zicodxx
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85066d81a4
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Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW
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2011-04-14 11:15:15 +02:00 |
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zicodxx
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bb140620ad
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Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least
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2011-04-13 21:18:13 +02:00 |
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zicodxx
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630048fa99
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Fixing unfreed buffer when credits_show() was called but there was nothing to show me
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2011-04-13 21:11:20 +02:00 |
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zicodxx
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ee9ac80b62
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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
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2011-04-13 21:08:08 +02:00 |
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zicodxx
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a518930c62
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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
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2011-04-13 00:19:46 +02:00 |
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zicodxx
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df3153d0d4
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:18:25 +02:00 |
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zicodxx
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d969d06a59
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:17:20 +02:00 |
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zicodxx
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6bb12ba926
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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
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2011-04-12 03:02:49 +02:00 |
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zicodxx
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5c4a3850cd
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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
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2011-04-12 00:45:06 +02:00 |
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zicodxx
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a10fdaf32d
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Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
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2011-04-11 21:27:27 +02:00 |
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zicodxx
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c63f3f7682
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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
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2011-04-11 17:47:12 +02:00 |
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Chris Taylor
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a9362497f6
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Allow completely free movement in the automap. It will rotate relative to the viewer.
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2011-04-10 19:53:51 +08:00 |
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zicodxx
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6459b6ed8a
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Smash texture list when switching between window mode and fullscreen prevent invalid textures; Made code to capture Screenshots more similar between OpenGL and OpenGL ES
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2011-04-10 12:28:19 +02:00 |
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zicodxx
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035c6d2b06
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Added a note about D2 code removed from titles.c in rev1069 so we don't accidentially add it again when sources merge
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2011-04-10 11:20:40 +02:00 |
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Chris Taylor
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66035f3269
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Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan\!)
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2011-04-10 13:32:31 +08:00 |
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zicodxx
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6140595491
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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
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2011-04-10 03:12:02 +02:00 |
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zicodxx
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d5f9e118c6
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Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
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2011-04-08 01:37:55 +02:00 |
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zicodxx
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82edf638fe
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When sliding along a wall keep wall_part sane to ensure good velocity for slide
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2011-04-07 22:49:39 +02:00 |
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zicodxx
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357e1b0144
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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)
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2011-04-07 22:32:47 +02:00 |
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zicodxx
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85f7be583f
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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
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2011-04-05 02:24:30 +02:00 |
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zicodxx
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d55bc253f1
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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
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2011-03-29 00:35:15 +02:00 |
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zicodxx
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c8f4008878
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Fixes for OpenGL ES implementation
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2011-03-28 01:57:15 +02:00 |
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zicodxx
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e2607aaff1
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Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability
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2011-03-28 01:39:30 +02:00 |
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zicodxx
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2bbbabb078
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Another rework for anti-stuck-bumping: Execute after calculation of velocity and add fvi check to make sure we deal with an actual wall collision
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2011-03-27 18:01:14 +02:00 |
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zicodxx
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8cff6ca835
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Again reworked new bump hack to only apply when fate == HIT_WALL (to not break level SKYBOX) and made bumping by distance between object position and wall hit point; Removed/handled some safety checks in find_plane_line_intersection() to make sliding along joining edges smoother again while bad values *should* be handled in pyhsics.c and not make object warp-crashing tru the whole level or stuck in walls (fvi code should still be rewritten tho)
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2011-03-14 11:07:36 +01:00 |
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zicodxx
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c5092c89c7
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Due to lazy copy&paste sliding up/down speed was divided by 2 - fixed
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2011-03-10 21:39:47 +01:00 |
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zicodxx
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dcae49a319
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Be safer not interrupting other ports of descent or the original MS-DOS game when it comes to reading song files: Try reading from MISSION_NAME.sngdxx to have a way reading a song file for a specific mission outside the mission's HOG, next try reading from descent.sngdxx which shall serve as an alternative song file specifically for DXX and then try descent.sng. This should give authors enough possibilities to add OSTs for all different versions of the game without the need to publish different versions of their missions
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2011-03-06 21:02:48 +01:00 |
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zicodxx
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d7d7661cd6
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Fix for last revision: Correctly initialize cv_fade_level and cv_blend_func when creating initializing a canvas
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2011-02-24 00:21:47 +01:00 |
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zicodxx
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fe2dd897f7
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Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too
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2011-02-23 17:46:36 +01:00 |
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Chris Taylor
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32187e428f
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Fix a critical bug in string_array_add - when d_reallocing the buffer containing the string data, update all the pointers in '*list' as well as next_str, preventing ugly crashes
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2011-02-21 14:36:18 +08:00 |
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zicodxx
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4c58b43b2d
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Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha
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2011-02-18 00:43:03 +01:00 |
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zicodxx
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79e84f8d17
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Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain
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2011-02-18 00:17:49 +01:00 |
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zicodxx
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05d98af43f
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Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support
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2011-02-15 14:44:00 +01:00 |
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zicodxx
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7481e1c0fc
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For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering
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2011-02-14 23:52:28 +01:00 |
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zicodxx
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c1e4e9c3d7
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Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu
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2011-02-14 22:27:02 +01:00 |
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zicodxx
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e9da5b85b4
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New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then
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2011-02-12 23:58:39 +01:00 |
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zicodxx
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01e522e6e7
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Controls.select_weapon_count needs to be incremented differently to get non-0 when we want to select the laser type weapon; Readded jumping from first to last item in newmenu and vice versa
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2011-02-11 12:24:13 +01:00 |
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zicodxx
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53c9fa987f
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Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops
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2011-02-10 20:53:19 +01:00 |
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zicodxx
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a025d430c0
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Fixed compiler warning related to generation of game_id for Coop Savegames
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2011-02-10 18:56:31 +01:00 |
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zicodxx
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6bc439a343
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Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program
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2011-02-10 15:30:05 +01:00 |
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zicodxx
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be7713c1ae
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Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_text
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2011-02-10 14:09:05 +01:00 |
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zicodxx
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80e9e5893e
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Fixed memory leak produced by drawing circles and disks
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2011-02-09 17:18:26 +01:00 |
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zicodxx
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eb0d876b9c
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Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code
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2011-02-09 12:58:28 +01:00 |
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zicodxx
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2232433860
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Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused
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2011-02-06 14:25:31 +01:00 |
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zicodxx
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09debd3e2f
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Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.)
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2011-02-03 11:47:54 +01:00 |
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zicodxx
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3f17b47fe8
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fix to rev 1038 - not completely there today...
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2011-02-03 01:19:27 +01:00 |
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zicodxx
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2b1550fa2e
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Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without end
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2011-02-03 01:05:01 +01:00 |
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zicodxx
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728442ff96
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Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining
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2011-02-02 23:51:29 +01:00 |
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zicodxx
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17d0482938
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After rendering Reboot reticle, reset glLineWidth to default value again
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2011-02-02 02:12:09 +01:00 |
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zicodxx
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284ca0809d
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Small correction for last commit - key handler of automap was reacting to non-key events as well
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2011-02-02 02:08:21 +01:00 |
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