEnt->GetFunction("OnButtonSelected")->sig_function.connect(&OptionsMenuOnSelect);
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@ -462,6 +471,12 @@ void OptionsMenuAddScrollContent(Entity *pParent)
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y += spacerY;
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#endif
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bool bCheckerboardFix = GetApp()->GetVar("checkerboard_fix")->GetUINT32() != 0;
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pEnt = CreateCheckbox(pBG, "check_checkboard", "Apply improved shadows", startX, y, bCheckerboardFix, FONT_SMALL, 1.0f);
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pEnt->GetFunction("OnButtonSelected")->sig_function.connect(&OptionsMenuOnSelect);
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y += GetSize2DEntity(pEnt).y;
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y += spacerY;
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//fps limit
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pEnt = CreateTextLabelEntity(pBG, "", startX, y, "FPS lock:");
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@ -5063,6 +5063,7 @@ void draw_sprite_game(LPDIRECTDRAWSURFACE lpdest,int h)
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//convert it to a high color surface on the fly, without losing the data on it
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LPDIRECTDRAWSURFACE pNewSurf = InitOffscreenSurface(C_DINK_SCREENSIZE_X, C_DINK_SCREENSIZE_Y, IDirectDrawSurface::MODE_SHADOW_GL, true, lpdest->m_pSurf);
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LogMsg("Detected high color bmps that need to drawn to the static landscape, converting backbuffers to 32 bit on the fly.");
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delete lpDDSBackGround;
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@ -5070,16 +5071,16 @@ void draw_sprite_game(LPDIRECTDRAWSURFACE lpdest,int h)
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if (lpDDSBuffer->m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_PALETTE_8BIT)
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{
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//this one too
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delete lpDDSBuffer;
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lpDDSBuffer = InitOffscreenSurface(C_DINK_SCREENSIZE_X, C_DINK_SCREENSIZE_Y, IDirectDrawSurface::MODE_SHADOW_GL, true);
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delete lpDDSBuffer;
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lpDDSBuffer = InitOffscreenSurface(C_DINK_SCREENSIZE_X, C_DINK_SCREENSIZE_Y, IDirectDrawSurface::MODE_SHADOW_GL, true);
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lpDDSBuffer->m_pGLSurf->SetUsesAlpha(true);
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}
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}
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}
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ddrval = lpdest->Blt(&dstRect, g_pSpriteSurface[getpic(h)],
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&srcRect , DDBLT_KEYSRC ,&ddbltfx );
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@ -5528,7 +5529,8 @@ void place_sprites_game(bool bBackgroundOnly )
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//it requires scaling, need to do things differently as our low mem fast custom blits won't work with this
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bScaledBackgroundSpritesRequired = true;
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}
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if (bScaledBackgroundSpritesRequired)
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if (bScaledBackgroundSpritesRequired)
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{
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g_dglo.m_bgSpriteMan.Add(sprite);
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@ -6145,6 +6147,7 @@ restart:
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if (bRequireRebuild) goto restart;
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g_tileScreens[tileScreenID]->UpdateLastUsedTime();
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lpDDSBackGround->BltFast( (x * 50 - ((x / 12) * 600))+g_gameAreaLeftOffset, (x / 12) * 50, g_tileScreens[tileScreenID],
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&rcRect, DDBLTFAST_NOCOLORKEY| DDBLTFAST_WAIT );
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}
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EndProcessTransition();
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if (g_dglos.g_stopEntireGame == 1)
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{
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if (g_dglos.g_talkInfo.active)
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if (g_dglos.screenlock == 1)
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{
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#ifdef _DEBUG
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/*
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if (debug_mode)
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{
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//CHEAT - ignore screenlocks
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g_dglos.screenlock = 0;
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}
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*/
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#endif
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drawscreenlock();
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}
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if (turn_on_plane) g_dglos.plane_process = true;
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BlitSecondTransitionScreen();
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if (g_bTransitionActive)
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{
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SetOrthoRenderSize(C_DINK_SCREENSIZE_X, g_dglo.m_orthoRenderRect.GetHeight(), 0, -g_dglo.m_orthoRenderRect.top);
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BlitGUIOverlay();
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RemoveOrthoRenderSize();
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}
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if (bCaptureScreen)
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{
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//reset the timer because we probably just wasted a bunch loading crap
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@ -36,19 +36,21 @@ IDirectDrawSurface * LoadBitmapIntoSurface(const char *pName, eTransparencyType
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pSurf->m_mode = mode;
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pSurf->m_pSurf = new SoftSurface;
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bool bUseCheckerboardFix = GetApp()->GetVar("checkerboard_fix")->GetUINT32() != 0;
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if (pMem)
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{
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#ifdef _DEBUG
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//LogMsg("loading DDRAW bmp from mem");
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#endif
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//if this is set, ignore the filename
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pSurf->m_pSurf->LoadFileFromMemory(pMem, SoftSurface::eColorKeyType(trans));
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pSurf->m_pSurf->LoadFileFromMemory(pMem, SoftSurface::eColorKeyType(trans), 0, false, bUseCheckerboardFix);
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} else
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{
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#ifdef _DEBUG
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//LogMsg("loading DDRAW bmp from file");
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#endif
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pSurf->m_pSurf->LoadFile(pName, SoftSurface::eColorKeyType(trans), false);
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pSurf->m_pSurf->LoadFile(pName, SoftSurface::eColorKeyType(trans), false, bUseCheckerboardFix);
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}
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//LogMsg("loaded bitmap");
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{
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pdds->m_pSurf->Init(x,y, SoftSurface::SURFACE_RGBA);
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pdds->m_pSurf->SetHasPremultipliedAlpha(true);
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pdds->m_pSurf->SetUsesAlpha(true);
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} else
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{
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pdds->m_pSurf->Init(x,y, SoftSurface::SURFACE_PALETTE_8BIT);
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//we need to copy from what is already on the screen
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m_pSurf->BlitFromScreen(x, y, pSrcRect->left, pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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//m_pSurf->Blit(x, y, lpDDSBackGround->m_pSurf, pSrcRect->left, pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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m_pSurf->SetUsesAlpha(false);
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//m_pSurf->SetUsesAlpha(false);
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} else
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{
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m_pSurf->Blit(x, y, pSrcSurf->m_pSurf, pSrcRect->left, pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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