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
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
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
9c4408adb2
When deleting a player also delete the Multiplayer efficiency file
2010-01-29 00:35:20 +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
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
b6b9cc1546
Move the editor call out of the Function_mode loop, for later overhaul
2010-01-23 14:19:21 +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
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
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
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
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
kreatordxx
9192b5ede6
Fix some compile errors, including for the non-NETWORK build
2009-11-28 07:51:06 +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
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
kreatordxx
96d305e54c
Only list resolutions that can actually be used, using new gr_check_mode
2009-11-17 14:27:39 +00:00
kreatordxx
78d9b8f15f
Make inferno.c more similar between D1X and D2X
2009-05-31 07:20:26 +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
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
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
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
6ba4be9e2b
Changed function naming convention in netdrv and below to general Descent code convention
2009-01-26 05:01:18 +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
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
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
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
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
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
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
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
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
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
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
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
kreatordxx
3aa8f5ece7
remember the last IP address entered for UDP instead of parsing -ip_hostaddr
2008-05-16 11:39:27 +00:00