Commit graph

461 commits

Author SHA1 Message Date
zicodxx 1ec572c7d1 When creating new player, make sure string is long enough for use with players dir 2009-02-09 10:59:59 +00:00
zicodxx 487fed2fbd Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore 2009-02-09 10:52:42 +00:00
zicodxx 256a60b1ce Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field 2009-02-08 12:55:50 +00:00
zicodxx 33e2375db3 Fixed connect-state mess in order of kmatrix flow 2009-02-08 12:49:27 +00:00
zicodxx eea393c935 Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything 2009-02-06 09:40:00 +00:00
zicodxx 8d5657b472 Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max 2009-02-03 10:56:22 +00:00
zicodxx 98fe14c6d8 Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps 2009-02-02 09:02:29 +00:00
zicodxx 8e7fe53610 Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera 2009-02-02 08:49:58 +00:00
zicodxx 4d59723cc2 Added Packet-loss prevention code for Netgames 2009-01-31 23:47:15 +00:00
zicodxx 28b1ccbb52 Fixing bug with incorrect/missing UDP port termination 2009-01-31 14:52:06 +00:00
zicodxx b8ae980f86 New level render order for better seperation and blending between transculent level geometry and sprites 2009-01-30 11:50:25 +00:00
zicodxx b2036d7048 Decreasing delay from timer_delay2 to timer_delay for sending/receiving packets when connecting to UDP host due to FPS-dependent inconsistencies in timer_delay2 causing packets possibly not received or sent frequently 2009-01-29 11:15:18 +00:00
zicodxx 3217f39990 Changed function naming convention in netdrv and below to general Descent code convention 2009-01-26 05:01:18 +00:00
zicodxx 7b48d47be4 Removed some old code to smooth FrameTime we don't need anymore 2009-01-24 22:44:57 +00:00
zicodxx 3531adace7 New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all 2009-01-22 12:30:32 +00:00
zicodxx 265ff9ed28 Took out old missile tracking code to be selectable over command-line to preserve consistency 2009-01-17 11:11:07 +00:00
zicodxx 4f535cff23 Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX 2009-01-17 11:02:59 +00:00
zicodxx ac3f773883 Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int 2009-01-15 23:58:36 +00:00
zicodxx 6f7e70bb82 Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup 2009-01-15 20:55:35 +00:00
zicodxx fb939d8abb Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler... 2009-01-15 01:00:19 +00:00
zicodxx e0a87df7ee Added some randomness to collision sound delays and synced robot-player collision sprites to same steps 2009-01-13 16:53:10 +00:00
zicodxx 8c4d0f62df Adjusted D1 Lifter collision damage according to D2 to scale with FPS as Melee combats can happen in every frame; Actually set velocity from movement when colliding with objects 2009-01-13 01:19:19 +00:00
zicodxx 680a1527a7 Fixed condition for protocol version checking when joining a game - must be allowed for both original and D2X version 2009-01-08 01:20:05 +00:00
kiplingw 3420d76931 Fixed: Segfault via buffer overflow when attempting to start or join a UDP/IP netgame in both d1x-rebirth and d2x-rebirth. Reproduceable on my box only in release mode and not debug... 2008-12-27 04:23:56 +00:00
kreatordxx 3d10deeb20 Make Redbook the default for Mac, because MIDI is buggy 2008-12-23 10:05:23 +00:00
kreatordxx 45801a75d8 Fix Mac OS 9 compile issues, update Xcode project 2008-12-21 08:54:03 +00:00
zicodxx 4bf841f3c9 Seperated help screens for game, netgame and demo; Also show them in Controls menu; Small Menu UI fix for ScrollOffset when calling menus in a scrolled area of a menu 2008-12-13 12:58:57 +00:00
zicodxx 9df5d7fde4 Added /KillReactor command to blow up the reactor in Multiplayer games 2008-12-12 15:57:00 +00:00
zicodxx 85f7a49177 Added /KillReactor command to blow up the reactor in Multiplayer games 2008-12-12 15:53:13 +00:00
zicodxx 7ebffe4dc7 Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte 2008-12-12 02:05:30 +00:00
zicodxx e2834e4efb Implemented MULTI_D2X_PROTO by using D2X-IVER for strict Version-checking in UDP/IP 2008-12-08 15:46:45 +00:00
kreatordxx 777f76aedf Get Mac command keys working, MACINTOSH code cleanup, update Xcode project 2008-12-07 12:26:43 +00:00
zicodxx 0e164e20b9 Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes 2008-12-01 09:31:21 +00:00
zicodxx 308ea4e888 Fixed the Birthday Bug: Correctly re-compute static_light when restoring a game - finally 2008-11-29 11:17:20 +00:00
zicodxx 4974579254 Fixed logical code flow error when player dies in a secret level entered after base level destroyed which is also the last level 2008-11-26 01:19:26 +00:00
zicodxx 77b534035f Took out the disable_new_fvi-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this. 2008-11-22 00:43:59 +00:00
zicodxx 76d59ae9d3 Completly forgot to make mouse axis values static so they can be used in intervals - shame on me 2008-11-21 23:59:22 +00:00
zicodxx 606eb97467 Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations) 2008-11-21 16:09:41 +00:00
zicodxx ee5dff5c41 Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammo 2008-11-21 00:12:41 +00:00
zicodxx 996748bdba Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots 2008-11-20 18:02:42 +00:00
zicodxx 74fd36d2f9 Corrected a small logical mistake in Shareware-HAM recognition 2008-11-20 12:29:48 +00:00
zicodxx 8f41e552d2 When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow 2008-11-20 02:09:47 +00:00
zicodxx c705433bec When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow 2008-11-20 02:09:01 +00:00
zicodxx 33490e497e Do a songs_init() each time a song is played and try to read a new descent.sng - supporting descent.sng files in hog archives 2008-11-19 15:52:07 +00:00
zicodxx 7d9e7d9bfc Actually demand ANY valid key to abort the Death sequence 2008-11-19 12:34:50 +00:00
zicodxx 8cc3cad3b0 Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent 2008-11-18 14:43:30 +00:00
zicodxx 1cdf95ed2f Fixed Cheats 2008-11-18 14:34:52 +00:00
zicodxx 02b1872aa9 Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize 2008-11-17 23:38:43 +00:00
zicodxx 02e7490c63 When printing Gamelog, make sure canvas is NULL 2008-11-17 23:28:59 +00:00
zicodxx 6f39ab836f Added other SDL_(Un)LockAudio statements to protect the audio_mixcallback function - making that hopefully stable on multicores; Resetting warn_func at quit_request so we do not accidently show any menu; Open gamelog.txt unbuffered 2008-11-15 20:49:54 +00:00