Commit graph

3021 commits

Author SHA1 Message Date
zicodxx 6ee7c2f092 Removed remnants of the old and obsolete VR implementation 2012-05-27 00:24:57 +02:00
zicodxx c23e75a79d Removed remnants of the old and obsolete VR implementation 2012-05-27 00:24:55 +02:00
zicodxx 12b30ed446 fixed possible buffer overflow in load_screen_text() 2012-05-26 19:39:14 +02:00
zicodxx 847d1515cc fixed possible buffer overflow in load_screen_text() 2012-05-26 19:39:10 +02:00
zicodxx 3d10827ca3 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 2012-05-26 17:53:07 +02:00
zicodxx 1d68e2d3ba 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 2012-05-26 17:53:05 +02:00
zicodxx 87e9757577 Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players 2012-05-26 14:09:03 +02:00
zicodxx 46f4a9e285 Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players 2012-05-26 14:09:00 +02:00
zicodxx 48e9e1dc09 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 2012-05-26 13:28:46 +02:00
zicodxx 98f6ac2204 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 2012-05-26 13:28:43 +02:00
zicodxx 1431d3bc35 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) 2012-05-25 12:14:28 +02:00
zicodxx 4cfc516d56 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) 2012-05-25 12:14:22 +02:00
zicodxx 4554227d1a in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients 2012-05-24 12:46:35 +02:00
zicodxx a9c07f81e7 in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients 2012-05-24 12:46:33 +02:00
zicodxx 1296f3e3b3 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 2012-05-21 17:06:50 +02:00
zicodxx d4dfd1fb40 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 2012-05-21 17:06:47 +02:00
zicodxx 36774e21d5 now properly initialize all other parts of the new/old player object when restoring a coop savestate 2012-05-21 10:33:53 +02:00
zicodxx 5d6f4222d7 now properly initialize all other parts of the new/old player object when restoring a coop savestate 2012-05-21 10:32:33 +02:00
zicodxx b38c3a98e7 solved some potential buffer overflows when initializing movie names 2012-05-19 02:37:13 +02:00
zicodxx 66f2045c59 using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency 2012-05-19 02:16:43 +02:00
zicodxx d58e6fc38f using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency 2012-05-19 02:16:40 +02:00
zicodxx 70287bfde6 using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency 2012-05-19 01:36:43 +02:00
zicodxx 2c9ee20981 using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency 2012-05-19 01:36:41 +02:00
zicodxx ef8c3bc436 fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players 2012-05-18 10:54:41 +02:00
zicodxx 3b8175c3ba fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players 2012-05-18 10:54:36 +02:00
zicodxx e6841439b0 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 2012-05-16 14:39:31 +02:00
zicodxx e7c86fd11d 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 2012-05-16 14:39:29 +02:00
zicodxx 2c5176a336 when updating game info also check for player connected status in case we send to everyone 2012-05-16 10:41:15 +02:00
zicodxx a7420efb13 when updating game info also check for player connected status in case we send to everyone 2012-05-16 10:41:12 +02:00
zicodxx 8699ae6b63 In Multiplayer when taking damage, the game will only leave menus when shield drop below 5 2012-05-16 01:06:16 +02:00
zicodxx 383a00cd9c In Multiplayer when taking damage, the game will only leave menus when shield drop below 5 2012-05-16 01:06:13 +02:00
zicodxx 1c8dc35257 Do not allow ports below 1024; More verbosity for udp_open_socket() 2012-05-16 00:59:19 +02:00
zicodxx eb87ed15e1 Do not allow ports below 1024; More verbosity for udp_open_socket() 2012-05-16 00:59:14 +02:00
zicodxx d472f592a0 Do not send endlevel packets to disconnected (but still saved) clients 2012-05-15 23:39:24 +02:00
zicodxx ffeddf4db6 Do not send endlevel packets to disconnected (but still saved) clients 2012-05-15 23:39:21 +02:00
zicodxx 2bed74b056 During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions 2012-05-14 19:20:18 +02:00
zicodxx c4223a8fe5 During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions 2012-05-14 19:20:15 +02:00
zicodxx d3fb313fd9 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 2012-05-14 19:06:28 +02:00
zicodxx 8967ae77fe 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 2012-05-14 19:06:27 +02:00
zicodxx dbb5eeef35 Made inline functions static 2012-05-14 17:13:27 +02:00
zicodxx 55aae15997 Made inline functions static 2012-05-14 17:13:24 +02:00
zicodxx 6d3782996c Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this 2012-05-14 12:20:30 +02:00
zicodxx e3a21dce5e Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this 2012-05-14 12:20:27 +02:00
zicodxx 20b8e59305 Incremented version to 0.57.3; Added Release notes 2012-05-10 19:10:49 +02:00
zicodxx c5b3fc162e Incremented version to 0.57.3; Added Release notes 2012-05-10 19:10:45 +02:00
zicodxx bfef7393d5 Reduced timeout from 10 to 5 seconds 2012-05-10 18:54:22 +02:00
zicodxx a84bdf917f Reduced timeout from 10 to 5 seconds 2012-05-10 18:53:59 +02:00
zicodxx 57d3f3b34f 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 2012-05-10 14:39:26 +02:00
zicodxx 9de6618ba0 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 2012-05-10 14:39:24 +02:00
zicodxx 700c4f6e96 removed empty console directory as well as long obsoleted RPM spec file 2012-05-10 01:42:52 +02:00