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Releases: luciusDXL/TheForceEngine

Version 1.22.300

30 Mar 22:59
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Iterative TFE editor release and TFE game update.

General Changes

  • gs_player: Replace individual ammo and weapon get/set functions with a single get/set function that takes an enum. @jerethk
  • Give items and code keys. @jerethk
  • Added the ability to set player position and velocity in scripts. @jerethk
  • Added the ability to set elevator speed in scripts. @jerethk
  • Harkov Replay fix. @ifeldshteyn

Editor Changes

@luciusDXL

  • Level save confirmation dialog when trying to exit the level editor with unsaved changes improved.
  • Fixed a ini saving bug with "addRecents".
  • The editor no longer autosaves when a popup window is open or the editor is minimized.
  • Honor Text Input focus, so that shortcuts and other controls don't work while typing in an edit box but the mouse is hovering over the viewport.
  • Level is only marked as dirty if it can be saved (aka not read-only).
  • Added a shortcut that when held, adjust sector or wall lighting with the mousewheel in the viewport.
  • Fixed a crash when changing the edit mode to select a surface/sector in the INF editor.
  • Wall tooltips now show the height of the surface (3D) or sector (2D).
  • The total sector height is displayed in the tooltip when moving floors and ceilings in the 3D view.
  • Tooltips are shown for textures in the Right Edit Panel (wall or sector) that show the texture name, width and height.

Version 1.22.200

26 Mar 06:34
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Another small iterative release with TFE Editor improvements.

Changes

  • Added the ability to invert the Y axis for camera rotation.
  • Added shortcuts for edit modes: draw, vertex, wall/surface, sector, and entity.
  • Added shortcuts for Resetting and Aligning the grid.
  • Added a shortcut to reset texture offsets.
  • Added a shortcut for Join Sectors.
  • Added a confirmation dialog for Reloading a level.
  • Added a confirmation dialog when trying to close the level editor or exit when there are unsaved changes.
  • A popup error message is now shown when trying to test a level with no source port set.
  • Added an option to make new sectors use the DEFAULT texture (Level menu -> User Preferences -> Editing: New sectors use DEFAULT texture.
  • Double-click selection and Auto-align properly respect Group locked and hidden states.
  • In the INF editor it is now much easier to select an elevator, trigger, or teleporter - just click on the Class: Type labels.
  • In the INF editor, you can now delete selected elevators, triggers and teleporters.
  • Fix WAX packing to account for cells not perfectly fitting into the rows - this was causing a crash.
  • Fixed a crash in level_unpackSectorAttribSnapshot() when the group ID is not valid, but an error is written instead.

Version 1.22.100

24 Mar 06:43
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A small iterative release with early TFE Editor improvements.

Changes

  • Added option to avoid waiting for process completion, this process is not completing correctly for at least one user.
    • If the Level Editor is crashing when you hit play to test, go to the Level menu > User Preferences > Editing > disable On Play, wait for process completion.
  • Cleans up the curve segment controls, so the number of segments is properly clamped (no more having to hit the key multiple times to see a change).
  • Changed the "Lock movement" shortcut text to be more clear.
  • Added shortcuts to move the camera up and down in the 3D view (Space, Ctrl+Space by default).
  • Fixed a crash trying loading a sprite when an Archive is null.
  • Added support for mouse buttons to be used for shortcuts (except for left-mouse).
  • Added editable shortcuts for
    • Texture mouse panning.
    • 2D viewport panning.
    • 3D camera rotation.

Version 1.22.000

23 Mar 18:28
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With this release the TFE Editor finally hits the Alpha phase. Documentation and tutorials are still being worked on - but here is what is currently available:
Manual (WIP): https://df-21.net/wiki/?title=TFE-EDITOR
Tutorials (WIP): https://youtube.com/playlist?list=PLz1JY7gjEDQQa-IgwVznTOXdjmBqDHSCm&si=BQpxruRilQMC-NxR

What's Changed

  • TFE Editor Alpha Release @luciusDXL
  • Replay support @ifeldshteyn
  • Fix building on ARM and make CI run on x86 and aarch64 Linux by @fpiesche
  • Add GS_Player class by @jerethk
  • Fixed JSon/External data pathing on Linux @jerethk
  • Fixed Pickup serialization issue @jerethk
  • Cleaned up Linux build - removed option for scripting (always enabled), fixed related issues. @luciusDXL
  • Various bug fixes, such as weapons not showing fullbright pixels correctly in true color. @luciusDXL
  • Added GS_Player class @jerethk
  • Added more Mod-Conf overrides @jerethk

Version 1.15.000

22 Feb 19:23
6ea7dfc
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This release improves moddability by externalizing previously hard-coded data into ExternalData/DarkForces/ and allows for many properties of effects, pickups, projectiles, and weapons to be changed. In addition, first pass scripting integration has been implemented in the form of script functions that can be called from INF.

What's Changed

  • Numerous bug fixes (everyone)
  • Many editor changes @luciusDXL
  • ForceScript API work @luciusDXL
  • ScriptCall functionality in INF (with editor support) @luciusDXL
  • Script state serialization for save games @luciusDXL
  • CMake: automatically make system midi optional by @mlauss2
  • Update Dear ImGUI to 1.90.9 by @mlauss2
  • Use external release metadata XML for Flathub info by @fpiesche
  • Replace GLEW with built-in GLAD by @mlauss2
  • Fixes for GCC LTO (Link Time Optimizations) by @mlauss2
  • Enable item ten by @jerethk
  • Adding logging timestamps by @ifeldshteyn
  • Ading new input buttons such as HD, screenshot and GIF recording. by @ifeldshteyn
  • Mod conf overrides by @ifeldshteyn
  • Adding Mouse panning to the PDA by @ifeldshteyn
  • Custom logic proposal by @jerethk
  • Add mod directory to s_searchPaths when loading from a custom GOB by @jerethk
  • Adding open folder button for mods. by @ifeldshteyn
  • GIF capture feedback messages by @kevinfoley
  • actor.cpp, flyers.cpp, sewer.cpp: replace anim.state magic numbers ... by @kevinfoley
  • dragon, phaseOne: replace anim.state magic numbers with enum values… by @kevinfoley
  • Switch mod conf versioning to 1 by @ifeldshteyn
  • Weapon data externalisation by @jerethk
  • Fixes for TELEPORTER BASIC by @jerethk
  • Make sure we can fly over water sectors. by @ifeldshteyn
  • Change to forward slash for paths by @jerethk
  • Custom logics fix by @jerethk
  • New Dev panel with lighting controls by @kevinfoley
  • Fix VUE camera by @jerethk
  • Subdirectory related amendments by @jerethk
  • Externalise pickups by @jerethk
  • Fix custom logics serialisation by @jerethk
  • Add svg redraw of app icon following modern icon guidelines by @fpiesche
  • Check for FME extension before attempting to load a FME by @jerethk
  • Externalise weapons by @jerethk
  • Actor code readability amendments by @jerethk
  • Fix building on Linux by @sotpapathe
  • Fix for fist ammo by @jerethk

New Contributors

Full Changelog: v1.10.000...v1.15.000

Version 1.10.000

17 Jul 00:17
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It has been months since the last official release. While most of my work has been directed towards the Level Editor, there still have been a large number of changes and improvements that have accumulated in that time frame, many from contributors.

Below I list the user facing improvements, it is a summary so doesn't go into detail about many GitHub changes, or enumerate every change that went into a feature (such as HD Assets). It also doesn't enumerate the work done on the Level Editor, that will be discussed in the next major release. However you can see all the commits, pull requests and work done on GitHub.

User Facing Changes (Summarized)

  • Added Remaster HD Asset support (textures, sprites, and HUD - cutscenes and briefings coming in the future)
    • Three categories (textures, sprites, HUD)
    • Can be toggled at runtime.
    • Only enabled in "true color" mode.
  • Added support for MOD_CONF.txt overrides:
    • TFE option overrides, so mods can enable or disable options as needed.
    • HD Asset opt-out overrides.
  • The Dark Forces Remaster is now automatically detected as a valid game data source.
  • Mod description text should no longer be cut off in the mod loader.
  • Added an option to enable the player to step up onto second altitudes, similar to normal height changes.
  • Added a crouch toggle in Game options.
  • Cycle next/previous weapon inputs now need to be pressed, making weapon cycling easier using a controller.
  • Asset Browser - "resources" can be added (such as gobs/zips).
  • Added per-asset editor support.
  • Fixed a bug where the weapon muzzle flash would be "stuck" after loading from a save.
  • Fixed a true color crash in Imperial Library.
  • Fixed a crash in Raid to Ovarid.
  • Fixed alpha blending/sorting issues in true color mode.
  • Fixed visual issues when using anisotropic filtering.

Manuel Lauss (mlauss2)

  • Midi fixes
    • Cross platform method for pausing/running midi thread.
    • Introduced "Disabled" device.
    • Fixed midi buffer overrun
  • SDL2 fixes on Linux
  • Handle Type 2 VOC chunks and avoid spam for unsupported chunk types
  • Landru/Music: fixed sequence error in Cutscene Music File parser (mlauss2)
  • Fixed numerous clang/gcc warnings, Linux issues, 32-bit issues (though no 32-bit support on Windows is planned), and enabled GCC LTO (Link Time Optimizations).

Kevin Foley (Kevinfoley)

  • Added one-hit-kill cheat (LAIMDEATH)
  • Added one-hit-death cheat (LAHARDCORE)
  • "Hardcore" mode cheat: Per request, only projectile and explosive damage will one hit kill the player.
  • LAIMDEATH and LAHARDCORE status is now serialized
  • Added A11y setting to disable screen flashes (on item pickup and when taking damage)
  • Added a slider to System Settings for adjusting GIF recording framerate
  • Added Dark Forces cheat menu
  • Added new cheat LACAT (gives you 9 lives)
  • Added Dark Forces cheat menu (under Game settings)
  • Added a new A11y photosensitivity setting to disable player weapon lighting (illumination caused by firing the player's weapons)
  • subtitles-en.txt: Add missing end quote to m01reb02 (thanks Doctor Octogonapus)
  • A11y: added a "Refresh caption/font files" button to settings menu.
  • Added new cheat LABRIGHT; when enabled, renders everything at fullbright.

Jake Smarter (JakeSmarter)

  • Update AppStream metadata (rename file to match app's component id, drop depracated application element, add more url types, add a number of other elements, add de, en-US, pl translations)
  • Desktop Entry updates (rename file to conform to spec, add keywords)
  • Improved and updated TFE About text
  • Clear color buffers with opaque black instead of transparent black

Rosalie (Rosalie241)

  • Added workaround for GLEW on Wayland (Linux) (Rosalie241)

Jerethk

  • New optional setting: observe "solid wall" flag when testing if object overlaps a wall (fixes maps like Harkov and Dark Tide 3 when riding on moving or rotating sectors).

Other Efforts

Ongoing work not yet publicly facing, GitHub changes, and other backend efforts.

  • Level Editor work.
  • Work on "Force Script" - which will be used in the editor first to enable custom functionality.
  • Integrating Outlaws features into TFE in preparation for Outlaws support (vertical adjoins, dual adjoins, etc.).
  • TFE is now on Flathub thanks to contributor efforts.
  • Ubuntu Workflow to test compilation on Linux for every diff (Manuel Lauss)
  • GitHub Readme updated.

Version 1.09.540

30 Sep 06:19
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Another small release that fixes some issues and releases another iteration of the editor (still early WIP).

Editor

  • Fixed a crash when returning from the Editor the menu, and then selecting editor again.
  • Escape now exits the editor, unless a modal dialog is active in which case it closes that dialog instead.
  • Levels and 3DOs are listed in the Asset Browser, but functionality is somewhat limited.
  • Added multi-select.
  • Added the ability to force selected assets to use an alternate palette for testing.
  • Added export selected - allowing for assets to be exported and PNGs to be generated where appropriate for viewing.
  • Added central error handling and modal message box functionality for errors/warnings.

General

  • Linux: Make RtMidi optional - this allows for OPL 3 and SF 2 synth but disables system midi (@mlauss2).
    • This should make it easier to compile in some cases.
  • Replace DeviL with SDL Image to make future Linux packages easier (@mlauss2 / @luciusDXL).
  • Small PNG issues fixed (@mlauss2).

Version 1.09.530

28 Sep 04:15
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A bug-fix release, with some improvements to the Accessibility UI, slight improvements to true color texture color accuracy, more work on the TFE editor, and mostly bug fixes.

TFE Editor

  • Implemented Editor Config with font/UI size and thumbnail size options.
  • Improved the Asset Browser UI.
  • Filter now works properly.
  • Added support for Frames and Sprites.
  • Factored out Asset system to reduce code and data duplication.

Game

  • Removed RTAudio and uses SDL audio instead, which fixes a number of audio issues on Linux (@mlauss2).
  • Replaced different Windows/Linux Mutex/Thread code with SDL equivalents (@mlauss2).
  • Improved German subtitles (@mlauss2).
  • Improved Accessibility UI (@kevinfoley).
  • Fixed game settings text getting cutoff (@kevinfoley).
  • Improved discoloration that can occur to some textures when using the true color mode.

Version 1.09.521

26 Sep 02:23
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Fixed a silly shader mistake that only affects the 8-bit GPU renderers.

Version 1.09.520

26 Sep 01:33
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  • Removed an extra multiply that was darkening alpha blended edges.
  • Disabled alpha blending for sprites when using the true color renderer (fixes fringing artifacts).
  • Implemented a per-texture adjustment based on texture hue shift at 50% light level when using the true color renderer.
  • Re-enabled the Editor option in the menu (Windows only).
  • Initial work on Asset Browser.
  • Fixed compile issues on Linux.
  • Fixed memory overwrite in audio system.
  • Fixed A11y crash on startup.
  • Headwave is now a persistent setting in the Accessibility menu.
  • Added a better error message when failing to compile a shader.
  • If a texture fails to be created, the GL error code is now written.
  • Fixed various shader compile issues.