Commit graph

14 commits

Author SHA1 Message Date
zicodxx dcc964817e Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content 2011-06-01 09:59:51 +02:00
Chris Taylor 0557c8bb43 Copy lots of editor stuff from d2x-rebirth to d1x-rebirth, getting it to work on Mac OS X 2010-12-24 12:26:24 +08:00
zicodxx 2d739a2c46 Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent 2010-07-15 06:09:23 +00:00
zicodxx 2cb3bac259 Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent 2010-07-15 05:40:25 +00:00
zicodxx 9933bb81ce Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile 2010-07-13 06:35:25 +00:00
kreatordxx 70bbac21b7 Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +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
zicodxx a172315d4a Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
kreatordxx 0837b91f53 complete bigendian support, without touching network code 2008-01-13 00:58:49 +00:00
zicodxx 285da809a8 Code cleanup - old/unused/obsolete multiplayer code and more 2007-12-29 14:18:49 +00:00
md2211 d393f32eed * Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
2007-09-21 19:06:05 +00:00
zicodxx 194640c3c7 last small hack for 4D effects... still does not work correctly and never will 2006-10-14 12:43:50 +00:00
zicodxx 0c938ece10 improved 4D room detection 2006-10-11 19:09:43 +00:00
zicodxx cde0244a09 initial import 2006-03-20 16:43:15 +00:00