Commit graph

444 commits

Author SHA1 Message Date
zicodxx 3699f316cc Took out old missile tracking code to be selectable over command-line to preserve consistency 2009-01-17 11:11:07 +00:00
zicodxx e6c160ca85 Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX 2009-01-17 11:02:59 +00:00
zicodxx e04250e266 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 2009-01-15 23:58:36 +00:00
zicodxx c37285c217 Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup 2009-01-15 20:55:35 +00:00
zicodxx 007e23461e Cleaning up the mess from revision 892... 2009-01-15 01:05:31 +00:00
kiplingw 70fd9452f1 Added: Better support for non-free compiler... (patch from Damjan Cvetko <zobo@lana.krneki.org>) 2009-01-14 19:54:45 +00:00
zicodxx 6038280726 Added some randomness to collision sound delays and synced robot-player collision sprites to same steps 2009-01-13 16:53:10 +00:00
zicodxx f1544295dd 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 2009-01-13 01:19:19 +00:00
kiplingw 3afde73ac6 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... 2008-12-27 04:23:56 +00:00
kreatordxx b848edbdef Now the Mac D1X command keys work (whoops) 2008-12-24 06:09:53 +00:00
kreatordxx 7b9dc359bb Make Redbook the default for Mac, because MIDI is buggy 2008-12-23 10:05:23 +00:00
kreatordxx 33fb9fc7eb Fix Mac OS 9 compile issues, update Xcode project 2008-12-21 08:54:03 +00:00
zicodxx 2b5c8d2b77 Removed (#if 0) the unfinished Tracker stuff for our Release so it won't confuse the Win32 build 2008-12-20 11:57:03 +00:00
zicodxx 828d753668 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 2008-12-13 12:58:57 +00:00
kreatordxx 0a7a505912 Fix short_frameinfo sending code for big endian processors 2008-12-13 04:05:30 +00:00
zicodxx 73dd8e0962 Added /KillReactor command to blow up the reactor in Multiplayer games 2008-12-12 15:57:00 +00:00
zicodxx 39b54f1686 Added /KillReactor command to blow up the reactor in Multiplayer games 2008-12-12 15:53:13 +00:00
zicodxx 616ddc6c45 Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte 2008-12-12 02:05:30 +00:00
zicodxx 53efe6c01a Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking) 2008-12-12 01:36:34 +00:00
zicodxx c87b860595 Made MULTI_D1X_PROTO use D1X-IVER so no different releases can play together with Version checking enabled 2008-12-08 15:45:12 +00:00
kreatordxx f257e48ddc Get Mac command keys working, MACINTOSH code cleanup, update Xcode project 2008-12-07 12:26:43 +00:00
zicodxx 58734beacb Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes 2008-12-01 09:31:21 +00:00
zicodxx 8466399451 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. 2008-11-22 00:43:59 +00:00
zicodxx c19aa8c19a 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) 2008-11-21 16:09:41 +00:00
zicodxx c5c4870573 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 2008-11-21 00:12:41 +00:00
zicodxx d09569b56c 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 2008-11-20 18:02:42 +00:00
zicodxx 58d1871199 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 2008-11-20 02:09:01 +00:00
zicodxx 335543283e 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 2008-11-19 15:52:07 +00:00
zicodxx 2e5cd378d3 Actually demand ANY valid key to abort the Death sequence 2008-11-19 12:34:50 +00:00
zicodxx 8702e9517a Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent 2008-11-18 14:43:30 +00:00
zicodxx 1cbb44a897 Fixed Cheats 2008-11-18 14:34:52 +00:00
zicodxx 076e466009 Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize 2008-11-17 23:38:43 +00:00
zicodxx 53a15a829a When printing Gamelog, make sure canvas is NULL 2008-11-17 23:28:59 +00:00
zicodxx be02298290 Added other SDL_(Un)LockAudio statements to protect the audio_mixcallback function - making that hopefully stable on multicores; Resetting warn_func at quit_request so we do not accidently show any menu; Open gamelog.txt unbuffered 2008-11-15 20:49:54 +00:00
zicodxx aee0198f2e Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
zicodxx 9424a5be86 Small Cleanup: Using timer_delay for credits timer as timer_delay2 would respect VSync and change speed of the Credits scrolling; Cleaned that Start/Join Netgame cases up a bit; Removed the excessive use of atexit in newmenu... more to come 2008-11-09 23:51:19 +00:00
zicodxx 76002c1775 Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision 2008-11-09 14:46:31 +00:00
zicodxx 15d25cc54a Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself 2008-11-09 14:31:30 +00:00
zicodxx 87f6ecce75 Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen 2008-11-03 11:39:56 +00:00
zicodxx 483a981d2f I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it 2008-11-01 15:40:00 +00:00
zicodxx 4b0041d815 Fixed possible overflows in Jukebox Path; Menu GUI improvements: Correct inputbox scaling for font widths, a little performance boost when determinating string-part to show in inputbox, make it possible to flip over from first/last menu entry to last/first even if it's a ScrollBox, Scrolling via Maousebutton now works with delay; Made reading for Piggy data always break up in loops when reached end of file instead of provoking possible error if *data-count < max-data-count* 2008-11-01 01:19:52 +00:00
zicodxx ab0524f95b Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability 2008-10-31 16:57:36 +00:00
zicodxx 85b303e5e1 Add a messagebox informing to restart the game if either VSync or 4x Multisampling has been (de)selected 2008-10-30 15:00:32 +00:00
zicodxx d53a475a58 Show debug help screen options in release build as well as some might be actually useful for players 2008-10-30 10:45:13 +00:00
zicodxx a23ee70d37 Cast LINE_SPACING to integer for menu Scrollbox usages - fixing scrolling issues with non-integer-scaled font sizes 2008-10-29 11:50:15 +00:00
zicodxx cf147bcd4c Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed 2008-10-29 11:03:31 +00:00
zicodxx 7e1141a881 Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args 2008-10-28 17:04:35 +00:00
zicodxx 7d91cc91f8 Fixes for my last revisions: More reliable check for cockpit_decode_alpha, more reliable check is newmenu sub-bitmap needs to be re-created, call gr_set_mode() in change_res() with correct Game_screen_mode 2008-10-28 15:32:12 +00:00
zicodxx 92cec5ced3 Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI 2008-10-28 13:28:10 +00:00
zicodxx a7cc0c79ec Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry 2008-10-23 09:17:54 +00:00