zicodxx
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e0a87df7ee
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Added some randomness to collision sound delays and synced robot-player collision sprites to same steps
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2009-01-13 16:53:10 +00:00 |
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zicodxx
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21e59bca6f
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Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen
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2008-11-03 11:39:56 +00:00 |
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zicodxx
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beb2ab07ef
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Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed
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2008-10-29 11:03:31 +00:00 |
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zicodxx
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6dc900f51d
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Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free
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2008-10-16 17:27:02 +00:00 |
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zicodxx
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f108f30ffd
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Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
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2008-09-30 00:07:07 +00:00 |
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zicodxx
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5514c90179
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Do not apply new bump_two_objects() when companion object colliding with controlcen due to inability of companion to find alternatives
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2008-06-28 10:52:10 +00:00 |
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zicodxx
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3dd8b60118
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Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selected
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2008-06-11 21:18:50 +00:00 |
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zicodxx
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44682b4d8a
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Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
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2008-04-13 13:14:19 +00:00 |
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zicodxx
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44bbb66101
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Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes
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2008-04-06 20:23:28 +00:00 |
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zicodxx
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d2365d65f0
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Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warnings
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2008-03-20 23:23:46 +00:00 |
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zicodxx
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6479a897b2
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Fixed some memory issues; Fixed some HUD element alignment; Only send NetDrv packets if NetDrvInstalled is true; Fixed demo glitches; Actually using Game_mode in demos to make Newdemo_game_mode hacking obsolete
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2008-03-08 22:37:09 +00:00 |
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zicodxx
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90225b5964
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Data types correction
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2007-11-01 18:49:28 +00:00 |
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zicodxx
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453cf2d609
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Fixed problems with GameTime wraparound - delay sounds, cloak, invulnerability, ping; Added debug key to Reset GameTime for testing; Removed -gl_vidmem; Cheat-code cleanup; Some HUD message redundancy
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2007-10-28 20:14:25 +00:00 |
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zicodxx
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1b93499adb
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Changed collision handling between robots and controlcen; Aligned constant sounds to GameTime; Using turn radius of 0x0024*F1_0 for all homing objects while not aligning smart blobs to movement vector
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2007-10-07 13:42:21 +00:00 |
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md2211
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a0b4cac982
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* Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
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2007-09-21 19:06:05 +00:00 |
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zicodxx
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928a542b88
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Removed old Tactile-code since ForceFeedback is currently out of question
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2007-07-22 02:01:02 +00:00 |
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zicodxx
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a2a6959d39
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Cleaned up more FindArg's - Graphics Options
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2007-07-15 15:23:45 +00:00 |
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zicodxx
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83e332acf6
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improved debris random stuff, added -persistentdebris feature
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2007-02-10 23:19:21 +00:00 |
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zicodxx
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b94413b91b
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initial import
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2006-03-20 17:12:09 +00:00 |
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