zicodxx
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6ee7c2f092
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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:57 +02:00 |
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zicodxx
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c23e75a79d
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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:55 +02:00 |
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zicodxx
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12b30ed446
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fixed possible buffer overflow in load_screen_text()
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2012-05-26 19:39:14 +02:00 |
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zicodxx
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847d1515cc
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fixed possible buffer overflow in load_screen_text()
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2012-05-26 19:39:10 +02:00 |
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zicodxx
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3d10827ca3
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:07 +02:00 |
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zicodxx
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1d68e2d3ba
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:05 +02:00 |
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zicodxx
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87e9757577
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Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
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2012-05-26 14:09:03 +02:00 |
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zicodxx
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46f4a9e285
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Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
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2012-05-26 14:09:00 +02:00 |
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zicodxx
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48e9e1dc09
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Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
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2012-05-26 13:28:46 +02:00 |
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zicodxx
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98f6ac2204
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Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
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2012-05-26 13:28:43 +02:00 |
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zicodxx
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1431d3bc35
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Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
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2012-05-25 12:14:28 +02:00 |
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zicodxx
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4cfc516d56
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Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
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2012-05-25 12:14:22 +02:00 |
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zicodxx
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4554227d1a
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in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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2012-05-24 12:46:35 +02:00 |
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zicodxx
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a9c07f81e7
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in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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2012-05-24 12:46:33 +02:00 |
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zicodxx
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1296f3e3b3
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:50 +02:00 |
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zicodxx
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d4dfd1fb40
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:47 +02:00 |
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zicodxx
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36774e21d5
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now properly initialize all other parts of the new/old player object when restoring a coop savestate
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2012-05-21 10:33:53 +02:00 |
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zicodxx
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5d6f4222d7
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now properly initialize all other parts of the new/old player object when restoring a coop savestate
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2012-05-21 10:32:33 +02:00 |
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zicodxx
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b38c3a98e7
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solved some potential buffer overflows when initializing movie names
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2012-05-19 02:37:13 +02:00 |
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zicodxx
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66f2045c59
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:43 +02:00 |
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zicodxx
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d58e6fc38f
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:40 +02:00 |
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zicodxx
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70287bfde6
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
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zicodxx
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2c9ee20981
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:41 +02:00 |
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zicodxx
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ef8c3bc436
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fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players
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2012-05-18 10:54:41 +02:00 |
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zicodxx
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3b8175c3ba
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fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players
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2012-05-18 10:54:36 +02:00 |
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zicodxx
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e6841439b0
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allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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2012-05-16 14:39:31 +02:00 |
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zicodxx
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e7c86fd11d
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allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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2012-05-16 14:39:29 +02:00 |
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zicodxx
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2c5176a336
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when updating game info also check for player connected status in case we send to everyone
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2012-05-16 10:41:15 +02:00 |
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zicodxx
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a7420efb13
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when updating game info also check for player connected status in case we send to everyone
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2012-05-16 10:41:12 +02:00 |
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zicodxx
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8699ae6b63
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In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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2012-05-16 01:06:16 +02:00 |
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zicodxx
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383a00cd9c
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In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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2012-05-16 01:06:13 +02:00 |
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zicodxx
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1c8dc35257
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Do not allow ports below 1024; More verbosity for udp_open_socket()
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2012-05-16 00:59:19 +02:00 |
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zicodxx
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eb87ed15e1
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Do not allow ports below 1024; More verbosity for udp_open_socket()
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2012-05-16 00:59:14 +02:00 |
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zicodxx
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d472f592a0
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Do not send endlevel packets to disconnected (but still saved) clients
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2012-05-15 23:39:24 +02:00 |
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zicodxx
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ffeddf4db6
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Do not send endlevel packets to disconnected (but still saved) clients
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2012-05-15 23:39:21 +02:00 |
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zicodxx
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2bed74b056
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During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
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2012-05-14 19:20:18 +02:00 |
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zicodxx
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c4223a8fe5
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During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
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2012-05-14 19:20:15 +02:00 |
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zicodxx
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d3fb313fd9
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
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zicodxx
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8967ae77fe
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:27 +02:00 |
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zicodxx
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dbb5eeef35
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Made inline functions static
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2012-05-14 17:13:27 +02:00 |
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zicodxx
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55aae15997
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Made inline functions static
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2012-05-14 17:13:24 +02:00 |
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zicodxx
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6d3782996c
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Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
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2012-05-14 12:20:30 +02:00 |
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zicodxx
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e3a21dce5e
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Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
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2012-05-14 12:20:27 +02:00 |
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zicodxx
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20b8e59305
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Incremented version to 0.57.3; Added Release notes
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2012-05-10 19:10:49 +02:00 |
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zicodxx
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c5b3fc162e
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Incremented version to 0.57.3; Added Release notes
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2012-05-10 19:10:45 +02:00 |
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zicodxx
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bfef7393d5
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Reduced timeout from 10 to 5 seconds
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2012-05-10 18:54:22 +02:00 |
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zicodxx
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a84bdf917f
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Reduced timeout from 10 to 5 seconds
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2012-05-10 18:53:59 +02:00 |
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zicodxx
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57d3f3b34f
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Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons and properly respects super laser; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
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2012-05-10 14:39:26 +02:00 |
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zicodxx
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9de6618ba0
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Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
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2012-05-10 14:39:24 +02:00 |
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zicodxx
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700c4f6e96
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removed empty console directory as well as long obsoleted RPM spec file
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2012-05-10 01:42:52 +02:00 |
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