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
|
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
|
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
|
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
|
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
|
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
|
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
|
1c8dc35257
|
Do not allow ports below 1024; More verbosity for udp_open_socket()
|
2012-05-16 00:59:19 +02:00 |
|
zicodxx
|
d472f592a0
|
Do not send endlevel packets to disconnected (but still saved) clients
|
2012-05-15 23:39:24 +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
|
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
|
dbb5eeef35
|
Made inline functions static
|
2012-05-14 17:13:27 +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
|
20b8e59305
|
Incremented version to 0.57.3; Added Release notes
|
2012-05-10 19:10:49 +02:00 |
|
zicodxx
|
bfef7393d5
|
Reduced timeout from 10 to 5 seconds
|
2012-05-10 18:54:22 +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
|
4eaddede80
|
Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain way
|
2012-05-10 01:40:39 +02:00 |
|
zicodxx
|
1475eccac4
|
Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier
|
2012-05-09 01:22:31 +02:00 |
|
zicodxx
|
b0f34d2b89
|
fixed copy/paste mistake
|
2012-04-30 00:38:45 +02:00 |
|
zicodxx
|
347775de93
|
Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level
|
2012-04-27 02:09:48 +02:00 |
|
zicodxx
|
6e0abf59c4
|
little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else
|
2012-04-24 11:55:16 +02:00 |
|
zicodxx
|
4e4f949bc0
|
fixed improper player disconnecting which might have been caused by endlevel packet
|
2012-04-23 16:15:19 +02:00 |
|
Chris Taylor
|
561aba1d9d
|
Change MarkerScale changing keys from KEY_COMMA and KEY_PERIOD to KEY_F11 and KEY_F12 respectively, so I can use the former as controls in the automap
|
2012-04-22 17:38:14 +08:00 |
|
zicodxx
|
b02060216e
|
Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
|
2012-04-18 11:28:23 +02:00 |
|
Chris Taylor
|
84bbf2c48e
|
Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, init Cursegp to NULL, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
|
2012-04-17 17:37:15 +08:00 |
|
Chris Taylor
|
8b8e5d2635
|
Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
|
2012-04-17 17:15:09 +08:00 |
|
Chris Taylor
|
17bdf55a05
|
Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt level
|
2012-04-17 15:46:39 +08:00 |
|
Chris Taylor
|
aecfbbee23
|
Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editor
|
2012-04-17 15:36:23 +08:00 |
|
Chris Taylor
|
5197d7665a
|
Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)
|
2012-04-17 15:20:14 +08:00 |
|
Chris Taylor
|
1c85ce7848
|
Finish the game cleanly, closing Game_wind, if Current_level_num is 0
|
2012-04-17 15:05:43 +08:00 |
|
Chris Taylor
|
e55406d1ee
|
Make sure Cursegp is initialised if using it to set an object when loading a game (EDITOR build). Thought I already committed this
|
2012-04-17 14:28:50 +08:00 |
|
Chris Taylor
|
1fd979a76b
|
Avoid crashes when clicking on close box with a center, switch, object or wall editing dialog open; also when playing a level, going to the editor, going back to the game then dying
|
2012-04-16 14:42:34 +08:00 |
|
Chris Taylor
|
82cce8afb6
|
Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commands
|
2012-04-16 13:26:55 +08:00 |
|
zicodxx
|
8fc772586c
|
fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
|
2012-04-16 01:13:29 +02:00 |
|
zicodxx
|
0011e44087
|
Fixed set but unused variables in OGL build
|
2012-04-15 16:15:21 +02:00 |
|
zicodxx
|
8a136a461c
|
addition for last commit - forgot to fix when resolving merge-conflict
|
2012-04-15 16:06:02 +02:00 |
|
zicodxx
|
3a96935748
|
Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition
|
2012-04-15 15:32:48 +02:00 |
|
Chris Taylor
|
311f835bf8
|
Clicking on mine elements in the editor now works in ogl
|
2012-04-15 13:45:45 +08:00 |
|
zicodxx
|
90e41c1c85
|
When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game()
|
2012-04-15 03:05:28 +02:00 |
|
Chris Taylor
|
96d872adb8
|
Set the correct palette for the editor
|
2012-04-14 18:29:02 +08:00 |
|
Chris Taylor
|
d0544583fd
|
Fix bugs switching between game and editor and back: make sure ModeFlag is set to 0 before it has any chance to show an alert message, fixing a crash; allow OBJ_NONE in Assert; make Game_wind invisible when loading editor in case we show an alert; call mouse_flush() in ui_init() to fix mouse issues
|
2012-04-14 17:42:44 +08:00 |
|
Chris Taylor
|
7b6bfa5fc8
|
Fix crash when playing a level straight from the editor (check if Current_mission has actually been loaded, like the other ex-crash)
|
2012-04-14 15:18:50 +08:00 |
|
Chris Taylor
|
2ca5303028
|
Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor
|
2012-04-14 15:09:21 +08:00 |
|
Chris Taylor
|
2ab19658dc
|
Only do an Int3 in write_game_text_file when PHYSFS_close returns 0, which is an error, not when it returns 1
|
2012-04-14 14:13:01 +08:00 |
|
Chris Taylor
|
372d0f2733
|
Set Gamesave_current_version to correct version when making a new mine, move create_new_mine to gamesave.c
|
2012-04-14 13:46:20 +08:00 |
|
Chris Taylor
|
8ba0bdc492
|
Fix crash when loading a level in the editor
|
2012-04-14 13:34:43 +08:00 |
|
zicodxx
|
2c7a8b419b
|
Removed redundant call of songs_stop_all() when starting credits; Added failsafe for loop in case MHDR_DONE flag is not properly set by MIDI device; Added more verbosity for hmp_reset()
|
2012-04-12 19:45:45 +02:00 |
|
zicodxx
|
e45dd761b3
|
addition for r1310 forgotten to commit
|
2012-04-12 11:31:30 +02:00 |
|
zicodxx
|
f35eba5f04
|
Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforward
|
2012-04-12 02:15:26 +02:00 |
|