- Only works in Match Race and Online level selects
- Shows in-progress state on Pause and Cup Grid, but no direct influence available on those screens
- Z to queue current highlighted map
- Pending until you press A, then sent to server
- When done online, tries to send one at a time to avoid overloading connection
- C to clear
- Removes one from pending first
- If you're out of pending maps, prompts whether you want to clear server's queue
A lot of messy, copypasted boilerplate has been bundled together into a single function.
Programmers can now fire up a Match Race, the most basic type of gameplay, from menu code in only four steps (other modes take a little more attention):
- **M_MenuToLevelPreamble(UINT8 - splitscreen players #, boolean - false to extend wipe/true for short wipe)**
- set restoremenu
- D_MapChange(...)
- M_ClearMenus(...)
Includes the following fixes:
- Encore no longer has over-long wipes when started from menu, only standard-length
- "Boss Intro" and Encore start-of-round sounds will always play, even if no Title Card is drawn
- No long wipe when restarting a Time Attack run
- Auto Encore and Auto Gamespeed are no longer accidentially forced if you've manually changed them to Off and Gear 2 before starting netgame
- Built off g_fast_forward to utilise a lot of existing structure
- Only does steps of 5 seconds and therefore isn't precise, but that's better than having to rewatch/fastforward through the entire thing
- No single frame step back or general in-motion rewind preview, but that was all overkill
- If you've gotten every Spray Can, or you're on a custom course...
- Only one of these spawns per map
- Correctly save and load these
- Statistics menu counts base-game bonuses
- If there are gaps in the list, or new Spray Cans are added later, these base-game bonuses are converted into the new Spray Cans
- New graphics required so far:
- SBONA0 to SBONP0 - 16-frame prerendered circling sprite animation
- GOTBON - 8x8 representation of the SBON object
Implemented using libopus for the Opus codec, same as is used in Discord.
This adds the following cvars:
- `voice_chat` On/Off, triggers self-deafen state on server via weaponprefs
- `voice_mode` Activity/PTT
- `voice_selfmute` On/Off, triggers self-mute state on server via weaponprefs
- `voice_inputamp` -30 to 30, scales input by value in decibels
- `voice_activationthreshold` -30 to 0, if any peak in a frame is higher, activates voice
- `voice_loopback` On/Off, plays back local transcoded voice
- `voice_proximity` On/Off, enables proximity effects for server
- `voice_distanceattenuation_distance` distance in fracunits to scale voice volume over
- `voice_distanceattenuation_factor` distance in logarithmic factor to scale voice volume by distance to. e.g. 0.5 for "half as loud" at or above max distance
- `voice_stereopanning_factor` at 1.0, player voices are panned to left or right speaker, scaling to no effect at 0.0
- `voice_concurrentattenuation_factor` the logarithmic factor to attenuate player voices with concurrent speakers
- `voice_concurrentattenuation_min` the minimum concurrent speakers before global concurrent speaker attenuation
- `voice_concurrentattenuation_max` the maximum concurrent speakers for full global concurrent speaker attenuation
- `voice_servermute` whether voice chat is enabled on this server. visible from MS via bitflag
- `voicevolume` local volume of all voice playback
A Voice Options menu is added with a subset of these options, and Server Options has server mute.
- All gametypes will be shown in the drawer, as opposed to just Race
- However, don't attempt to add the preview pic for CUPCACHE_SPECIAL (the Sealed Star)
- TehRealSalt and Lat` are currently preoccupied, so handle their credits
- Correct some accidential copypastes of existing boilerplate into new files
- Add a handful more of mine
- Consistency for Kaito Sinclaire's online handle
Stays with you after you leave the Challenges screen.
Also remove the duplicate-effort attempt-to-pre-optimise considersealedswapalert that only considered SECRET_SPECIALATTACK - it should also report here under other unlockable progressions, if relevant.
- Tried to make verbiage consistent in tooltips
- Move advanced video options into submenu
- Remove console chat option
- Move some really technical options from Data to submenu
- Mostly hijacks the gamemode menu format (Local Play)
- Host
- Select gametype (Race, Battle)
- Shortcuts to Gameplay Options and Server Options
- Select map
- Browser
- Unchanged
- Direct Join
- Press A to enter an IP address
- Press C to reconnect to the last joined server
- Left/right cycles through the server history
- Input handling is done straight in G_MapEventsToControls
- If a keyboard event is received, switch off virtual
keyboard
- Removed the input lock while virtual keyboard is
sliding away
- If a gamepad event is received, and it is a change of at
least half the full range, switch on virtual keyboard
- Virtual Keyboard can switch to a temporary menu while
typing
- It will switch back to the previous menu after it's
closed
- This functionality can be used even if the menu isn't
already open
- It will close the menu and return to gameplay when the
Virtual Keyboard is closed
- If emerald not yet collected on that cup, pick the first uncollected emerald, then get the cup's CUPCACHE_SPECIAL with that ID to pick the stage
- Already collected emeralds retain their swappage across gamedata saves
- Returns to normal order if you get all 7 OR Special Mode is unlocked (chao key? debug? password in modded games? sky's the limit)
- Pops up a Message from the Stars telling you the gems have been returned to their natural place
- Add-ons will always use their dedicated sealed star, since it's unordered material
If it weren't so last minute I could have a better solution for GP Backups, but right now what I've gone for is it always trusts whatever G_GPCupIntoRoundQueue does AS LONG AS THE COURSE ISN'T THE ONE YOU'RE RELOADING INTO. If it IS, then it checks to see if it's exactly what's been saved, and complains (with the generic error message, unfortunately) if it isn't.
- Replace the old method of adding each binding one at
a time
- Hold up to 4 inputs at once, then release to bind those
inputs to the control
- Changing the bindings overwrites the old bindings,
instead of adding to them
- Hold right to scroll binding text into Bind Ben
- Release right to cancel
- When the text is done scrolling, Bind Ben begins
chewing
- Release right to have Bind Ben swallow
- After Bind Ben swallows the binding text, he does
a cute pose and the control is cleared
- Press up or down to skip the swallow and pose
animations and clear the control immediately
- Press C to have Bind Ben quickly eat the binding text
and clear the control
- A method to access Encore in Time Attack
- so we have SOME Encore singleplayer content on launch
- Also available for Versus mode (in Special Attack)
- Finally, Encore rematches have a way to access them!
- Obviously will not spawn a chasing SPB, it's just a signal for "hard mode"
- Relevant gametype + unlock checks have been abstracted into M_EncoreAttackTogglePermitted