zicodxx
|
6ecba78025
|
Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
|
2010-02-08 13:24:42 +00:00 |
|
kreatordxx
|
f687fc9bd0
|
Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scores
|
2010-02-08 06:08:55 +00:00 |
|
kreatordxx
|
13c192eb3f
|
Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning
|
2010-02-08 05:34:43 +00:00 |
|
kreatordxx
|
8a4602a3f6
|
Split select_filename into [existing] RegisterPlayer and select_demo for better clarity
|
2010-02-07 12:10:52 +00:00 |
|
kreatordxx
|
210ea6ad5f
|
Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
|
2010-02-07 07:28:49 +00:00 |
|
kreatordxx
|
ff1c8547f3
|
Make the scores menu into a window
|
2010-02-07 06:00:10 +00:00 |
|
kreatordxx
|
afa0d75fb6
|
Create the main event loop and use it for the game and main menu
|
2010-02-07 04:34:21 +00:00 |
|
kreatordxx
|
f8dd214654
|
Handle player selection and demo playing in filename_menu_handler, fixing bug where it won't leave the player listbox if there's no LastPlayer; close do_options dialog when changing resolution
|
2010-02-06 05:21:45 +00:00 |
|
kreatordxx
|
55a6e7f97e
|
Set the correct scroll position for the listbox when it's shown
|
2010-02-06 01:41:38 +00:00 |
|
kreatordxx
|
f730b25932
|
Reset last_palette_loaded in nm_draw_background1 as before, it's needed for using the right palette when advancing a level
|
2010-02-06 01:19:40 +00:00 |
|
zicodxx
|
32259f33a3
|
In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
|
2010-02-05 18:49:24 +00:00 |
|
kreatordxx
|
5adb2fb3fb
|
Send EVENT_WINDOW_DEACTIVATE before EVENT_WINDOW_ACTIVATE, ensuring cursor remains shown when appropriate
|
2010-02-05 14:05:57 +00:00 |
|
kreatordxx
|
35f0aa14f7
|
No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo
|
2010-02-05 08:53:20 +00:00 |
|
kreatordxx
|
9d7bce257c
|
Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls
|
2010-02-05 02:31:36 +00:00 |
|
kreatordxx
|
98d5b76928
|
Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
|
2010-02-02 07:52:03 +00:00 |
|
kreatordxx
|
0f6def2613
|
Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is there
|
2010-02-02 05:51:32 +00:00 |
|
kreatordxx
|
eb92f445ca
|
Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
|
2010-02-02 03:38:29 +00:00 |
|
kreatordxx
|
35584d725b
|
Leave kconfig_idle early if exiting kconfig to avoid erroneous memory access; initialise menu's citem properly; add EVENT_NEWMENU_CHANGED; activate USE_IPX in Xcode while I'm still changing net_ipx.c
|
2010-02-01 06:55:38 +00:00 |
|
zicodxx
|
90e4b4ed95
|
Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables
|
2010-01-31 21:51:59 +00:00 |
|
kreatordxx
|
ff04fd682e
|
Fix crashing when doing menus in multiplayer, don't let player move when in automap
|
2010-01-31 07:45:26 +00:00 |
|
kreatordxx
|
dab9a9f5a6
|
Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively
|
2010-01-31 04:30:48 +00:00 |
|
zicodxx
|
6cbf0ca110
|
Fixed two memory errors inside menu GUI
|
2010-01-30 22:49:43 +00:00 |
|
kreatordxx
|
5ac8cf2b2d
|
Send EVENT_KEY_COMMAND from key.c; add EVENT_NEWMENU_DRAW for state restore; place newmenu and listbox calls to callback so they can override ALL newmenu behaviour
|
2010-01-30 03:24:19 +00:00 |
|
zicodxx
|
e46606821f
|
Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
|
2010-01-29 21:53:17 +00:00 |
|
kreatordxx
|
b2db38be4c
|
Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quickly
|
2010-01-29 06:36:39 +00:00 |
|
kreatordxx
|
f83741d89f
|
For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call
|
2010-01-29 03:36:44 +00:00 |
|
zicodxx
|
1e6251a6ee
|
Resetting DemoDoLeft/Right correctly at start of each demo
|
2010-01-29 00:30:54 +00:00 |
|
zicodxx
|
61e67d9fe9
|
Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw up
|
2010-01-28 15:26:27 +00:00 |
|
kreatordxx
|
5d3ea4051f
|
Allow user to abort close, for whatever reason (helps with my next commit)
|
2010-01-28 04:53:56 +00:00 |
|
kreatordxx
|
f6c32d7518
|
Tidy up newmenu_show/hide_cursor calls
|
2010-01-28 04:24:25 +00:00 |
|
kreatordxx
|
3f90a9cb41
|
Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
|
2010-01-28 03:27:49 +00:00 |
|
zicodxx
|
27b9a8c2a2
|
Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Last but not least, record wall tmaps in D1X-Rebirth so opened/blasted doors will be shown correctly if opened/blasted before recording; Everything done without breaking the Demo format
|
2010-01-28 01:08:36 +00:00 |
|
zicodxx
|
3d9791ca69
|
Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes
|
2010-01-28 00:04:29 +00:00 |
|
kreatordxx
|
71c656200b
|
Allow escape from player listbox if appropriate; call RegisterPlayer only from main menu for more flexibility; actually use file_list block so deleting players/demos doesn't crash it
|
2010-01-27 09:11:47 +00:00 |
|
kreatordxx
|
3a116769be
|
Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
|
2010-01-27 04:30:31 +00:00 |
|
zicodxx
|
422c745cfa
|
Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter
|
2010-01-26 12:04:50 +00:00 |
|
zicodxx
|
2a6c9d0dbd
|
Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges(); Fixed cockpit switches for Guided missile when Player is in Rear-View - the original code never considered that
|
2010-01-24 17:38:13 +00:00 |
|
kreatordxx
|
b552ba900d
|
Move the editor call out of the Function_mode loop, for later overhaul
|
2010-01-23 14:19:21 +00:00 |
|
zicodxx
|
5eaf164d72
|
Removed the new Demo Interpolating code and added the improvements to the old one
|
2010-01-20 23:28:35 +00:00 |
|
kreatordxx
|
62a9214bc3
|
Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to, fix compiling error
|
2010-01-20 11:04:09 +00:00 |
|
kreatordxx
|
c50b954c00
|
Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
|
2010-01-20 05:10:32 +00:00 |
|
kreatordxx
|
fc84dd37b2
|
Make net_ipx_show_game_rules and net_udp_show_game_rules into windows
|
2010-01-19 14:53:06 +00:00 |
|
kreatordxx
|
69305fb7f2
|
Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change
|
2010-01-18 05:53:13 +00:00 |
|
kreatordxx
|
fc32bff5bc
|
Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig
|
2010-01-17 14:42:59 +00:00 |
|
kreatordxx
|
3d41df6447
|
For get_filename, put mode and find variables in a structure - fixing 64-bit problem and allowing freeing of PHYSFS file list in callback in future, respectively
|
2010-01-15 13:02:28 +00:00 |
|
kreatordxx
|
c6cbb6b9f8
|
Make pause box a window
|
2010-01-09 09:19:26 +00:00 |
|
kreatordxx
|
d7d5a8cd20
|
Make escort menu a window, now the game is drawn behind it
|
2010-01-09 01:56:38 +00:00 |
|
kreatordxx
|
624ae0b6d0
|
Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu
|
2010-01-08 01:55:12 +00:00 |
|
kreatordxx
|
b6452e75b7
|
Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
|
2010-01-07 14:49:07 +00:00 |
|
zicodxx
|
7653e8ee12
|
New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly)
|
2010-01-07 00:01:36 +00:00 |
|
kreatordxx
|
2505f63f2b
|
Put most of the remaining globals in automap.c in the 'automap' struct
|
2009-12-27 12:27:44 +00:00 |
|
kreatordxx
|
f0fa1c81d9
|
Make listboxes into windows
|
2009-12-27 05:00:45 +00:00 |
|
kreatordxx
|
b835361586
|
Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
|
2009-12-26 01:08:57 +00:00 |
|
kreatordxx
|
dcc375c5dd
|
Make sure the Game_wind only gets freed once when escaping demo playback
|
2009-12-14 13:27:05 +00:00 |
|
kreatordxx
|
55f2419a09
|
Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
|
2009-12-12 11:34:32 +00:00 |
|
zicodxx
|
a87ae8a672
|
Fixing possible string overflow while using KALI_PROCESS_NAME
|
2009-12-11 10:13:27 +00:00 |
|
kreatordxx
|
19806aa7ec
|
Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames
|
2009-12-08 11:01:36 +00:00 |
|
zicodxx
|
7449e5bac7
|
Removing old use of variable already_showing_info which was removed from newmenu code
|
2009-12-07 14:58:59 +00:00 |
|
kreatordxx
|
992648620c
|
Make newmenu.c nearly identical between D1X and D2X
|
2009-12-05 09:48:18 +00:00 |
|
kreatordxx
|
8f9d869452
|
Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
|
2009-12-02 13:49:54 +00:00 |
|
zicodxx
|
c72e86eeff
|
Renaming FSCALE to FIXSCALE preventing possible naming conflicts
|
2009-12-01 16:45:40 +00:00 |
|
zicodxx
|
4a6b3f2b8b
|
Squishing string-related bugs in Bomb display and Weapon reordering
|
2009-12-01 14:50:09 +00:00 |
|
zicodxx
|
f782692332
|
Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode
|
2009-11-30 22:42:55 +00:00 |
|
zicodxx
|
621844e3f3
|
Draw Endlevel sequence with correct DepthFunc
|
2009-11-30 19:11:46 +00:00 |
|
zicodxx
|
01972042d6
|
Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953
|
2009-11-30 14:59:37 +00:00 |
|
kreatordxx
|
230989108a
|
Update to not compile redundant net_ipx.c for Mac OS X
|
2009-11-30 13:04:58 +00:00 |
|
zicodxx
|
62b75469dd
|
Adding macros USE_UDP and USE_IPX for the compiler to compile with either UDP- and/or IPX-support and removed the older IPX macros
|
2009-11-29 16:46:13 +00:00 |
|
kreatordxx
|
63147eda7d
|
Make Mac version numbers consistent, Xcode build settings tidy up
|
2009-11-29 06:02:45 +00:00 |
|
zicodxx
|
6b6b66af0c
|
Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering
|
2009-11-28 20:57:57 +00:00 |
|
zicodxx
|
0d4a53766e
|
Again making the joining safer
|
2009-11-25 00:26:26 +00:00 |
|
zicodxx
|
53c19912fa
|
Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
|
2009-11-24 22:43:41 +00:00 |
|
zicodxx
|
1ec38c1503
|
Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymore
|
2009-11-24 15:20:09 +00:00 |
|
zicodxx
|
34019d6414
|
Remove the IP check when processing game info or version deny as the IP might be translated (IPv6 especially)
|
2009-11-24 12:12:15 +00:00 |
|
zicodxx
|
febe5d124d
|
Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later.
|
2009-11-24 09:48:53 +00:00 |
|
kreatordxx
|
57c71476fc
|
Only list resolutions that can actually be used, using new gr_check_mode
|
2009-11-17 14:27:39 +00:00 |
|
kreatordxx
|
00347f0bcb
|
Add endian converter for demos, read shareware demos, various bugfixes to demo system
|
2009-11-15 08:22:08 +00:00 |
|
kreatordxx
|
4a00fdf805
|
Read big endian savegames on little endian computers and vice versa
|
2009-10-05 02:51:37 +00:00 |
|
kreatordxx
|
64ff080a66
|
Fix compile error with ai_restore_state and include necessary ogl_init.h in state.c (whoops)
|
2009-09-11 05:15:53 +00:00 |
|
kreatordxx
|
f9e89df131
|
Make state.c more similar between D1X and D2X
|
2009-08-22 07:21:19 +00:00 |
|
kreatordxx
|
ceb4ff38fc
|
Make the game screen into a \'window\', handling events through event_process
|
2009-08-10 10:47:17 +00:00 |
|
kreatordxx
|
dd8f679724
|
Make game.c more similar between D1X and D2X, making related changes to other files (\!)
|
2009-07-01 11:35:33 +00:00 |
|
kreatordxx
|
532bdc3a2f
|
Make inferno.c more similar between D1X and D2X
|
2009-05-31 07:20:26 +00:00 |
|
kreatordxx
|
692a8ffa1e
|
Add include directives for last commit (whoops)
|
2009-05-22 10:53:14 +00:00 |
|
kreatordxx
|
a1c9e3986e
|
Add new window system, not used yet
|
2009-05-21 12:16:39 +00:00 |
|
kreatordxx
|
67fa9e0e49
|
Add option to force either Redbook or Jukebox to use the playing order for the game CD
|
2009-05-06 12:19:28 +00:00 |
|
kreatordxx
|
bed89343af
|
Make some files more similar between D1X and D2X
|
2009-05-03 12:31:30 +00:00 |
|
kreatordxx
|
19eacfa87f
|
Make sure HoardEquipped returns 1 if hoard.ham is in the Data folder, hence properly allowing hoard.ham to be in the Data folder
|
2009-05-03 12:14:16 +00:00 |
|
kreatordxx
|
bf512bb9ec
|
Remove redundant conf.h directives
|
2009-04-30 13:01:31 +00:00 |
|
kreatordxx
|
5d93e80473
|
Disable network support for Mac OS X for now
|
2009-04-30 12:30:14 +00:00 |
|
zicodxx
|
fb112d7dfb
|
Abstracting networking protocols - Step 3: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup - Next up: Implementing new UDP layer
|
2009-04-09 07:41:30 +00:00 |
|
zicodxx
|
b3bf4813df
|
Abstracting networking protocols - Step 2: Introducing new structure to hold protocol-dependend and -independend information about Netgame and it's Players; Further isolation of the IPX code and renaming the netdrv_* code to ipxdrv_* as this is now actually IPX-only; Next up: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup
|
2009-03-20 12:10:38 +00:00 |
|
zicodxx
|
8da36f8873
|
Abstracting networking protocols - Step 1: Renaming network-related files; Removing net_ipx.h (former network.h) includes from as much files as possible to make isolation of IPX-related functions easier in Step 2; Version defines Cleanup - needed later for good Version-Checking
|
2009-03-04 21:04:43 +00:00 |
|
kreatordxx
|
b537639fac
|
Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
|
2009-03-03 12:55:27 +00:00 |
|
zicodxx
|
ec28629cc3
|
Small positional correction for homing-warning bitmap
|
2009-02-23 10:21:25 +00:00 |
|
zicodxx
|
984e0c053f
|
Made our Cockpit-Transparency decoding function a bit safer for current and possibly new code flow
|
2009-02-23 10:15:23 +00:00 |
|
zicodxx
|
6d018dc5fc
|
Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object
|
2009-02-22 10:53:10 +00:00 |
|
zicodxx
|
03db82be7d
|
Made Max_used_objects an absolute defined value; Made num_objects globally available; Restricted Weapon drops to MAX_USED_OBJECTS; When dropping Secondary weapon, drop 4-pack if possible
|
2009-02-17 11:34:16 +00:00 |
|
zicodxx
|
084295bf96
|
Made connect-state handling in kmatrix flow even more failsafe
|
2009-02-15 19:12:16 +00:00 |
|
zicodxx
|
80084bb032
|
Added list to keep trace of received PDATA packets so receiver won't interpret them several times
|
2009-02-15 19:03:57 +00:00 |
|
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
|
b8ae980f86
|
New level render order for better seperation and blending between transculent level geometry and sprites
|
2009-01-30 11:50:25 +00:00 |
|
kreatordxx
|
3995cb9d05
|
Update version to 0.55.1 for Mac
|
2009-01-26 05:41:45 +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 |
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zicodxx
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4f535cff23
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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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85f46e5862
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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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ac3f773883
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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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6f7e70bb82
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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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3fc96bf046
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Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
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2009-01-15 01:03:26 +00:00 |
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zicodxx
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fb939d8abb
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Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
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2009-01-15 01:00:19 +00:00 |
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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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kreatordxx
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26a648365c
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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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8c4d0f62df
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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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zicodxx
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680a1527a7
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Fixed condition for protocol version checking when joining a game - must be allowed for both original and D2X version
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2009-01-08 01:20:05 +00:00 |
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md2211
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f176bd23da
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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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30f05a912f
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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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3420d76931
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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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3d10deeb20
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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 |
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kreatordxx
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765ac4ecfe
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Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
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2008-12-21 08:59:17 +00:00 |
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kreatordxx
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45801a75d8
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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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4bf841f3c9
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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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zicodxx
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85f7a49177
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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
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7ebffe4dc7
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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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e2834e4efb
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Implemented MULTI_D2X_PROTO by using D2X-IVER for strict Version-checking in UDP/IP
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2008-12-08 15:46:45 +00:00 |
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kreatordxx
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777f76aedf
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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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0e164e20b9
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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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308ea4e888
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Fixed the Birthday Bug: Correctly re-compute static_light when restoring a game - finally
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2008-11-29 11:17:20 +00:00 |
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zicodxx
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15582a707c
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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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4974579254
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Fixed logical code flow error when player dies in a secret level entered after base level destroyed which is also the last level
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2008-11-26 01:19:26 +00:00 |
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zicodxx
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77b534035f
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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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76d59ae9d3
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Completly forgot to make mouse axis values static so they can be used in intervals - shame on me
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2008-11-21 23:59:22 +00:00 |
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zicodxx
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606eb97467
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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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ee5dff5c41
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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
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2008-11-21 00:12:41 +00:00 |
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zicodxx
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996748bdba
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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
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2008-11-20 18:02:42 +00:00 |
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zicodxx
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74fd36d2f9
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Corrected a small logical mistake in Shareware-HAM recognition
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2008-11-20 12:29:48 +00:00 |
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zicodxx
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c705433bec
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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
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2008-11-20 02:09:01 +00:00 |
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zicodxx
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33490e497e
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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
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2008-11-19 15:52:07 +00:00 |
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zicodxx
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7d9e7d9bfc
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Actually demand ANY valid key to abort the Death sequence
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2008-11-19 12:34:50 +00:00 |
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zicodxx
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8cc3cad3b0
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Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
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2008-11-18 14:43:30 +00:00 |
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zicodxx
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1cdf95ed2f
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Fixed Cheats
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2008-11-18 14:34:52 +00:00 |
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