Chris Taylor
|
50070ba165
|
No calling piggy_dump_all() when EDITOR is defined, it causes a failed Assert and causes it to exit when the PC Shareware descent.pig is used
|
2012-07-24 16:23:43 +08:00 |
|
zicodxx
|
33bf139002
|
Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
|
2012-07-23 01:17:52 +02:00 |
|
zicodxx
|
63fe8ddc37
|
Introduced INITIAL_ENERGY and INITIAL_SHIELDS defines from d2x and on that way added handicap feature for multiplayer as well; incremented multi proto version
|
2012-06-18 01:45:17 +02:00 |
|
zicodxx
|
effc8c3fc4
|
removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special characters
|
2012-06-18 01:26:49 +02:00 |
|
zicodxx
|
c8d428913e
|
added songs_play_file() to play any song depending on filename-extension as a more streamlined approach to handle all different kinds of formats; also used for jukebox to make it independent from SDL_mixer; cleaned up supported filename extenstions
|
2012-06-10 14:02:40 +02:00 |
|
zicodxx
|
decbf0cdbd
|
Switching keyboard sensitivity function from variable increase to variable offset, making the ship more responsive in higher settings
|
2012-06-08 12:22:42 +02:00 |
|
zicodxx
|
fc421b290a
|
use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
|
2012-06-01 12:46:00 +02:00 |
|
zicodxx
|
091623d196
|
Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
|
2012-06-01 11:53:53 +02:00 |
|
zicodxx
|
147f34dddb
|
Removed Laser_offset hack
|
2012-05-28 00:14:49 +02:00 |
|
zicodxx
|
fc10a7e65b
|
removed weapon_rate_scale() which should be obsolete due to other optimizations in network code
|
2012-05-27 15:04:42 +02:00 |
|
zicodxx
|
c23e75a79d
|
Removed remnants of the old and obsolete VR implementation
|
2012-05-27 00:24:55 +02:00 |
|
zicodxx
|
847d1515cc
|
fixed possible buffer overflow in load_screen_text()
|
2012-05-26 19:39:10 +02:00 |
|
zicodxx
|
1d68e2d3ba
|
Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
|
2012-05-26 17:53:05 +02:00 |
|
zicodxx
|
46f4a9e285
|
Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
|
2012-05-26 14:09:00 +02:00 |
|
zicodxx
|
98f6ac2204
|
Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
|
2012-05-26 13:28:43 +02:00 |
|
zicodxx
|
4cfc516d56
|
Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
|
2012-05-25 12:14:22 +02:00 |
|
zicodxx
|
a9c07f81e7
|
in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
|
2012-05-24 12:46:33 +02:00 |
|
zicodxx
|
d4dfd1fb40
|
Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
|
2012-05-21 17:06:47 +02:00 |
|
zicodxx
|
5d6f4222d7
|
now properly initialize all other parts of the new/old player object when restoring a coop savestate
|
2012-05-21 10:32:33 +02:00 |
|
zicodxx
|
d58e6fc38f
|
using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
|
2012-05-19 02:16:40 +02:00 |
|
zicodxx
|
2c9ee20981
|
using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
|
2012-05-19 01:36:41 +02:00 |
|
zicodxx
|
3b8175c3ba
|
fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players
|
2012-05-18 10:54:36 +02:00 |
|
zicodxx
|
e7c86fd11d
|
allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
|
2012-05-16 14:39:29 +02:00 |
|
zicodxx
|
a7420efb13
|
when updating game info also check for player connected status in case we send to everyone
|
2012-05-16 10:41:12 +02:00 |
|
zicodxx
|
383a00cd9c
|
In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
|
2012-05-16 01:06:13 +02:00 |
|
zicodxx
|
eb87ed15e1
|
Do not allow ports below 1024; More verbosity for udp_open_socket()
|
2012-05-16 00:59:14 +02:00 |
|
zicodxx
|
ffeddf4db6
|
Do not send endlevel packets to disconnected (but still saved) clients
|
2012-05-15 23:39:21 +02:00 |
|
zicodxx
|
c4223a8fe5
|
During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
|
2012-05-14 19:20:15 +02:00 |
|
zicodxx
|
8967ae77fe
|
Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
|
2012-05-14 19:06:27 +02:00 |
|
zicodxx
|
55aae15997
|
Made inline functions static
|
2012-05-14 17:13:24 +02:00 |
|
zicodxx
|
e3a21dce5e
|
Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
|
2012-05-14 12:20:27 +02:00 |
|
zicodxx
|
c5b3fc162e
|
Incremented version to 0.57.3; Added Release notes
|
2012-05-10 19:10:45 +02:00 |
|
zicodxx
|
a84bdf917f
|
Reduced timeout from 10 to 5 seconds
|
2012-05-10 18:53:59 +02:00 |
|
zicodxx
|
9de6618ba0
|
Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
|
2012-05-10 14:39:24 +02:00 |
|
zicodxx
|
8cc22d8343
|
Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain way
|
2012-05-10 01:40:35 +02:00 |
|
zicodxx
|
8dfb4cde57
|
Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier
|
2012-05-09 01:22:28 +02:00 |
|
zicodxx
|
b466072fd5
|
fixed copy/paste mistake
|
2012-04-30 00:38:41 +02:00 |
|
zicodxx
|
0472e76895
|
Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level; Removed long obsolete control_invul_time varible
|
2012-04-27 02:09:46 +02:00 |
|
zicodxx
|
e23535ffe8
|
little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else
|
2012-04-24 11:55:12 +02:00 |
|
zicodxx
|
20e8b6c497
|
fixed improper player disconnecting which might have been caused by endlevel packet
|
2012-04-23 16:15:20 +02:00 |
|
zicodxx
|
d30fb514b1
|
Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
|
2012-04-18 11:28:21 +02:00 |
|
Chris Taylor
|
3e991237ed
|
Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
|
2012-04-17 17:14:21 +08:00 |
|
Chris Taylor
|
7971e8cff8
|
Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt level
|
2012-04-17 15:45:58 +08:00 |
|
Chris Taylor
|
670219fa5a
|
Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editor
|
2012-04-17 15:35:23 +08:00 |
|
Chris Taylor
|
7ff82427d9
|
Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)
|
2012-04-17 15:20:51 +08:00 |
|
Chris Taylor
|
a5f9d3933d
|
Allow level progressing if playing the builtin mission with EDITOR compiled - only exit if Current_level_num is 0
|
2012-04-17 15:04:18 +08:00 |
|
Chris Taylor
|
fa76bc657e
|
Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, if it thinks it needs to use Cursegp to fix the player object make sure Cursegp is initialised, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
|
2012-04-16 16:53:32 +08:00 |
|
Chris Taylor
|
ee9f1b33db
|
Avoid crashes when clicking on close box with a center, switch, object or wall editing dialog open; also when playing a level, going to the editor, going back to the game then dying
|
2012-04-16 14:41:26 +08:00 |
|
Chris Taylor
|
ad5549793f
|
Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commands
|
2012-04-16 13:26:14 +08:00 |
|
zicodxx
|
4287e713b1
|
fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
|
2012-04-16 01:13:27 +02:00 |
|