zicodxx
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6fdf44035e
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Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
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2011-09-15 10:45:45 +02:00 |
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zicodxx
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7638390173
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Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability
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2011-09-14 01:15:20 +02:00 |
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zicodxx
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856ac49a7b
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for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more
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2011-06-04 22:50:35 +02:00 |
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zicodxx
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af7c22faa2
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Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info; Introduced /move commend from Descent2 to move players between teams
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2011-05-25 15:25:06 +02:00 |
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zicodxx
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bc47c43c36
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Reset new_Bounty_target after using it and let host add a number on how often Bounty is reassigned. Both additions should help keeping target correct no matter how if multiple packets of the same type are disordered, delayed or both
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2011-05-19 02:34:06 +02:00 |
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zicodxx
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cac2946f34
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Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variables
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2011-05-15 11:59:11 +02:00 |
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zicodxx
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408d2abf90
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Send player position also when multi_send_player_explode() is called so powerups drop at the right spot in case the respawn packet arrives first
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2011-05-13 22:21:10 +02:00 |
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zicodxx
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adc53702ff
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Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL
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2011-05-04 12:05:43 +02:00 |
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zicodxx
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6fe4dd5d96
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Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level
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2011-04-20 01:47:12 +02:00 |
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zicodxx
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6bb12ba926
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Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile
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2011-04-12 03:02:49 +02:00 |
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zicodxx
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c63f3f7682
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Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills
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2011-04-11 17:47:12 +02:00 |
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zicodxx
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357e1b0144
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Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)
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2011-04-07 22:32:47 +02:00 |
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zicodxx
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c1e4e9c3d7
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Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu
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2011-02-14 22:27:02 +01:00 |
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zicodxx
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a025d430c0
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Fixed compiler warning related to generation of game_id for Coop Savegames
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2011-02-10 18:56:31 +01:00 |
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zicodxx
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eb0d876b9c
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Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code
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2011-02-09 12:58:28 +01:00 |
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zicodxx
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5aa0939b73
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Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
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2011-02-02 01:36:43 +01:00 |
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zicodxx
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4b1faafc15
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Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer
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2011-01-22 17:56:23 +01:00 |
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zicodxx
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96a350e97f
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On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
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2011-01-19 19:55:32 +01:00 |
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zicodxx
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20cf4c5228
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Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed; Made Bounty sound play a bit louder
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2011-01-19 12:21:59 +01:00 |
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zicodxx
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493f1cff34
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Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho
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2011-01-19 02:19:15 +01:00 |
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zicodxx
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ce50e7d4e7
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Added feature to optionally disable friendly fire in Team and Coop games
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2011-01-14 19:48:36 +01:00 |
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zicodxx
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4e5e3fa604
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Added Descent2 Multiplayer features: Kill goals, Allowed play time; Bright players, Invulnerable when reappearing
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2011-01-14 17:56:14 +01:00 |
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zicodxx
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c918f54d56
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In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE; Fixed small compiler warning in gamesave.c due to last commit
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2011-01-14 15:12:39 +01:00 |
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zicodxx
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6e0ea332de
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Removed D1X implementation of multiplayer powerup capping and added D2X code to replace this (UDP-only); Added a bunch of D2X code for general and multiplayer powerup dropping to make codes more consistent to each other; Removed MULTI_PROTO_D1X_VER and MULTI_PROTO_D1X_MINOR defines since they are not needed anymore
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2011-01-14 14:29:36 +01:00 |
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zicodxx
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4b265301a0
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Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion
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2010-12-22 01:17:49 +01:00 |
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zicodxx
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ffc73ed4f2
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Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next)
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2010-12-11 00:18:03 +01:00 |
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zicodxx
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2b02639bd2
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In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs)
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2010-11-28 01:02:04 +01:00 |
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zicodxx
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19d00e9851
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In multi_consistency_error check for Game_wind before trying to set it in/visible - just for safety
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2010-11-09 11:53:14 +01:00 |
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zicodxx
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9933bb81ce
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
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zicodxx
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9dbd8ad144
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Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
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2010-07-08 09:35:59 +00:00 |
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zicodxx
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44d6e096d6
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Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins
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2010-07-04 13:12:08 +00:00 |
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kreatordxx
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76b0fb35ef
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Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box
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2010-04-04 01:31:48 +00:00 |
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kreatordxx
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8cf06690d7
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Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
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2010-03-31 09:18:28 +00:00 |
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kreatordxx
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d83c2e27c4
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Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen
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2010-03-21 02:20:07 +00:00 |
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kreatordxx
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f5e18cb603
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Hide game window between levels, fixing bug where many textures are loaded with the wrong palette when advancing to the next multiplayer level
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2010-03-21 00:54:56 +00:00 |
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kreatordxx
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9331893332
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Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
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2010-03-20 13:21:53 +00:00 |
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kreatordxx
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408f2ffd33
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Fix crashing when doing menus in multiplayer, don't let player move when in automap
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2010-01-31 07:45:26 +00:00 |
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kreatordxx
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50afcedda5
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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
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2010-01-29 03:36:44 +00:00 |
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kreatordxx
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c856195678
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Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
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2010-01-27 04:30:31 +00:00 |
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kreatordxx
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6b4d952ebc
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Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
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2010-01-07 14:49:07 +00:00 |
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zicodxx
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6a00504d89
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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
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2009-11-29 16:46:13 +00:00 |
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zicodxx
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dbf4d55839
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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.
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2009-11-24 09:48:53 +00:00 |
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kreatordxx
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d7e33667bf
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Make the game screen into a \'window\', handling events through event_process
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2009-08-10 10:47:17 +00:00 |
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kreatordxx
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16f615c6ff
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Make game.c more similar between D1X and D2X, making related changes to other files (\!)
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2009-07-01 11:35:33 +00:00 |
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zicodxx
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85b086c0ef
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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
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2009-04-09 07:41:30 +00:00 |
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zicodxx
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0c36fecb42
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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
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2009-03-20 12:10:38 +00:00 |
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zicodxx
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0fc0fff7f1
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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
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2009-03-04 21:04:43 +00:00 |
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zicodxx
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ecbcec78d3
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Fixed connect-state mess in order of kmatrix flow
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2009-02-08 12:49:27 +00:00 |
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zicodxx
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39ce196542
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Removed MULIT_POS_* hanldings as these signals are not created anymore
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2009-02-02 10:56:12 +00:00 |
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kiplingw
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70fd9452f1
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Added: Better support for non-free compiler... (patch from Damjan Cvetko <zobo@lana.krneki.org>)
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2009-01-14 19:54:45 +00:00 |
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