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rohit-n/Clonepoint 54

Free software clone of Gunpoint

rohit-n/Procedural-Terrain 9

OpenGL/SDL program for procedurally generating terrain using heightmaps.

rohit-n/bspc 0

Quake 3 BSP-to-AAS compiler

rohit-n/chocolate_duke3D 0

chocolate Duke Nukem,3D

rohit-n/dhewm3 0

dhewm 3 main repository

rohit-n/eldritch-reanimated 0

Source code for new Steam version of Eldritch

rohit-n/MojoSetup 0

Fork of Icculus' MojoSetup with several fixes

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Rohit Nirmal

commit sha 080cb1f7468e7b538c85c76a64d35e6d9f4b95ca

Add new music playback backend that is independent of the audio API. This "generic" backend loads music files as sound instances and plays them one after another as they are queued according to their control files. This backend is optional on Windows, and required on Linux.

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PR opened Katana-Steel/lithtech

Music support on Linux.

Note 1: Some features are not yet implemented, such as styles and motifs, but I'm not sure if NOLF2 uses them. Note 2: Sometimes the game client shell will tell the music backend to play a music intensity of zero, which stops all music at strange times, like starting a level or ending combat. I'm not sure why this happens, or if the original NOLF2 does this. If there is no music when a level loads, try alerting an enemy or starting combat. Note 3: The backend currently loads and initializes all music files on a level load, including "warning" and combat music, increasing load times. You can #define ACQUIRE_SAMPLE_ON_PLAY in genericmusic_impl.cpp to make the backend only acquire samples whenever they need to play, but you will hear noticeable gaps in playback. I would like to optimize the OpenAL sound backend to make load times more bearable in a future PR.

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Rohit Nirmal

commit sha 25491b51bb5039e029e630bfb36be8b26f801daf

Add new music playback backend that is independent of the audio API. This "generic" backend loads music files as sound instances and plays them one after another as they are queued according to their control files. This backend is optional on Windows, and required on Linux.

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Rohit Nirmal

commit sha 8165843f65e4f7291f4b8e9c133131099d9640c8

Add new music playback backend that is independent of the audio API. This "generic" backend loads music files as sound instances and plays them one after another as they are queued as according to their control files. This backend is optional on Windows, and required on Linux.

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Rohit Nirmal

commit sha 1801c2e9e9fb83b7000dd2bb2ca5ae618619484e

Add new music playback backend that is independent of the audio API used. This "generic" backend loads music files as sound instances and plays them one after another as they are queued as according to their control files. This backend is optional on Windows, and required on Linux.

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Rohit Nirmal

commit sha 1864f333a6bbf8b755f82600b93258af8fbcfb9a

Make char pointers const.

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Rohit Nirmal

commit sha 50e5a67add8efe77a12daeee3a2397ca3a43a9d7

Add Update function for ILTDirectMusicMgr interface. This is necessary for the Linux music backend to know whenever a segment is starting, ending, or "almost" ending. The DirectMusic backend uses the Win32 function WaitForMultipleObjects to do the same thing.

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Rohit Nirmal

commit sha 572184d88203db2fde05adcbec4b6e207728fd7f

1. Move ltdirectmusiccontrolfile.cpp/h out of platform-specfic folder. 2. Compile ltdirectmusiccontrolfile.cpp for all platforms.

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Rohit Nirmal

commit sha abd63b266725c13aa218ed5350bbe60cd09e35a8

OpenAL: Allow 3D sound instances to loop.

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Rohit Nirmal

commit sha a6acb82bbf18824c52945ad8ff2134ba183ab259

Add toggle for windowed mode in Display Options. Taken from https://github.com/haekb/nolf2-modernizer/commit/6d8c6bd127a156745e6514cb88fcd1f8b5fe3258

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pull request commentKatana-Steel/lithtech

Add toggle for windowed mode in Display Options.

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Rohit Nirmal

commit sha d1fe70838e212ce6c4e8e3fa86a00da06f0de731

Add toggle for windowed mode in Display Options. Taken from https://github.com/haekb/nolf2-modernizer/commit/6d8c6bd127a156745e6514cb88fcd1f8b5fe3258

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PR opened Katana-Steel/lithtech

Add toggle for windowed mode in Display Options.

Taken from https://github.com/haekb/nolf2-modernizer/commit/6d8c6bd127a156745e6514cb88fcd1f8b5fe3258

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commit sha 15afe5ac928d3bd1fd501d9626220913a1fe8432

Add toggle for windowed mode in Display Options. Taken from https://github.com/haekb/nolf2-modernizer/commit/6d8c6bd127a156745e6514cb88fcd1f8b5fe3258

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Rohit Nirmal

commit sha a8a513c337cce236bf8158d32eeb4bd4dd1dc17e

Add toggle for windowed mode in Display Options. Taken from https://github.com/haekb/nolf2-modernizer/commit/6d8c6bd127a156745e6514cb88fcd1f8b5fe3258

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Pull request review commentKatana-Steel/lithtech

Call CTO2GameClientShell's destructor correctly.

 define_holder(ILTTexInterface,g_pTexInterface);  SETUP_CLIENTSHELL(); +#ifndef __LINUX define_interface(CTO2GameClientShell, IClientShell);-+#else+static CAPIInstanceDefines<CTO2GameClientShell>+	__impl_CTO2GameClientShell_defines_IClientShell_Default__(

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Rohit Nirmal

commit sha 01d6ea6c3a075757a8f1e58fd4674eadff0c7e56

Call CTO2GameClientShell's destructor correctly. On Linux, the destructor is called when the program closes instead of when libCShell.so is unloaded, resulting in crashes. Instead, allocate CTO2GameClientShell on the heap when the library is loaded, then delete it in CClientMgr::TermClientShellDE. We also need to set a flag in CConsole when this happens, as PrintString incorrectly thinks i_client_shell is not null and would call OnConsolePrint from a null pointer when CClientMgr::Term calls ClientStringWhine.

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commit sha 27ed1ad1be61ebb9159aca4d04477f6950a47431

Fix warnings when compiling on Visual Studio 2017.

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commit sha ccbf0b16d5cacf10639f7b340b425a7622908581

Rewrite CLiteObjectMgr::CleanList to use remove_if. Taken from https://github.com/haekb/nolf2-modernizer/commit/57f3e6a430b2cfd3ffc919c6c08b6fa18f548a9c This fixes crashes when loading certain maps in Windows, such as the first map in India.

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