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forsaken's Introduction

Forsaken

This repo holds the community port of Forsaken!

Check out the Wiki for more information.

forsaken's People

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astralshadow avatar chino avatar dependabot[bot] avatar rpreen avatar

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forsaken's Issues

When text goes over the rear/missile cam it becomes very small and rendered inside the cam instead of over it.

2d screen polys were beind rendered for every single camera view; I moved the 2d screen poly rendering to only run on the main cam after the main/mini cams were already rendered; this way the 2d polys end up on top of everything else and don't get rendered into the viewport of the mini cam; this has the affect though that mini cam could never have 2d polys which consists of text and lense flair; which apparently the game did support anyway; I also enabled hud and lense flair in full screen rear view

no text on joining into game

once again the old game used bit mapped fonts here so no textures or anything else was loading/running to support polygonal text; this was added in and all init view steps were combined into one since on any pc from today it loads instantly

messages flash when not running in vsync mode

some code that expected framelag to be larger and reduce a varible to less than zero when in fact framelag was so small the variable stayed at zero so it should check for less than or equal to zero

simple check for null pointer missing

default bpp=24 wasn't supported on all video cards and vice versa; you could fix it by switching bpp to 32 in the config file; now the game will only use whatever your desktop is currently set at which always is safe

Running out of sound slots - Dropped Sounds

When to many sounds fire off at once we run out of slots causing sounds to not be heard.

There was some major refactoring going in sound code that needs to be revisited to help address this.

Screen is black for new users and they need to hit shift+f12

resolution w/h was set to 0/0 which is supposed to default to the desktop setting but apparently leaves the user in a state of black screen; the game now starts up in window mode at 800x600 which will always work and the user can pick whatever settings they want

bully says mouse doesn't feel as sharp.

(the old game would repeat the last mouse imput (for 0.028 seconds) while dx's dinput would accumlate the mouse values behind the scene; the new sdl method was providing accumlated values up front and only clearing it after the same 0.028 second timeout; apparently the higher level application code didn't feel the same anymore; or was less responsive)

First player looping sfx when entering menu.

Looping sfx should pause during first player game in the menu and start back up when you close it.

Currently it does not and if you die and sit there for a bit a really loud sound will start that you can't stop after that point.

Randomized Pickups not Random Enough / Creates all of one kind first.

There was a fix in for this in the past but it created another bug so it was disabled.

We should get this working again because otherwise enabling multiple primaries with randomized pickups causing it to exhaust all possible primaries of trojax (depends on enabled list of weapons) before it moves onto the next weapon and same thing there on for each other weapon.

Hence if you have 20 primaries enabled you'll end up with 20 trojaxes before anything else...

Add true 3d surround sound

Forsaken currently still uses old school panning (left/right speaker) and volume (fake distance) techniques that it does in software to emulate 3d sound.

OpenAL supports passing position information and taking care of all of this for you with effects such as doppler shift. It would also properly support 3d sound systems (and headphones) this way.

Not all the code paths pass down all the required information such as speed and orientation of the object that PlaySfx (and friends) were called for. We need that information to properly support doppler and 3d positioning.

White out effect was missing

this has been restored for gl1 build on windows/linux and lion has made a better one that will make it's way into gl3

UPNP Support

There is some support for this added by Lion which needs to be tested and added to forsaken.

It's a nice thing to fall back on in case all else fails.

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