zicodxx
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53c19912fa
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Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
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2009-11-24 22:43:41 +00:00 |
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zicodxx
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febe5d124d
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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.
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2009-11-24 09:48:53 +00:00 |
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kreatordxx
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57c71476fc
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Only list resolutions that can actually be used, using new gr_check_mode
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2009-11-17 14:27:39 +00:00 |
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kreatordxx
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ceb4ff38fc
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Make the game screen into a \'window\', handling events through event_process
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2009-08-10 10:47:17 +00:00 |
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kreatordxx
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692a8ffa1e
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Add include directives for last commit (whoops)
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2009-05-22 10:53:14 +00:00 |
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kreatordxx
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a1c9e3986e
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Add new window system, not used yet
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2009-05-21 12:16:39 +00:00 |
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kreatordxx
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bf512bb9ec
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Remove redundant conf.h directives
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2009-04-30 13:01:31 +00:00 |
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kreatordxx
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5d93e80473
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Disable network support for Mac OS X for now
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2009-04-30 12:30:14 +00:00 |
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zicodxx
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b3bf4813df
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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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8da36f8873
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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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kreatordxx
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b537639fac
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Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
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2009-03-03 12:55:27 +00:00 |
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zicodxx
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b8ae980f86
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New level render order for better seperation and blending between transculent level geometry and sprites
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2009-01-30 11:50:25 +00:00 |
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kreatordxx
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3995cb9d05
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Update version to 0.55.1 for Mac
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2009-01-26 05:41:45 +00:00 |
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zicodxx
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3217f39990
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Changed function naming convention in netdrv and below to general Descent code convention
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2009-01-26 05:01:18 +00:00 |
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zicodxx
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4f535cff23
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Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
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2009-01-17 11:02:59 +00:00 |
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zicodxx
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85f46e5862
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Error handling while dumping TGA file - (partially) Patch by v66r
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2009-01-16 00:12:04 +00:00 |
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zicodxx
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ac3f773883
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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
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2009-01-15 23:58:36 +00:00 |
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zicodxx
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6f7e70bb82
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Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup
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2009-01-15 20:55:35 +00:00 |
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zicodxx
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fb939d8abb
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Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
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2009-01-15 01:00:19 +00:00 |
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kreatordxx
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26a648365c
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Use a 2D array to allow playing of songs by track number in future
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2009-01-13 12:39:03 +00:00 |
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kreatordxx
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30f05a912f
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Increment Mac version number, update project for latest Xcode
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2008-12-27 09:19:19 +00:00 |
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kreatordxx
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765ac4ecfe
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Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
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2008-12-21 08:59:17 +00:00 |
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kreatordxx
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777f76aedf
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Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
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2008-12-07 12:26:43 +00:00 |
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zicodxx
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15582a707c
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Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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2008-11-26 01:24:58 +00:00 |
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zicodxx
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996748bdba
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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
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2008-11-20 18:02:42 +00:00 |
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zicodxx
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02b1872aa9
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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
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2008-11-17 23:38:43 +00:00 |
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zicodxx
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6f39ab836f
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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
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2008-11-15 20:49:54 +00:00 |
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zicodxx
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1de53497b2
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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
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2008-11-14 16:56:40 +00:00 |
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zicodxx
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8a2da79504
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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
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2008-11-09 14:31:30 +00:00 |
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zicodxx
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2004be28a8
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Only read UNICODE values from 31 to 254 to make sure we do not read any non-printable characters and prefer the keysym that way; Added left and right Command Key for MAC Keyboards
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2008-11-07 11:09:29 +00:00 |
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zicodxx
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54be20c5e1
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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
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2008-11-01 15:40:00 +00:00 |
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zicodxx
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b914c8dc2f
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Make sure that if we use UNICODE, we always take non-control type chars and - as we only want lowercase letters - convert chars if shift is pressed
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2008-11-01 02:49:29 +00:00 |
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zicodxx
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9cc62df60d
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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
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2008-10-31 16:57:36 +00:00 |
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zicodxx
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51c322d3aa
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Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args
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2008-10-28 17:04:35 +00:00 |
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zicodxx
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820961c99a
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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
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2008-10-28 13:28:10 +00:00 |
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zicodxx
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490726b4ac
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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
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2008-10-19 12:53:30 +00:00 |
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zicodxx
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6dc900f51d
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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
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2008-10-16 17:27:02 +00:00 |
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zicodxx
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43348dfa12
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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 00:18:39 +00:00 |
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zicodxx
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f108f30ffd
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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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9ecb663ed3
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Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
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2008-07-19 22:28:31 +00:00 |
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kreatordxx
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bfa9cb8843
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Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs
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2008-07-01 11:09:46 +00:00 |
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kreatordxx
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558b2399a3
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tidy up music keys, ALT-SHIFT-F9 ejects audio CDs
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2008-06-15 08:50:05 +00:00 |
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zicodxx
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8a1222c961
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Setting GameArg.SndNoSound to true if SDL_mixer init fails
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2008-06-12 08:01:00 +00:00 |
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zicodxx
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8b36f8aaac
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Small doc update; Improved SDL_mixer / Jukebox handling if no resource (sound) is available
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2008-06-05 16:30:11 +00:00 |
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zicodxx
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c61b18b576
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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
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2008-06-04 19:30:43 +00:00 |
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zicodxx
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057523af2c
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Only stop music at jukebox_stop() if MIDI jukebox_loaded - otherwise user can stop Jukebox with keys but not start it again
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2008-06-01 22:33:21 +00:00 |
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zicodxx
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3d1e2ed850
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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
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2008-06-01 12:53:03 +00:00 |
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kreatordxx
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846c9231ed
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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
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2008-05-28 10:38:30 +00:00 |
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zicodxx
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e19a1238de
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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
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2008-05-25 08:19:31 +00:00 |
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kreatordxx
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fd95b79cae
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Add audio CD support to D1X, fix associated bugs
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2008-05-24 08:59:35 +00:00 |
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