zicodxx
26a6bf4c59
Small fix for most recent commit: Removed an obsolete d_free
2010-02-19 01:00:59 +00:00
zicodxx
19c82e97e3
The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly
2010-02-19 00:24:32 +00:00
zicodxx
29f475c345
Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14)
2010-02-14 18:48:02 +00:00
zicodxx
6c16c6174e
Write gamelog.txt buffered so it will not stress the medium it's saved on
2010-02-08 14:28:12 +00:00
zicodxx
4ebc007757
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
2010-02-08 13:24:42 +00:00
kreatordxx
224f3b1b35
Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning
2010-02-08 05:34:43 +00:00
kreatordxx
9acd0ba3a6
Move all globals in scores.c into struct members/local variables
2010-02-08 04:10:21 +00:00
kreatordxx
09f7bd6d57
Split select_filename into [existing] RegisterPlayer and select_demo for better clarity
2010-02-07 12:10:52 +00:00
kreatordxx
d5cf0dd85b
Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
2010-02-07 07:28:49 +00:00
kreatordxx
b85eb5b156
Make the scores menu into a window
2010-02-07 06:00:10 +00:00
kreatordxx
1f33e08116
Create the main event loop and use it for the game and main menu
2010-02-07 04:34:21 +00:00
kreatordxx
5f73aa9005
Handle player selection and demo playing in filename_menu_handler, fixing bug where it won't leave the player listbox if there's no LastPlayer; close do_options dialog when changing resolution
2010-02-06 05:21:45 +00:00
kreatordxx
e5adf29b6c
Set the correct scroll position for the listbox when it's shown
2010-02-06 01:41:38 +00:00
zicodxx
134f6dc388
In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
2010-02-05 18:49:24 +00:00
kreatordxx
7c083d0834
No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo
2010-02-05 08:53:20 +00:00
kreatordxx
b58c034350
Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls
2010-02-05 02:31:36 +00:00
kreatordxx
999a1b2949
Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
2010-02-02 07:52:03 +00:00
kreatordxx
5de468326f
Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is there
2010-02-02 05:51:32 +00:00
kreatordxx
9fd714a083
Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
2010-02-02 03:38:29 +00:00
kreatordxx
5c923e864d
Leave kconfig_idle early if exiting kconfig to avoid erroneous memory access; initialise menu's citem properly; add EVENT_NEWMENU_CHANGED; activate USE_IPX in Xcode while I'm still changing net_ipx.c
2010-02-01 06:55:38 +00:00
zicodxx
fc6d51e19e
Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables
2010-01-31 21:51:59 +00:00
kreatordxx
408f2ffd33
Fix crashing when doing menus in multiplayer, don't let player move when in automap
2010-01-31 07:45:26 +00:00
kreatordxx
e05553d802
Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively
2010-01-31 04:30:48 +00:00
zicodxx
d7a139207d
Fixed two memory errors inside menu GUI
2010-01-30 22:49:43 +00:00
kreatordxx
21d8d86d5b
Send EVENT_KEY_COMMAND from key.c; add EVENT_NEWMENU_DRAW for state restore; place newmenu and listbox calls to callback so they can override ALL newmenu behaviour
2010-01-30 03:24:19 +00:00
zicodxx
2bcf54b77a
Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
2010-01-29 21:53:17 +00:00
kreatordxx
1850ac1a09
Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quickly
2010-01-29 06:36:39 +00:00
kreatordxx
50afcedda5
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
2010-01-29 03:36:44 +00:00
zicodxx
9c4408adb2
When deleting a player also delete the Multiplayer efficiency file
2010-01-29 00:35:20 +00:00
zicodxx
d17841fbc4
Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw up
2010-01-28 15:26:27 +00:00
kreatordxx
1ad4448b45
Allow user to abort close, for whatever reason (helps with my next commit)
2010-01-28 04:53:56 +00:00
kreatordxx
de7574451b
Tidy up newmenu_show/hide_cursor calls
2010-01-28 04:24:25 +00:00
kreatordxx
9d4e69c7a9
Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
2010-01-28 03:27:49 +00:00
zicodxx
04316ff79b
Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Last but not least, record wall tmaps in D1X-Rebirth so opened/blasted doors will be shown correctly if opened/blasted before recording; Everything done without breaking the Demo format
2010-01-28 01:08:36 +00:00
zicodxx
51c28cc8a6
Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes
2010-01-28 00:04:29 +00:00
kreatordxx
00641e9aa4
Allow escape from player listbox if appropriate; call RegisterPlayer only from main menu for more flexibility; actually use file_list block so deleting players/demos doesn't crash it
2010-01-27 09:11:47 +00:00
kreatordxx
c856195678
Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
2010-01-27 04:30:31 +00:00
zicodxx
ca2c80ce4b
Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter
2010-01-26 12:04:50 +00:00
zicodxx
8c2a404085
Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges(); Fixed cockpit switches for Guided missile when Player is in Rear-View - the original code never considered that
2010-01-24 17:38:13 +00:00
kreatordxx
b6b9cc1546
Move the editor call out of the Function_mode loop, for later overhaul
2010-01-23 14:19:21 +00:00
zicodxx
e3ccb8e6cf
Removed the new Demo Interpolating code and added the improvements to the old one
2010-01-20 23:28:35 +00:00
kreatordxx
7e92589332
Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to, fix compiling error
2010-01-20 11:04:09 +00:00
kreatordxx
88d1b32914
Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
2010-01-20 05:10:32 +00:00
kreatordxx
fe6d09750e
Make net_ipx_show_game_rules and net_udp_show_game_rules into windows
2010-01-19 14:53:06 +00:00
kreatordxx
e7c04d7d90
Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change
2010-01-18 05:53:13 +00:00
kreatordxx
633b1b0804
Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig
2010-01-17 14:42:59 +00:00
kreatordxx
e52f47e741
For get_filename, put mode and find variables in a structure - fixing 64-bit problem and allowing freeing of PHYSFS file list in callback in future, respectively
2010-01-15 13:02:28 +00:00
kreatordxx
b3b87fc62d
Make pause box a window
2010-01-09 09:19:26 +00:00
kreatordxx
b97e08dfdc
Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu
2010-01-08 01:55:12 +00:00
kreatordxx
6b4d952ebc
Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
2010-01-07 14:49:07 +00:00
zicodxx
e5cc87f4a2
New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly)
2010-01-07 00:01:36 +00:00
kreatordxx
32ce77350a
Put most of the remaining globals in automap.c in the 'automap' struct
2009-12-27 12:27:44 +00:00
kreatordxx
d21f7e78b9
Make listboxes into windows
2009-12-27 05:00:45 +00:00
kreatordxx
d450c3e6f4
Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
2009-12-26 01:08:57 +00:00
kreatordxx
dad42489f7
Make sure the Game_wind only gets freed once when escaping demo playback
2009-12-14 13:27:05 +00:00
kreatordxx
54e376ebbe
Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
2009-12-12 11:34:32 +00:00
kreatordxx
a7d99b894c
Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames
2009-12-08 11:01:36 +00:00
kreatordxx
8d653f877e
Make newmenu.c nearly identical between D1X and D2X
2009-12-05 09:48:18 +00:00
kreatordxx
7ebcf32e45
Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
2009-12-02 13:49:54 +00:00
zicodxx
37b4803493
Squishing string-related bugs in Bomb display and Weapon reordering
2009-12-01 14:50:09 +00:00
zicodxx
75062a8d96
Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode
2009-11-30 22:42:55 +00:00
zicodxx
86fcdc5d81
Draw Endlevel sequence with correct DepthFunc
2009-11-30 19:11:46 +00:00
zicodxx
127af323e0
Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953
2009-11-30 14:59:37 +00:00
zicodxx
6a00504d89
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
2009-11-29 16:46:13 +00:00
zicodxx
e9d4eb051e
Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering
2009-11-28 20:57:57 +00:00
kreatordxx
9192b5ede6
Fix some compile errors, including for the non-NETWORK build
2009-11-28 07:51:06 +00:00
zicodxx
242b3531fa
Again making the joining safer
2009-11-25 00:26:26 +00:00
zicodxx
fb08673f54
Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
2009-11-24 22:43:41 +00:00
zicodxx
cf3f852095
Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymore
2009-11-24 15:20:09 +00:00
zicodxx
2c2dc3fc13
Remove the IP check when processing game info or version deny as the IP might be translated (IPv6 especially)
2009-11-24 12:12:15 +00:00
zicodxx
dbf4d55839
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.
2009-11-24 09:48:53 +00:00
zicodxx
05ff20ccfb
Adding cfile.h include to get CFILE definition work again
2009-11-22 11:07:25 +00:00
kreatordxx
96d305e54c
Only list resolutions that can actually be used, using new gr_check_mode
2009-11-17 14:27:39 +00:00
kreatordxx
d57c2981c2
Add endian converter for demos, read shareware demos, various bugfixes to demo system
2009-11-15 08:22:08 +00:00
kreatordxx
70bbac21b7
Read big endian savegames on little endian computers and vice versa
2009-10-05 02:51:37 +00:00
kreatordxx
31413b59df
Fix compile error with ai_restore_state and include necessary ogl_init.h in state.c (whoops)
2009-09-11 05:15:53 +00:00
kreatordxx
90c02b1ea3
Make state.c more similar between D1X and D2X
2009-08-22 07:21:19 +00:00
kreatordxx
d7e33667bf
Make the game screen into a \'window\', handling events through event_process
2009-08-10 10:47:17 +00:00
kreatordxx
16f615c6ff
Make game.c more similar between D1X and D2X, making related changes to other files (\!)
2009-07-01 11:35:33 +00:00
kreatordxx
af0c2db749
Split game.c into game.c, gamecntl.c and gamerend.c like d2x
2009-06-07 11:28:12 +00:00
kreatordxx
78d9b8f15f
Make inferno.c more similar between D1X and D2X
2009-05-31 07:20:26 +00:00
kreatordxx
45ba0ca307
Add new window system, not used yet
2009-05-21 12:16:39 +00:00
kreatordxx
d7d319624b
Add option to force either Redbook or Jukebox to use the playing order for the game CD
2009-05-06 12:19:28 +00:00
kreatordxx
f139dda3a6
Make some files more similar between D1X and D2X
2009-05-03 12:31:30 +00:00
kreatordxx
db27b1723d
Remove redundant conf.h directives
2009-04-30 13:01:31 +00:00
kreatordxx
36e6885115
Disable network support for Mac OS X for now
2009-04-30 12:30:14 +00:00
zicodxx
85b086c0ef
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
2009-04-09 07:41:30 +00:00
zicodxx
0c36fecb42
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
2009-03-20 12:10:38 +00:00
zicodxx
0fc0fff7f1
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
2009-03-04 21:04:43 +00:00
kreatordxx
f149ace782
Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
2009-03-03 12:55:27 +00:00
zicodxx
abf43c66f8
Small positional correction for homing-warning bitmap
2009-02-23 10:21:25 +00:00
zicodxx
80debdb4d5
Made our Cockpit-Transparency decoding function a bit safer for current and possibly new code flow
2009-02-23 10:15:23 +00:00
zicodxx
43190e625e
Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object
2009-02-22 10:53:10 +00:00
zicodxx
d7a8f5ad84
Made Max_used_objects an absolute defined value; Made num_objects globally available; Restricted Weapon drops to MAX_USED_OBJECTS; When dropping Secondary weapon, drop 4-pack if possible
2009-02-17 11:34:16 +00:00
zicodxx
5618f08d2d
Added list to keep trace of received PDATA packets so receiver won't interpret them several times
2009-02-15 19:03:57 +00:00
zicodxx
30590cf3b1
When creating new player, make sure string is long enough for use with players dir
2009-02-09 10:59:59 +00:00
zicodxx
e6b7867b27
Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
2009-02-09 10:52:42 +00:00
zicodxx
4ee0b415ad
Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field
2009-02-08 12:55:50 +00:00
zicodxx
ecbcec78d3
Fixed connect-state mess in order of kmatrix flow
2009-02-08 12:49:27 +00:00
zicodxx
177a49ac63
Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
2009-02-06 09:40:00 +00:00
zicodxx
5c566411e1
Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
2009-02-03 10:56:22 +00:00
zicodxx
39ce196542
Removed MULIT_POS_* hanldings as these signals are not created anymore
2009-02-02 10:56:12 +00:00
zicodxx
21d9308934
Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
2009-02-02 09:02:29 +00:00
zicodxx
5ca2103453
Mea culpa - last revision - unwanted printf in netdrv_udp.c corrected
2009-02-02 08:52:59 +00:00
zicodxx
fd8b425243
Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera
2009-02-02 08:49:58 +00:00
zicodxx
f84a267dd1
Added Packet-loss prevention code for Netgames
2009-01-31 23:47:15 +00:00
zicodxx
be596fbbdd
Fixing bug with incorrect/missing UDP port termination
2009-01-31 14:52:06 +00:00
kreatordxx
cb9afb9bdf
Last track is endgame track for any audio CD, endgame track not played when a level is started, jukebox/redbook works in game even if no MIDI songs
2009-01-31 06:37:43 +00:00
zicodxx
b63f988d37
New level render order for better seperation and blending between transculent level geometry and sprites
2009-01-30 11:50:25 +00:00
zicodxx
94877bce5a
Decreasing delay from timer_delay2 to timer_delay for sending/receiving packets when connecting to UDP host due to FPS-dependent inconsistencies in timer_delay2 causing packets possibly not received or sent frequently
2009-01-29 11:15:18 +00:00
zicodxx
6ba4be9e2b
Changed function naming convention in netdrv and below to general Descent code convention
2009-01-26 05:01:18 +00:00
zicodxx
1acc8031b6
Removed some old code to smooth FrameTime we don't need anymore
2009-01-24 22:44:57 +00:00
zicodxx
21738cdd2c
New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all
2009-01-22 12:30:32 +00:00
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
zicodxx
a26e5e3284
Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously
2008-10-22 15:31:24 +00:00
kreatordxx
b2fbaf7829
Fix some gcc 4.0 warnings (-wall flag)
2008-10-21 11:38:03 +00:00
zicodxx
c09620f160
Readded -ip_hostaddr optional to the value stored in descent.cfg for automated program starts or whatever; Fix by Locate: Correctly close UDP sockets on Win32; Fix by Locate: Ability to select Secret levels on Multiplayer in D1X again which was broken in r619
2008-10-20 12:34:45 +00:00
zicodxx
d5da444a40
resolution 1440x960 to 1440x900 - typo
2008-10-20 11:11:56 +00:00
zicodxx
69c66b9afb
Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive
2008-10-19 12:53:30 +00:00
zicodxx
03e026756e
Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free
2008-10-16 17:27:02 +00:00
kreatordxx
be4910621e
Page in overriding robot textures, like D2X-Rebirth
2008-10-04 11:56:03 +00:00
zicodxx
2043c19d60
Update object segment after object position interpolation. This is always done in DEBUG, but not in RELEASE, where further movement would break at segment check
2008-10-01 11:53:27 +00:00
zicodxx
6054bf7e90
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
2008-09-30 00:18:39 +00:00
zicodxx
63d2c4a2cf
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
2008-09-30 00:07:07 +00:00
kiplingw
75227cf100
Added: Some notes regarding the warning raised in main/newdemo.c...
...
Fixed: Warning in 2d/pcx.c...
2008-07-27 22:12:19 +00:00
kiplingw
4328ddcb05
Added: Mostly stubbed out test code for game tracker server stuff...
...
Fixed: Cleaned up some GUI macro code in menu.c...
Updated: CHANGELOG.txt for end user level changes...
SConstruct: Cleaned up build system a bit with prettier build messages, added a feature or two, and included tracker source
Fixed: Fixed harmless warnings on no new line at end of some source files...
2008-07-26 17:57:13 +00:00
kreatordxx
5c7b49b0ef
Make network endian code more consistent between DXX's, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro
2008-07-26 06:14:31 +00:00
zicodxx
e54992a974
Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
2008-07-19 22:28:31 +00:00
kreatordxx
0866c3c66c
Add BALDGUY cheat for Mac data (see if anyone finds it ;-) )
2008-07-15 12:50:27 +00:00
kreatordxx
ce914f552e
No using chdir for Mac OS 9 - it doesn't have it
2008-07-01 11:22:36 +00:00
kreatordxx
e539cdc14b
Make sure the right audio CD track is played when starting a level
2008-07-01 11:18:37 +00:00
kreatordxx
566efbd634
make sure it knows whether an audio CD just inserted is the official one
2008-06-17 13:41:29 +00:00
kreatordxx
16cfedcccd
tidy up music keys, ALT-SHIFT-F9 ejects audio CDs
2008-06-15 08:50:05 +00:00
zicodxx
b20c810d1d
Fixed scores write (wasn't PhysFS); Fixed PLAYING_BUILTING_MISSION in D1X; Better call for DoJasonInterpolate in demo code (hopefully)
2008-06-14 23:29:39 +00:00
zicodxx
a36ee745bd
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
2008-06-11 21:18:50 +00:00
zicodxx
26502298d9
Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer
2008-06-04 19:30:43 +00:00
zicodxx
eb26c2bb7f
Added d1xrdata.zip for custom data
2008-06-01 22:22:34 +00:00
zicodxx
885074607c
Using Windows code to play HMP files on Windows build; Fixed Jukebox keys in help screen; Allow -noredundancy in Singleplayer; Fixed processing of Console keys if Console is not active; Added Multiplayer hints to README; Made INI wrapping safer and more accurate
2008-06-01 12:53:03 +00:00
kreatordxx
decaf3cc6d
allow an audio CD to be played if it's inserted after DXX is launched, hopefully find the first audio CD if multiple CDs are inserted
2008-05-28 10:38:30 +00:00
zicodxx
a9057c7c06
Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 5000
2008-05-25 08:19:31 +00:00
kreatordxx
565ea29e05
Add audio CD support to D1X, fix associated bugs
2008-05-24 08:59:35 +00:00
zicodxx
cf5deacfe8
Added a new set of preset resolutions
2008-05-21 21:50:14 +00:00
zicodxx
d6e16c54d4
Make Screenshots over backbuffer; Implmented filtered mouse delta reading
2008-05-21 13:58:27 +00:00
zicodxx
9af74225ed
Decreasing divisor for mouse axis reading - making mouse sensitivity practically much higher
2008-05-19 21:58:49 +00:00
zicodxx
2de6240191
Added -nomusic ability for SDL_mixer API; Added -gl_fontfixwidth to scale fonts with fixed aspect on widescreen resolutions, scaled to height
2008-05-19 19:28:27 +00:00
zicodxx
a19e0df98a
Added support for another egistered D1 HOG with different patching order... damn you PARALLAX
2008-05-19 12:45:33 +00:00
zicodxx
183eab2914
Reworked keys for song changing a bit; Added Song control keys to help menu
2008-05-18 13:20:06 +00:00
kreatordxx
fa16bbc0f2
set Jukebox as the default jukebox path, for Mac OS 9 look for dxx.ini outside the app bundle
2008-05-18 07:13:07 +00:00
kreatordxx
3aa8f5ece7
remember the last IP address entered for UDP instead of parsing -ip_hostaddr
2008-05-16 11:39:27 +00:00
kreatordxx
dfdea820dc
fix remaining endian bugs in network code, now it works on the Mac
2008-05-16 11:20:33 +00:00
kreatordxx
40fe9adf4c
use atoi instead of sscanf for plx reading, so the setting for showing the reticle is read properly on big endian computers
2008-05-10 10:46:34 +00:00