diff --git a/Build/Scripts/Settings.lua b/Build/Scripts/Settings.lua index 7bbd1fa6e..cd76bfd10 100644 --- a/Build/Scripts/Settings.lua +++ b/Build/Scripts/Settings.lua @@ -3,8 +3,8 @@ -- Place in this LUA script all the engine settings for your game -- WARNING: bad values could make your game unplayable, please follow with attention the reference guide -Gameflow.settings.screenWidth = 800; -Gameflow.settings.screenHeight = 600; +Gameflow.settings.screenWidth = 1600; +Gameflow.settings.screenHeight = 900; Gameflow.settings.windowTitle = "TR5Main Alpha"; Gameflow.settings.enableDynamicShadows = true; Gameflow.settings.enableWaterCaustics = true; diff --git a/TR5Main/Game/control.cpp b/TR5Main/Game/control.cpp index bc0025dc7..dbb59bfb1 100644 --- a/TR5Main/Game/control.cpp +++ b/TR5Main/Game/control.cpp @@ -128,9 +128,6 @@ GAME_STATUS __cdecl ControlPhase(__int32 numFrames, __int32 demoMode) ITEM_INFO* item = &Items[itemNum]; __int16 nextItem = item->nextActive; - //printf("Num: %d Next: %d Death: %d Hitpoints: %d Status: %d\n", itemNum, item->nextActive, item->afterDeath, item->hitPoints, item->status); - //printf("NextItemActive: %d\n", NextItemActive); - if (item->afterDeath < 128) { if (Objects[item->objectNumber].control) diff --git a/TR5Main/Scripting/Scripts/Settings.lua b/TR5Main/Scripting/Scripts/Settings.lua index 7bbd1fa6e..cd76bfd10 100644 --- a/TR5Main/Scripting/Scripts/Settings.lua +++ b/TR5Main/Scripting/Scripts/Settings.lua @@ -3,8 +3,8 @@ -- Place in this LUA script all the engine settings for your game -- WARNING: bad values could make your game unplayable, please follow with attention the reference guide -Gameflow.settings.screenWidth = 800; -Gameflow.settings.screenHeight = 600; +Gameflow.settings.screenWidth = 1600; +Gameflow.settings.screenHeight = 900; Gameflow.settings.windowTitle = "TR5Main Alpha"; Gameflow.settings.enableDynamicShadows = true; Gameflow.settings.enableWaterCaustics = true; diff --git a/TR5Main/Specific/roomload.cpp b/TR5Main/Specific/roomload.cpp index d3ba699b9..dbe7e09fe 100644 --- a/TR5Main/Specific/roomload.cpp +++ b/TR5Main/Specific/roomload.cpp @@ -579,7 +579,7 @@ __int32 __cdecl S_LoadLevelFile(__int32 levelIndex) { DB_Log(2, "S_LoadLevelFile - DLL"); printf("S_LoadLevelFile\n"); - + SOUND_Stop(); Sound_FreeSamples(); FreeLevel(); @@ -594,6 +594,7 @@ __int32 __cdecl S_LoadLevelFile(__int32 levelIndex) IsLevelLoading = true; hLoadLevel = _beginthreadex(0, 0, LoadLevel, filename, 0, &ThreadId); + // This function loops until progress is 100%. Not very thread safe, but behavious should be predictable. g_Renderer->DrawLoadingScreen((char*)(level->LoadScreenFileName.c_str())); return true; @@ -658,17 +659,9 @@ bool __cdecl ReadNewDataChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg) return false; } -//ChunkWriter* writer; - -void __cdecl SaveTest() -{ - -} - void __cdecl LoadNewData(__int32 size) { // Free old level scripts - //g_GameScript->FreeLevelScripts(); MemoryStream stream(LevelDataPtr, size); chunkIO = new ChunkReader(0x4D355254, &stream); if (!chunkIO->IsValid()) @@ -682,7 +675,6 @@ void Inject_RoomLoad() INJECT(0x004A6380, LoadItems); INJECT(0x004A4E60, LoadObjects); INJECT(0x004A3FC0, LoadTextures); - //INJECT(0x004A4DA0, LoadRoomsNew); INJECT(0x0040130C, S_LoadLevelFile); INJECT(0x004A7130, FreeLevel); INJECT(0x004A5430, AdjustUV);