zicodxx
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8cb8b6e653
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Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal
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2010-06-14 15:17:03 +00:00 |
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zicodxx
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4ebc007757
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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
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2010-02-08 13:24:42 +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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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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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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6038280726
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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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zicodxx
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f1544295dd
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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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87f6ecce75
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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
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2008-11-03 11:39:56 +00:00 |
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zicodxx
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cf147bcd4c
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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
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2008-10-29 11:03:31 +00:00 |
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zicodxx
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63d2c4a2cf
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Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
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2008-09-30 00:07:07 +00:00 |
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zicodxx
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a36ee745bd
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Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selected
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2008-06-11 21:18:50 +00:00 |
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zicodxx
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3192ab5b54
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Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
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2008-04-13 13:14:19 +00:00 |
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zicodxx
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a172315d4a
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Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes
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2008-04-06 20:23:28 +00:00 |
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zicodxx
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2196bdae0d
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Fixed some memory issues; Fixed some HUD element alignment; Only send NetDrv packets if NetDrvInstalled is true; Fixed demo glitches; Actually using Game_mode in demos to make Newdemo_game_mode hacking obsolete
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2008-03-08 22:37:09 +00:00 |
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zicodxx
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b54bdcba5b
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Fixed small compiling issues
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2008-01-25 12:50:23 +00:00 |
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zicodxx
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8387358ec8
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Data types correction
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2007-11-01 18:49:28 +00:00 |
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zicodxx
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4f399bbfea
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Improvements for -gl_prshot; Improved show_netgame_info(); Removed obsolete multisave code; Removed mekh stuff and wide cleanings in whole multi code; Incremented MULTI_PROTO_D1X_VER (for version checks in the future if needed); Renamed 'D1X-only game' to 'Version Check'
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2007-10-31 00:49:24 +00:00 |
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zicodxx
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9d1a374447
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Fixed problems with GameTime wraparound - delay sounds, cloak, invulnerability, ping; Added debug key to Reset GameTime for testing; Removed -gl_vidmem; Cheat-code cleanup; Some HUD message redundancy
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2007-10-28 20:14:25 +00:00 |
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zicodxx
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167e042d60
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Changed collision handling between robots and controlcen; Aligned constant sounds to GameTime; Using turn radius of 0x0024*F1_0 for all homing objects while not aligning smart blobs to movement vector
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2007-10-07 13:42:21 +00:00 |
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md2211
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d393f32eed
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* Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
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2007-09-21 19:06:05 +00:00 |
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zicodxx
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90e50806ba
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Cleaned up more FindArg's - Graphics Options
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2007-07-15 15:23:45 +00:00 |
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zicodxx
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6fd80133ce
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improved debris random stuff, added -persistentdebris feature
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2007-02-10 23:19:21 +00:00 |
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zicodxx
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cde0244a09
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initial import
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2006-03-20 16:43:15 +00:00 |
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