zicodxx
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21d9308934
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Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
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2009-02-02 09:02:29 +00:00 |
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zicodxx
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fd8b425243
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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
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2009-02-02 08:49:58 +00:00 |
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zicodxx
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f84a267dd1
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Added Packet-loss prevention code for Netgames
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2009-01-31 23:47:15 +00:00 |
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kreatordxx
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cb9afb9bdf
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Last track is endgame track for any audio CD, endgame track not played when a level is started, jukebox/redbook works in game even if no MIDI songs
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2009-01-31 06:37:43 +00:00 |
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zicodxx
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b63f988d37
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New level render order for better seperation and blending between transculent level geometry and sprites
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2009-01-30 11:50:25 +00:00 |
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kreatordxx
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cf8981eb76
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Update version to 0.55.1 for Mac
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2009-01-26 05:41:45 +00:00 |
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zicodxx
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6ba4be9e2b
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Changed function naming convention in netdrv and below to general Descent code convention
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2009-01-26 05:01:18 +00:00 |
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zicodxx
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1acc8031b6
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Removed some old code to smooth FrameTime we don't need anymore
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2009-01-24 22:44:57 +00:00 |
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zicodxx
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21738cdd2c
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New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all
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2009-01-22 12:30:32 +00:00 |
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zicodxx
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3699f316cc
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Took out old missile tracking code to be selectable over command-line to preserve consistency
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2009-01-17 11:11:07 +00:00 |
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zicodxx
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e6c160ca85
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Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
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2009-01-17 11:02:59 +00:00 |
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zicodxx
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cf5c44321c
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Error handling while dumping TGA file - (partially) Patch by v66r
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2009-01-16 00:12:04 +00:00 |
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zicodxx
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e04250e266
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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
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2009-01-15 23:58:36 +00:00 |
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zicodxx
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c37285c217
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Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup
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2009-01-15 20:55:35 +00:00 |
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zicodxx
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007e23461e
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Cleaning up the mess from revision 892...
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2009-01-15 01:05:31 +00:00 |
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kiplingw
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0b25644600
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Updated: Change log...
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2009-01-14 19:58:58 +00:00 |
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zicodxx
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6038280726
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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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kreatordxx
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81de582264
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Use a 2D array to allow playing of songs by track number in future
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2009-01-13 12:39:03 +00:00 |
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zicodxx
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f1544295dd
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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
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2009-01-13 01:19:19 +00:00 |
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md2211
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edfe0e0b47
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Debian packaging scripts
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2008-12-30 22:14:06 +00:00 |
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kreatordxx
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b7a0db130b
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Increment Mac version number, update project for latest Xcode
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2008-12-27 09:19:19 +00:00 |
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kiplingw
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3afde73ac6
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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...
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2008-12-27 04:23:56 +00:00 |
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kreatordxx
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b848edbdef
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Now the Mac D1X command keys work (whoops)
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2008-12-24 06:09:53 +00:00 |
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kreatordxx
|
7b9dc359bb
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Make Redbook the default for Mac, because MIDI is buggy
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2008-12-23 10:05:23 +00:00 |
|
kreatordxx
|
410707171e
|
Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
|
2008-12-21 08:59:17 +00:00 |
|
kreatordxx
|
33fb9fc7eb
|
Fix Mac OS 9 compile issues, update Xcode project
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2008-12-21 08:54:03 +00:00 |
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zicodxx
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2b5c8d2b77
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Removed (#if 0) the unfinished Tracker stuff for our Release so it won't confuse the Win32 build
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2008-12-20 11:57:03 +00:00 |
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zicodxx
|
828d753668
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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
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2008-12-13 12:58:57 +00:00 |
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kreatordxx
|
0a7a505912
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Fix short_frameinfo sending code for big endian processors
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2008-12-13 04:05:30 +00:00 |
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zicodxx
|
39b54f1686
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Added /KillReactor command to blow up the reactor in Multiplayer games
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2008-12-12 15:53:13 +00:00 |
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zicodxx
|
616ddc6c45
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Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
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2008-12-12 02:05:30 +00:00 |
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zicodxx
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53efe6c01a
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Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking)
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2008-12-12 01:36:34 +00:00 |
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zicodxx
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c87b860595
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Made MULTI_D1X_PROTO use D1X-IVER so no different releases can play together with Version checking enabled
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2008-12-08 15:45:12 +00:00 |
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kreatordxx
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f257e48ddc
|
Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
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2008-12-07 12:26:43 +00:00 |
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zicodxx
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58734beacb
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Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes
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2008-12-01 09:31:21 +00:00 |
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zicodxx
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c11f203abd
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Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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2008-11-26 01:24:58 +00:00 |
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zicodxx
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8466399451
|
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.
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2008-11-22 00:43:59 +00:00 |
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zicodxx
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c19aa8c19a
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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)
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2008-11-21 16:09:41 +00:00 |
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zicodxx
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c5c4870573
|
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
|
d09569b56c
|
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
|
58d1871199
|
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
|
335543283e
|
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
|
2e5cd378d3
|
Actually demand ANY valid key to abort the Death sequence
|
2008-11-19 12:34:50 +00:00 |
|
zicodxx
|
8702e9517a
|
Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
|
2008-11-18 14:43:30 +00:00 |
|
zicodxx
|
1cbb44a897
|
Fixed Cheats
|
2008-11-18 14:34:52 +00:00 |
|
zicodxx
|
076e466009
|
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
|
53a15a829a
|
When printing Gamelog, make sure canvas is NULL
|
2008-11-17 23:28:59 +00:00 |
|
zicodxx
|
be02298290
|
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 |
|
zicodxx
|
aee0198f2e
|
Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup
|
2008-11-14 16:56:40 +00:00 |
|
zicodxx
|
9304edd2c8
|
When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading
|
2008-11-10 00:17:03 +00:00 |
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