Commit graph

891 commits

Author SHA1 Message Date
zicodxx 3791862055 Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds 2011-05-20 17:10:05 +02:00
zicodxx bfad1aac59 Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds 2011-05-20 16:15:04 +02:00
zicodxx 06c0311a7a Made Automap Free Flight controls an optional feature which can be set in MISC OPTIONS; Fixed possible path string issue in plyr_read_stats_v() and fixed compiler warning regarding set but unused variable 2011-05-20 12:23:22 +02:00
zicodxx bbe0ccb64f Rearranged code to check for netgame-closed flag and refuse-players flag so they are updated correctly if another part of the code changes the menu item without activating it 2011-05-20 11:48:17 +02:00
zicodxx 29580f9823 Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls 2011-05-19 23:49:01 +02:00
zicodxx 1a97660653 for fix_illegal_wall_intersection() try using the distance we moved to move out from the wall. Just in case it's a sane value, i.e. > 0 and <= obj->size/2 2011-05-19 11:49:47 +02:00
zicodxx bc47c43c36 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 2011-05-19 02:34:06 +02:00
zicodxx 42fbf5a5e6 crap ... fix for last commit - conditional check for fix_illegal_wall_intersection was wrong... 2011-05-19 01:35:41 +02:00
zicodxx 6f4ad8eef3 Improvement for fix_illegal_wall_interesection(): Move away from wall in right angle - not towards center. This improves the bumping in many situations and prevents ship getting stuck in small segments. Simplified and optimized code as well and removed check for degenerated Segments as not needed with this approach; Fixed some compiler warnings regarding set but unused variables 2011-05-19 01:25:36 +02:00
zicodxx 4a99054425 for debug build ignore player Highest_level_index when starting a mission, making *Load Level* entry in main menu obsolete; Fixed two compiler warnings regarding set but unused variables 2011-05-16 01:46:23 +02:00
zicodxx cac2946f34 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 2011-05-15 11:59:11 +02:00
zicodxx 408d2abf90 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 2011-05-13 22:21:10 +02:00
zicodxx 456bf90d81 Don't call automap_process_input() if autmap_key_command() returns 1 preventing input mess; Fixed two compiler warnings regarding set but unused variables 2011-05-07 13:29:21 +02:00
zicodxx 836cae5456 Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variables 2011-05-07 12:25:03 +02:00
zicodxx 0b7548b6c8 Correctly handle light computation of objects with render_type RT_LASER 2011-05-05 20:45:22 +02:00
zicodxx ca4d5b4263 When using PC Shareware pigfile do not show key icons in CM_FULL_SCREEN since pigfile does not have these icons 2011-05-05 01:07:08 +02:00
zicodxx f2fb5c462a Host can now decide (again) if players are allowed to display enemy names on HUD 2011-05-05 00:16:35 +02:00
zicodxx 5f5b5b415f Due to increased size of MAX_SEGMENTS old savegames became incompatible. To compensate added MAX_SEGMENTS_ORIGINAL with the original segment amount and read certain savegame info with this info when dealing with standard-sized levels and use Highest_segment_index when dealing with larger levels which are incompatible with older versions of the game anyways. Makes savegame site more efficient and still maintain backwards compability 2011-05-04 15:07:53 +02:00
zicodxx cdbf6c0485 To compensate fewer FVI runs in lower FPS and wall penetration caused by strong forces allowed fix_illegal_wall_intersection() to move an object out of the wall half it's size improving the collisions once more 2011-05-04 13:06:27 +02:00
zicodxx adc53702ff Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL 2011-05-04 12:05:43 +02:00
zicodxx 02a29235a9 Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated 2011-05-04 02:22:17 +02:00
zicodxx 609bd15fd1 Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels 2011-05-04 02:15:07 +02:00
Chris Taylor 4efbd0d9c4 Check if a menu closed in a subfunction before setting it's return value, fixing crash when levels are mismatched in multiplayer; Small tidy up for Xcode project 2011-04-24 12:20:52 +08:00
zicodxx defdf0090f Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only 2011-04-22 17:14:27 +02:00
zicodxx 43dd6f062e Fixes for RLE- and Texture-cache modifcations: Before freeing now must check if bitmap is already allocated 2011-04-22 17:10:31 +02:00
zicodxx 53d48e005e When reading ingame controls only flush mouse delta timer-based since reading is event-based already, allowing high precision no matter the game speed; Removed Mouse smoothing/filtering as it's now unnecessary due to event-based motion handling 2011-04-22 13:02:03 +02:00
zicodxx 7890015efd Expanded possibilities for level authors: RLE- and Texture-cache accepts textures bigger than 64x64, only limit being Texture width must be equal height; Increased maximum amount of Segments from 900 to 9000 - not dynamically allocating them, yet 2011-04-22 10:33:03 +02:00
zicodxx c52510eb78 When leaving game and still sending extras, don't forget to update the timer so we won't get stuck in an infinite loop 2011-04-21 20:52:30 +02:00
zicodxx 6fe4dd5d96 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 2011-04-20 01:47:12 +02:00
Chris Taylor 6076b7640d Fix broken m3u playlist support (in jukebox_play() path resolving); point to default descent.m3u playlist for Mac OS X (will be included in bundle); better error reporting in mix_play_file(); only make relative Jukebox path in the menu absolute after browsing it - relative paths are more flexible; allow select_file_recursive() to figure out PhysicsFS relative paths passed to it; stop the music if Jukebox is chosen and unavailable (used to just keep playing the last song) 2011-04-18 20:30:46 +08:00
zicodxx 2657a6dca9 Due to controls rewrite was not possible anymore to send multiplayer messages while being dead - added specific exception to allow this; Rewrote show_HUD_names to only show names, indicators or typing string for enemy players when they are not cloaked 2011-04-16 01:12:02 +02:00
zicodxx 85066d81a4 Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW 2011-04-14 11:15:15 +02:00
zicodxx bb140620ad Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least 2011-04-13 21:18:13 +02:00
zicodxx 630048fa99 Fixing unfreed buffer when credits_show() was called but there was nothing to show me 2011-04-13 21:11:20 +02:00
zicodxx ee9ac80b62 Bit more safeguarding in find_plane_line_intersection() and as a result less agressive but more beautiful back-bumping on illegal wall interesections; Scaling of movement from PhysTime to FrameTime now done with vector math functions 2011-04-13 21:08:08 +02:00
zicodxx a518930c62 Improved security for UDP protocol: Add checks for correct packet size and - if possible - valid sender address (valid player) and making sure Clients only accept packets meant for Clients and Hosts only accept packets meant for Hosts 2011-04-13 00:19:46 +02:00
zicodxx df3153d0d4 kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release 2011-04-12 12:18:25 +02:00
zicodxx d969d06a59 kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release 2011-04-12 12:17:20 +02:00
zicodxx 6bb12ba926 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 2011-04-12 03:02:49 +02:00
zicodxx 5c4a3850cd Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games 2011-04-12 00:45:06 +02:00
zicodxx a10fdaf32d Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option 2011-04-11 21:27:27 +02:00
zicodxx c63f3f7682 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 2011-04-11 17:47:12 +02:00
Chris Taylor a9362497f6 Allow completely free movement in the automap. It will rotate relative to the viewer. 2011-04-10 19:53:51 +08:00
zicodxx 035c6d2b06 Added a note about D2 code removed from titles.c in rev1069 so we don't accidentially add it again when sources merge 2011-04-10 11:20:40 +02:00
zicodxx 6140595491 Fixed text-related annoyances: *Show reticle names* now named *Show player names on HUD*; Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed typo in tracker timeout screen; Fixed scaling of tab_stop in briefings (again); Removed some little D2 code for briefings as it broke some briefing screens 2011-04-10 03:12:02 +02:00
zicodxx d5f9e118c6 Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate 2011-04-08 01:37:55 +02:00
zicodxx 82edf638fe When sliding along a wall keep wall_part sane to ensure good velocity for slide 2011-04-07 22:49:39 +02:00
zicodxx 357e1b0144 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) 2011-04-07 22:32:47 +02:00
zicodxx 85f7be583f Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done 2011-04-05 02:24:30 +02:00
zicodxx d55bc253f1 Dead_controlcen_object_num should be set when a new level starts in debug build, too; Setting Total_countdown_time when loading a savestate so SEF-DESTRUCT SEQUENCE ACTIVATED sample will not play soon as timer reaches 0 2011-03-29 00:35:15 +02:00