zicodxx
|
ca9c43d07f
|
Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside
|
2010-06-29 20:51:38 +00:00 |
|
zicodxx
|
a54a0a6975
|
Added UDP Netlist to join LAN games discovered/announced via broadcast
|
2010-06-29 16:41:08 +00:00 |
|
zicodxx
|
ead78aa6aa
|
Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use)
|
2010-06-29 06:47:46 +00:00 |
|
zicodxx
|
bdcf86679b
|
For playing music over SDL_mixer always use handle over PhysFS to save the path building mess; When building Jukebox path, only try to build full path if given path is actually a child of Searchpath
|
2010-06-27 14:30:12 +00:00 |
|
zicodxx
|
7849947519
|
When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly
|
2010-06-27 11:28:26 +00:00 |
|
zicodxx
|
c33a8e49a3
|
rev1134 revisited: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch
|
2010-06-24 17:17:28 +00:00 |
|
zicodxx
|
6a81273645
|
When inregulary exiting a level by warp cheat, set canvas to NULL so cockpit canvas will not apply furthermore
|
2010-06-24 14:00:01 +00:00 |
|
zicodxx
|
5a8ff256ae
|
Added function to list valid resolutions and build resolutions menu dynamically with the resulting list
|
2010-06-24 09:29:11 +00:00 |
|
zicodxx
|
16b0092af7
|
main/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type
|
2010-06-23 13:39:52 +00:00 |
|
zicodxx
|
d79cc8bcbf
|
If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again
|
2010-06-23 12:57:28 +00:00 |
|
zicodxx
|
171386bc24
|
Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist
|
2010-06-23 11:44:12 +00:00 |
|
zicodxx
|
c935ecfa99
|
Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly
|
2010-06-21 21:43:10 +00:00 |
|
zicodxx
|
c02ca51f4e
|
For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption
|
2010-06-20 20:32:30 +00:00 |
|
zicodxx
|
950b4c9ada
|
Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played
|
2010-06-19 17:03:51 +00:00 |
|
zicodxx
|
a56e56f034
|
Show movies in correct aspect; Added mipmap generation to movie texture if Texture filtering enabled - can also be disabled seperately
|
2010-06-19 16:42:07 +00:00 |
|
zicodxx
|
da0d7c1f61
|
For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect
|
2010-06-19 16:24:34 +00:00 |
|
zicodxx
|
7fd13388fb
|
emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped
|
2010-06-18 08:22:45 +00:00 |
|
zicodxx
|
221076a3f5
|
Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub cancas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps
|
2010-06-18 07:31:06 +00:00 |
|
zicodxx
|
992f66f04c
|
If picking up one missile out of a four-pack, use singular description instead of plural
|
2010-06-17 09:45:05 +00:00 |
|
zicodxx
|
a01ae0f445
|
Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!
|
2010-06-15 18:27:10 +00:00 |
|
zicodxx
|
2ba931acca
|
Fixing typo in Netgame help screen
|
2010-06-15 17:20:37 +00:00 |
|
zicodxx
|
ee53409d18
|
Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
|
2010-06-15 16:24:56 +00:00 |
|
zicodxx
|
cac223991f
|
Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
|
2010-06-14 21:59:41 +00:00 |
|
zicodxx
|
9877d658f3
|
Process -nomusic argument again
|
2010-06-14 17:55:25 +00:00 |
|
zicodxx
|
95e699130c
|
rev1112 contd: Killed juggling around with adding Jukebox paths - must always be removed correctly if Jukebox loading fails
|
2010-06-14 15:32:55 +00:00 |
|
zicodxx
|
321115f8f3
|
Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal
|
2010-06-14 15:17:03 +00:00 |
|
zicodxx
|
3a839c5b31
|
Use strrchr instead of strchr for music filename extension in case there are dots in the filename
|
2010-06-14 10:43:30 +00:00 |
|
zicodxx
|
b39c297762
|
Small fix and improvement for Jukebox path detection
|
2010-06-14 10:33:36 +00:00 |
|
zicodxx
|
cc12616895
|
Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions
|
2010-06-14 08:13:16 +00:00 |
|
kreatordxx
|
f1fb7c4ac0
|
Comment out redundant calls to event_poll, fixing rapid bomb dropping bug (and probably others)
|
2010-05-03 10:47:10 +00:00 |
|
kreatordxx
|
8f324ded75
|
Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0
|
2010-05-03 08:44:46 +00:00 |
|
kreatordxx
|
58ef7993a5
|
Properly specify number of items for do_options_menu, so the options menu actually shows
|
2010-05-03 08:22:50 +00:00 |
|
kreatordxx
|
6cc629dc6a
|
Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game
|
2010-04-05 13:48:23 +00:00 |
|
kreatordxx
|
66bad6378f
|
Actually play endgame music when game is finished, play briefing music instead of hum if appropriate
|
2010-04-05 11:54:23 +00:00 |
|
kreatordxx
|
046ef88c77
|
Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
|
2010-04-04 09:41:53 +00:00 |
|
kreatordxx
|
493b07e3da
|
Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box
|
2010-04-04 01:31:48 +00:00 |
|
kreatordxx
|
5c0cdfe2d6
|
Move copyright drawing to main menu's event handler for tidiness
|
2010-04-03 10:16:53 +00:00 |
|
kreatordxx
|
33545ae73f
|
Remove calls to nm_draw_background1 to show newmenus stacked
|
2010-04-03 09:10:20 +00:00 |
|
kreatordxx
|
c430dd214e
|
Make main menu persist to streamline redrawing (later)
|
2010-04-03 08:35:56 +00:00 |
|
kreatordxx
|
0c8c99fd13
|
Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
|
2010-04-03 07:24:50 +00:00 |
|
kreatordxx
|
beb39df2d4
|
Keep demo selector just after playing one, for convenience
|
2010-04-02 05:24:47 +00:00 |
|
kreatordxx
|
dae5968170
|
Add a default event handler for screenshots, entering debugger, Redbook repeating etc
|
2010-04-02 05:01:08 +00:00 |
|
kreatordxx
|
df6882b499
|
Hide the game window so the exit movie has a black background
|
2010-03-31 09:52:38 +00:00 |
|
kreatordxx
|
4b4c906a3f
|
Fix bug introduced in last commit where the player can't escape from the death sequence (whoops)
|
2010-03-31 09:38:25 +00:00 |
|
kreatordxx
|
00450cfc32
|
Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
|
2010-03-31 09:18:28 +00:00 |
|
kreatordxx
|
068d11b745
|
Make gamecntl.c more similar between D1X and D2X
|
2010-03-31 06:19:37 +00:00 |
|
kreatordxx
|
d94176ffd8
|
Don't reshow the mission menu after playing a level intro movie
|
2010-03-30 03:47:51 +00:00 |
|
kreatordxx
|
1f62f35477
|
D1X: Fix black and white swapping when viewing robots in briefings using Mac data; D2X: For Descent 1 briefings, only change the palette to groupa.256 for brief03.pcx - the robot screen. Improves palette use for sdl build
|
2010-03-30 03:37:29 +00:00 |
|
zicodxx
|
6c77dd5ecd
|
For casting light from Player-object, smooth out thrust to prevent flickering on high FPS
|
2010-03-28 09:53:12 +00:00 |
|
kreatordxx
|
3eda191002
|
Check menus[0], not menus[i] in hide_menus - fixing possible crash
|
2010-03-27 08:00:53 +00:00 |
|
kreatordxx
|
e57602f117
|
Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
|
2010-03-27 04:30:59 +00:00 |
|
kreatordxx
|
8ca12ad562
|
Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
|
2010-03-27 03:24:14 +00:00 |
|
kreatordxx
|
94e8a83bb4
|
Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
|
2010-03-27 02:54:41 +00:00 |
|
zicodxx
|
9d2a7773c8
|
Fixing uninitialized angles for robots in briefings
|
2010-03-26 21:27:55 +00:00 |
|
zicodxx
|
2563d73389
|
Ignore case-sensitivity for cfile_init/close/size and PHYSFSX_openReadBuffered; Give error message if default sound file cannot be opened so user knows what's going on
|
2010-03-26 21:17:56 +00:00 |
|
kreatordxx
|
95d7c4491d
|
Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1
|
2010-03-26 14:05:40 +00:00 |
|
zicodxx
|
19ad0ace53
|
In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head
|
2010-03-25 23:37:19 +00:00 |
|
kreatordxx
|
73ba0a078f
|
Make sure got_z is not reset to 0 for Descent 1 missions - fixing crash, also make sure briefing hum is not played through more than one channel
|
2010-03-25 03:08:01 +00:00 |
|
kreatordxx
|
dec98a025e
|
Only show briefing background if we have one, fixing arithmetic crash with SDL Video build
|
2010-03-24 13:59:42 +00:00 |
|
kreatordxx
|
037bbd8786
|
Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing
|
2010-03-24 07:26:52 +00:00 |
|
kreatordxx
|
40c735e20e
|
Fix error introduced with credits, make title screen a window. Only the editor left now...
|
2010-03-22 04:44:35 +00:00 |
|
kreatordxx
|
247943fa11
|
Make credits screen a window
|
2010-03-22 03:31:02 +00:00 |
|
kreatordxx
|
98aa279527
|
Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen
|
2010-03-21 02:20:07 +00:00 |
|
kreatordxx
|
d9262cb4b6
|
Hide game window between levels, fixing bug where many textures are loaded with the wrong palette when advancing to the next multiplayer level
|
2010-03-21 00:54:56 +00:00 |
|
kreatordxx
|
6ca05c2dce
|
Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
|
2010-03-20 13:21:53 +00:00 |
|
kreatordxx
|
7b478e9853
|
Make all listboxes fall back to main event loop for flexibility
|
2010-03-18 07:02:38 +00:00 |
|
kreatordxx
|
0fe66266fc
|
Make briefing into a window, allowing more flexibility with other windows and tidying code up
|
2010-03-18 04:31:47 +00:00 |
|
kreatordxx
|
310b265e3f
|
Show intro movie properly when idle in main menu, including subtitles if on
|
2010-03-18 02:49:02 +00:00 |
|
kreatordxx
|
9e6815c51b
|
Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip
|
2010-03-17 09:44:19 +00:00 |
|
kreatordxx
|
59a10f14d6
|
Fix memory error for listbox when clicking in the region where there are no items
|
2010-03-14 01:54:34 +00:00 |
|
kreatordxx
|
3b91da551b
|
Put most local variables in show_briefing in 'briefing' struct, to make briefing a window in future
|
2010-03-10 08:43:47 +00:00 |
|
kreatordxx
|
62e4bd1f6c
|
Put parameters in functions from do_briefing_screens to show_briefing in 'briefing' struct, to make briefing a window in future
|
2010-03-09 04:59:14 +00:00 |
|
kreatordxx
|
866fe8e387
|
Change audio buffer size back to 1024 for Mac only - fixing crackly music
|
2010-03-09 03:08:00 +00:00 |
|
kreatordxx
|
a29874493f
|
Put briefing globals in 'briefing' struct, pass this by parameter
|
2010-03-09 02:41:34 +00:00 |
|
zicodxx
|
bade5d93d9
|
Init variables/strings at the beginning of load_mission() to prevent errors if demo content is used
|
2010-03-04 17:19:47 +00:00 |
|
zicodxx
|
ef445e0b0e
|
Adding scons to depends-list for Debian packaging
|
2010-03-04 14:52:53 +00:00 |
|
zicodxx
|
a3e499c141
|
Changed default Audio-buffer size to 2048 bytes. Should prevent crackly playback on some systems
|
2010-03-03 21:27:48 +00:00 |
|
kreatordxx
|
2b90001487
|
Make titles.c more similar between D1X and D2X
|
2010-03-01 07:27:51 +00:00 |
|
kreatordxx
|
5163fd97d6
|
No more crashing if an invalid Jukebox path is entered - default to MIDI
|
2010-02-27 13:05:34 +00:00 |
|
kreatordxx
|
dce43a654d
|
Actually change to MIDI if Jukebox was selected
|
2010-02-27 12:50:30 +00:00 |
|
kreatordxx
|
746832e8ab
|
Handle all user input in callback for sounds menu, being more judicious about when to restart the music. Also make the jukebox path input a NM_TYPE_INPUT_MENU, allowing the user to abort changes
|
2010-02-26 08:42:44 +00:00 |
|
zicodxx
|
504bf67445
|
Resetting menu->mouse_state after changing a key in kconfig so you will not accidentially activate a new field when left mouse button is assigned
|
2010-02-25 15:20:01 +00:00 |
|
kreatordxx
|
1f479a756c
|
Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example
|
2010-02-25 08:00:15 +00:00 |
|
kreatordxx
|
726bd6ee20
|
Move call to callback outside of loop in key_handler, now deleting a second demo using CTRL-D actually works
|
2010-02-25 04:27:15 +00:00 |
|
kreatordxx
|
d1254c8222
|
Put fast save back, using Alt-F1 instead of F6
|
2010-02-25 03:08:10 +00:00 |
|
zicodxx
|
76b4afea52
|
Due to the change of GameCfg.ControlType, Mouselook was broken - fixed
|
2010-02-23 23:23:21 +00:00 |
|
zicodxx
|
496e26a45f
|
Updated docs and hopefully made them more user-friendly
|
2010-02-23 19:58:19 +00:00 |
|
zicodxx
|
7816fa03ab
|
Adding a Failsafe to Songs-reading so it will not accidentially read over current Array-boundaries
|
2010-02-23 16:05:11 +00:00 |
|
zicodxx
|
7e83a3532e
|
Add to help how to send a message to a specific player in Multiplayer; Removed NoBombs command as this is covered by the weapons selection in Multiplayer game creation
|
2010-02-23 15:22:28 +00:00 |
|
zicodxx
|
64af50c05a
|
Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS
|
2010-02-23 15:05:50 +00:00 |
|
zicodxx
|
b9422063ab
|
Removing svnmicro as micro numbering option since SVN-revisions will not really represent logical numbering; Some cleaning for libs usage; Small cleanup
|
2010-02-23 01:21:55 +00:00 |
|
zicodxx
|
62455c2a9b
|
Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays
|
2010-02-21 01:25:27 +00:00 |
|
zicodxx
|
2f9916c46b
|
Making reading of descent.sng a bit more flexible; Not dynamically allocated, yet, since missions are not as well
|
2010-02-19 15:30:57 +00:00 |
|
zicodxx
|
9ac473335f
|
The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly
|
2010-02-19 00:24:32 +00:00 |
|
zicodxx
|
7a174eec94
|
Added another bunch of macros to fix sound initialisation for Movies when program is compiled without SDL_mixer
|
2010-02-15 17:53:47 +00:00 |
|
zicodxx
|
5afebdf580
|
Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14)
|
2010-02-14 18:48:02 +00:00 |
|
zicodxx
|
66dfa869b1
|
Write gamelog.txt buffered so it will not stress the medium it's saved on
|
2010-02-08 14:28:12 +00:00 |
|
zicodxx
|
6ecba78025
|
Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
|
2010-02-08 13:24:42 +00:00 |
|
kreatordxx
|
f687fc9bd0
|
Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scores
|
2010-02-08 06:08:55 +00:00 |
|
kreatordxx
|
13c192eb3f
|
Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning
|
2010-02-08 05:34:43 +00:00 |
|
kreatordxx
|
8a4602a3f6
|
Split select_filename into [existing] RegisterPlayer and select_demo for better clarity
|
2010-02-07 12:10:52 +00:00 |
|
kreatordxx
|
210ea6ad5f
|
Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
|
2010-02-07 07:28:49 +00:00 |
|
kreatordxx
|
ff1c8547f3
|
Make the scores menu into a window
|
2010-02-07 06:00:10 +00:00 |
|
kreatordxx
|
afa0d75fb6
|
Create the main event loop and use it for the game and main menu
|
2010-02-07 04:34:21 +00:00 |
|
kreatordxx
|
f8dd214654
|
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
|
55a6e7f97e
|
Set the correct scroll position for the listbox when it's shown
|
2010-02-06 01:41:38 +00:00 |
|
kreatordxx
|
f730b25932
|
Reset last_palette_loaded in nm_draw_background1 as before, it's needed for using the right palette when advancing a level
|
2010-02-06 01:19:40 +00:00 |
|
zicodxx
|
32259f33a3
|
In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
|
2010-02-05 18:49:24 +00:00 |
|
kreatordxx
|
5adb2fb3fb
|
Send EVENT_WINDOW_DEACTIVATE before EVENT_WINDOW_ACTIVATE, ensuring cursor remains shown when appropriate
|
2010-02-05 14:05:57 +00:00 |
|
kreatordxx
|
35f0aa14f7
|
No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo
|
2010-02-05 08:53:20 +00:00 |
|
kreatordxx
|
9d7bce257c
|
Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls
|
2010-02-05 02:31:36 +00:00 |
|
kreatordxx
|
98d5b76928
|
Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
|
2010-02-02 07:52:03 +00:00 |
|
kreatordxx
|
0f6def2613
|
Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is there
|
2010-02-02 05:51:32 +00:00 |
|
kreatordxx
|
eb92f445ca
|
Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
|
2010-02-02 03:38:29 +00:00 |
|
kreatordxx
|
35584d725b
|
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
|
90e4b4ed95
|
Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables
|
2010-01-31 21:51:59 +00:00 |
|
kreatordxx
|
ff04fd682e
|
Fix crashing when doing menus in multiplayer, don't let player move when in automap
|
2010-01-31 07:45:26 +00:00 |
|
kreatordxx
|
dab9a9f5a6
|
Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively
|
2010-01-31 04:30:48 +00:00 |
|
zicodxx
|
6cbf0ca110
|
Fixed two memory errors inside menu GUI
|
2010-01-30 22:49:43 +00:00 |
|
kreatordxx
|
5ac8cf2b2d
|
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
|
e46606821f
|
Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
|
2010-01-29 21:53:17 +00:00 |
|
kreatordxx
|
b2db38be4c
|
Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quickly
|
2010-01-29 06:36:39 +00:00 |
|
kreatordxx
|
f83741d89f
|
For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call
|
2010-01-29 03:36:44 +00:00 |
|
zicodxx
|
1e6251a6ee
|
Resetting DemoDoLeft/Right correctly at start of each demo
|
2010-01-29 00:30:54 +00:00 |
|
zicodxx
|
61e67d9fe9
|
Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw up
|
2010-01-28 15:26:27 +00:00 |
|
kreatordxx
|
5d3ea4051f
|
Allow user to abort close, for whatever reason (helps with my next commit)
|
2010-01-28 04:53:56 +00:00 |
|
kreatordxx
|
f6c32d7518
|
Tidy up newmenu_show/hide_cursor calls
|
2010-01-28 04:24:25 +00:00 |
|
kreatordxx
|
3f90a9cb41
|
Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
|
2010-01-28 03:27:49 +00:00 |
|
zicodxx
|
27b9a8c2a2
|
Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Last but not least, record wall tmaps in D1X-Rebirth so opened/blasted doors will be shown correctly if opened/blasted before recording; Everything done without breaking the Demo format
|
2010-01-28 01:08:36 +00:00 |
|
zicodxx
|
3d9791ca69
|
Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes
|
2010-01-28 00:04:29 +00:00 |
|
kreatordxx
|
71c656200b
|
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
|
3a116769be
|
Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
|
2010-01-27 04:30:31 +00:00 |
|
zicodxx
|
422c745cfa
|
Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter
|
2010-01-26 12:04:50 +00:00 |
|
zicodxx
|
2a6c9d0dbd
|
Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges(); Fixed cockpit switches for Guided missile when Player is in Rear-View - the original code never considered that
|
2010-01-24 17:38:13 +00:00 |
|
kreatordxx
|
b552ba900d
|
Move the editor call out of the Function_mode loop, for later overhaul
|
2010-01-23 14:19:21 +00:00 |
|
zicodxx
|
5eaf164d72
|
Removed the new Demo Interpolating code and added the improvements to the old one
|
2010-01-20 23:28:35 +00:00 |
|
kreatordxx
|
62a9214bc3
|
Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to, fix compiling error
|
2010-01-20 11:04:09 +00:00 |
|
kreatordxx
|
c50b954c00
|
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
|
fc84dd37b2
|
Make net_ipx_show_game_rules and net_udp_show_game_rules into windows
|
2010-01-19 14:53:06 +00:00 |
|
kreatordxx
|
69305fb7f2
|
Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change
|
2010-01-18 05:53:13 +00:00 |
|
kreatordxx
|
fc32bff5bc
|
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
|
3d41df6447
|
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
|
c6cbb6b9f8
|
Make pause box a window
|
2010-01-09 09:19:26 +00:00 |
|
kreatordxx
|
d7d5a8cd20
|
Make escort menu a window, now the game is drawn behind it
|
2010-01-09 01:56:38 +00:00 |
|
kreatordxx
|
624ae0b6d0
|
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
|
b6452e75b7
|
Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
|
2010-01-07 14:49:07 +00:00 |
|
zicodxx
|
7653e8ee12
|
New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly)
|
2010-01-07 00:01:36 +00:00 |
|
kreatordxx
|
2505f63f2b
|
Put most of the remaining globals in automap.c in the 'automap' struct
|
2009-12-27 12:27:44 +00:00 |
|
kreatordxx
|
f0fa1c81d9
|
Make listboxes into windows
|
2009-12-27 05:00:45 +00:00 |
|
kreatordxx
|
b835361586
|
Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
|
2009-12-26 01:08:57 +00:00 |
|
kreatordxx
|
dcc375c5dd
|
Make sure the Game_wind only gets freed once when escaping demo playback
|
2009-12-14 13:27:05 +00:00 |
|
kreatordxx
|
55f2419a09
|
Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
|
2009-12-12 11:34:32 +00:00 |
|
zicodxx
|
a87ae8a672
|
Fixing possible string overflow while using KALI_PROCESS_NAME
|
2009-12-11 10:13:27 +00:00 |
|
kreatordxx
|
19806aa7ec
|
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
|
7449e5bac7
|
Removing old use of variable already_showing_info which was removed from newmenu code
|
2009-12-07 14:58:59 +00:00 |
|
kreatordxx
|
992648620c
|
Make newmenu.c nearly identical between D1X and D2X
|
2009-12-05 09:48:18 +00:00 |
|
kreatordxx
|
8f9d869452
|
Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
|
2009-12-02 13:49:54 +00:00 |
|
zicodxx
|
c72e86eeff
|
Renaming FSCALE to FIXSCALE preventing possible naming conflicts
|
2009-12-01 16:45:40 +00:00 |
|
zicodxx
|
4a6b3f2b8b
|
Squishing string-related bugs in Bomb display and Weapon reordering
|
2009-12-01 14:50:09 +00:00 |
|
zicodxx
|
f782692332
|
Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode
|
2009-11-30 22:42:55 +00:00 |
|
zicodxx
|
621844e3f3
|
Draw Endlevel sequence with correct DepthFunc
|
2009-11-30 19:11:46 +00:00 |
|
zicodxx
|
01972042d6
|
Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953
|
2009-11-30 14:59:37 +00:00 |
|
kreatordxx
|
230989108a
|
Update to not compile redundant net_ipx.c for Mac OS X
|
2009-11-30 13:04:58 +00:00 |
|
zicodxx
|
62b75469dd
|
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
|
63147eda7d
|
Make Mac version numbers consistent, Xcode build settings tidy up
|
2009-11-29 06:02:45 +00:00 |
|
zicodxx
|
6b6b66af0c
|
Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering
|
2009-11-28 20:57:57 +00:00 |
|
zicodxx
|
0d4a53766e
|
Again making the joining safer
|
2009-11-25 00:26:26 +00:00 |
|
zicodxx
|
53c19912fa
|
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
|
1ec38c1503
|
Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymore
|
2009-11-24 15:20:09 +00:00 |
|
zicodxx
|
34019d6414
|
Remove the IP check when processing game info or version deny as the IP might be translated (IPv6 especially)
|
2009-11-24 12:12:15 +00:00 |
|
zicodxx
|
febe5d124d
|
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
|
57c71476fc
|
Only list resolutions that can actually be used, using new gr_check_mode
|
2009-11-17 14:27:39 +00:00 |
|
kreatordxx
|
00347f0bcb
|
Add endian converter for demos, read shareware demos, various bugfixes to demo system
|
2009-11-15 08:22:08 +00:00 |
|
kreatordxx
|
4a00fdf805
|
Read big endian savegames on little endian computers and vice versa
|
2009-10-05 02:51:37 +00:00 |
|
kreatordxx
|
64ff080a66
|
Fix compile error with ai_restore_state and include necessary ogl_init.h in state.c (whoops)
|
2009-09-11 05:15:53 +00:00 |
|
kreatordxx
|
f9e89df131
|
Make state.c more similar between D1X and D2X
|
2009-08-22 07:21:19 +00:00 |
|
kreatordxx
|
ceb4ff38fc
|
Make the game screen into a \'window\', handling events through event_process
|
2009-08-10 10:47:17 +00:00 |
|
kreatordxx
|
dd8f679724
|
Make game.c more similar between D1X and D2X, making related changes to other files (\!)
|
2009-07-01 11:35:33 +00:00 |
|
kreatordxx
|
532bdc3a2f
|
Make inferno.c more similar between D1X and D2X
|
2009-05-31 07:20:26 +00:00 |
|
kreatordxx
|
692a8ffa1e
|
Add include directives for last commit (whoops)
|
2009-05-22 10:53:14 +00:00 |
|
kreatordxx
|
a1c9e3986e
|
Add new window system, not used yet
|
2009-05-21 12:16:39 +00:00 |
|
kreatordxx
|
67fa9e0e49
|
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
|
bed89343af
|
Make some files more similar between D1X and D2X
|
2009-05-03 12:31:30 +00:00 |
|
kreatordxx
|
19eacfa87f
|
Make sure HoardEquipped returns 1 if hoard.ham is in the Data folder, hence properly allowing hoard.ham to be in the Data folder
|
2009-05-03 12:14:16 +00:00 |
|
kreatordxx
|
bf512bb9ec
|
Remove redundant conf.h directives
|
2009-04-30 13:01:31 +00:00 |
|
kreatordxx
|
5d93e80473
|
Disable network support for Mac OS X for now
|
2009-04-30 12:30:14 +00:00 |
|
zicodxx
|
fb112d7dfb
|
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
|
b3bf4813df
|
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
|
8da36f8873
|
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
|
b537639fac
|
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
|
ec28629cc3
|
Small positional correction for homing-warning bitmap
|
2009-02-23 10:21:25 +00:00 |
|
zicodxx
|
984e0c053f
|
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
|
6d018dc5fc
|
Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object
|
2009-02-22 10:53:10 +00:00 |
|
zicodxx
|
03db82be7d
|
Made Max_used_objects an absolute defined value; Made num_objects globally available; Restricted Weapon drops to MAX_USED_OBJECTS; When dropping Secondary weapon, drop 4-pack if possible
|
2009-02-17 11:34:16 +00:00 |
|
zicodxx
|
084295bf96
|
Made connect-state handling in kmatrix flow even more failsafe
|
2009-02-15 19:12:16 +00:00 |
|
zicodxx
|
80084bb032
|
Added list to keep trace of received PDATA packets so receiver won't interpret them several times
|
2009-02-15 19:03:57 +00:00 |
|
zicodxx
|
1ec572c7d1
|
When creating new player, make sure string is long enough for use with players dir
|
2009-02-09 10:59:59 +00:00 |
|
zicodxx
|
487fed2fbd
|
Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
|
2009-02-09 10:52:42 +00:00 |
|
zicodxx
|
256a60b1ce
|
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
|
33e2375db3
|
Fixed connect-state mess in order of kmatrix flow
|
2009-02-08 12:49:27 +00:00 |
|
zicodxx
|
eea393c935
|
Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
|
2009-02-06 09:40:00 +00:00 |
|
zicodxx
|
8d5657b472
|
Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
|
2009-02-03 10:56:22 +00:00 |
|
zicodxx
|
98fe14c6d8
|
Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
|
2009-02-02 09:02:29 +00:00 |
|
zicodxx
|
8e7fe53610
|
Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera
|
2009-02-02 08:49:58 +00:00 |
|
zicodxx
|
4d59723cc2
|
Added Packet-loss prevention code for Netgames
|
2009-01-31 23:47:15 +00:00 |
|
zicodxx
|
b8ae980f86
|
New level render order for better seperation and blending between transculent level geometry and sprites
|
2009-01-30 11:50:25 +00:00 |
|
kreatordxx
|
3995cb9d05
|
Update version to 0.55.1 for Mac
|
2009-01-26 05:41:45 +00:00 |
|
zicodxx
|
3217f39990
|
Changed function naming convention in netdrv and below to general Descent code convention
|
2009-01-26 05:01:18 +00:00 |
|
zicodxx
|
7b48d47be4
|
Removed some old code to smooth FrameTime we don't need anymore
|
2009-01-24 22:44:57 +00:00 |
|
zicodxx
|
3531adace7
|
New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all
|
2009-01-22 12:30:32 +00:00 |
|
zicodxx
|
265ff9ed28
|
Took out old missile tracking code to be selectable over command-line to preserve consistency
|
2009-01-17 11:11:07 +00:00 |
|
zicodxx
|
4f535cff23
|
Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
|
2009-01-17 11:02:59 +00:00 |
|
zicodxx
|
85f46e5862
|
Error handling while dumping TGA file - (partially) Patch by v66r
|
2009-01-16 00:12:04 +00:00 |
|
zicodxx
|
ac3f773883
|
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
|
6f7e70bb82
|
Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup
|
2009-01-15 20:55:35 +00:00 |
|
zicodxx
|
3fc96bf046
|
Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
|
2009-01-15 01:03:26 +00:00 |
|
zicodxx
|
fb939d8abb
|
Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
|
2009-01-15 01:00:19 +00:00 |
|
zicodxx
|
e0a87df7ee
|
Added some randomness to collision sound delays and synced robot-player collision sprites to same steps
|
2009-01-13 16:53:10 +00:00 |
|
kreatordxx
|
26a648365c
|
Use a 2D array to allow playing of songs by track number in future
|
2009-01-13 12:39:03 +00:00 |
|
zicodxx
|
8c4d0f62df
|
Adjusted D1 Lifter collision damage according to D2 to scale with FPS as Melee combats can happen in every frame; Actually set velocity from movement when colliding with objects
|
2009-01-13 01:19:19 +00:00 |
|
zicodxx
|
680a1527a7
|
Fixed condition for protocol version checking when joining a game - must be allowed for both original and D2X version
|
2009-01-08 01:20:05 +00:00 |
|
md2211
|
f176bd23da
|
Debian packaging scripts
|
2008-12-30 22:14:06 +00:00 |
|
kreatordxx
|
30f05a912f
|
Increment Mac version number, update project for latest Xcode
|
2008-12-27 09:19:19 +00:00 |
|
kiplingw
|
3420d76931
|
Fixed: Segfault via buffer overflow when attempting to start or join a UDP/IP netgame in both d1x-rebirth and d2x-rebirth. Reproduceable on my box only in release mode and not debug...
|
2008-12-27 04:23:56 +00:00 |
|
kreatordxx
|
3d10deeb20
|
Make Redbook the default for Mac, because MIDI is buggy
|
2008-12-23 10:05:23 +00:00 |
|
kreatordxx
|
765ac4ecfe
|
Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
|
2008-12-21 08:59:17 +00:00 |
|
kreatordxx
|
45801a75d8
|
Fix Mac OS 9 compile issues, update Xcode project
|
2008-12-21 08:54:03 +00:00 |
|
zicodxx
|
4bf841f3c9
|
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
|
85f7a49177
|
Added /KillReactor command to blow up the reactor in Multiplayer games
|
2008-12-12 15:53:13 +00:00 |
|
zicodxx
|
7ebffe4dc7
|
Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
|
2008-12-12 02:05:30 +00:00 |
|
zicodxx
|
e2834e4efb
|
Implemented MULTI_D2X_PROTO by using D2X-IVER for strict Version-checking in UDP/IP
|
2008-12-08 15:46:45 +00:00 |
|
kreatordxx
|
777f76aedf
|
Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
|
2008-12-07 12:26:43 +00:00 |
|
zicodxx
|
0e164e20b9
|
Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes
|
2008-12-01 09:31:21 +00:00 |
|
zicodxx
|
308ea4e888
|
Fixed the Birthday Bug: Correctly re-compute static_light when restoring a game - finally
|
2008-11-29 11:17:20 +00:00 |
|
zicodxx
|
15582a707c
|
Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
|
2008-11-26 01:24:58 +00:00 |
|
zicodxx
|
4974579254
|
Fixed logical code flow error when player dies in a secret level entered after base level destroyed which is also the last level
|
2008-11-26 01:19:26 +00:00 |
|
zicodxx
|
77b534035f
|
Took out the disable_new_fvi-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this.
|
2008-11-22 00:43:59 +00:00 |
|
zicodxx
|
76d59ae9d3
|
Completly forgot to make mouse axis values static so they can be used in intervals - shame on me
|
2008-11-21 23:59:22 +00:00 |
|
zicodxx
|
606eb97467
|
Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations)
|
2008-11-21 16:09:41 +00:00 |
|
zicodxx
|
ee5dff5c41
|
Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammo
|
2008-11-21 00:12:41 +00:00 |
|
zicodxx
|
996748bdba
|
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
|
2008-11-20 18:02:42 +00:00 |
|
zicodxx
|
74fd36d2f9
|
Corrected a small logical mistake in Shareware-HAM recognition
|
2008-11-20 12:29:48 +00:00 |
|
zicodxx
|
c705433bec
|
When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow
|
2008-11-20 02:09:01 +00:00 |
|
zicodxx
|
33490e497e
|
Do a songs_init() each time a song is played and try to read a new descent.sng - supporting descent.sng files in hog archives
|
2008-11-19 15:52:07 +00:00 |
|
zicodxx
|
7d9e7d9bfc
|
Actually demand ANY valid key to abort the Death sequence
|
2008-11-19 12:34:50 +00:00 |
|
zicodxx
|
8cc3cad3b0
|
Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
|
2008-11-18 14:43:30 +00:00 |
|
zicodxx
|
1cdf95ed2f
|
Fixed Cheats
|
2008-11-18 14:34:52 +00:00 |
|
zicodxx
|
02b1872aa9
|
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
|
2008-11-17 23:38:43 +00:00 |
|
zicodxx
|
02e7490c63
|
When printing Gamelog, make sure canvas is NULL
|
2008-11-17 23:28:59 +00:00 |
|
zicodxx
|
6f39ab836f
|
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
|
2008-11-15 20:49:54 +00:00 |
|
zicodxx
|
1de53497b2
|
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
|
2008-11-14 16:56:40 +00:00 |
|
zicodxx
|
30f85fd3f9
|
When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading
|
2008-11-10 00:17:03 +00:00 |
|
zicodxx
|
7d96dea2a5
|
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
|
3bf0eff09b
|
Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision
|
2008-11-09 14:46:31 +00:00 |
|
zicodxx
|
8a2da79504
|
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
|
2004be28a8
|
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
|
2008-11-07 11:09:29 +00:00 |
|
zicodxx
|
21e59bca6f
|
Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen
|
2008-11-03 11:39:56 +00:00 |
|
zicodxx
|
61dfe70f5c
|
Fixed Typo
|
2008-11-03 11:36:16 +00:00 |
|
zicodxx
|
54be20c5e1
|
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
|
2008-11-01 15:40:00 +00:00 |
|
zicodxx
|
b914c8dc2f
|
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
|
2008-11-01 02:49:29 +00:00 |
|
zicodxx
|
b174709a1b
|
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
|
debb9d7159
|
Make glLinewidth depend on screen height, not width (for Widescreen monitors) (commit came with last revision, sorry)
|
2008-10-31 16:58:44 +00:00 |
|
zicodxx
|
9cc62df60d
|
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
|
2008-10-31 16:57:36 +00:00 |
|
kreatordxx
|
76ddc8559d
|
Allow hires Mac demo graphics, fix endian issue with reading GameBitmapXlat (fixing crash on PowerPC Macs using PC demo), put a return on the end of an error message
|
2008-10-31 13:09:30 +00:00 |
|
zicodxx
|
23a2d3f9dc
|
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
|
218e73b50f
|
Show debug help screen options in release build as well as some might be actually useful for players
|
2008-10-30 10:45:13 +00:00 |
|
zicodxx
|
8bd64b367d
|
Docs update: Infos about Jukebox over SDL_mixer, SDL_mixer is not experimental anymore, yet another .de->.com change
|
2008-10-29 23:29:46 +00:00 |
|
zicodxx
|
3522661758
|
Cast LINE_SPACING to integer for menu Scrollbox usages - fixing scrolling issues with non-integer-scaled font sizes
|
2008-10-29 11:50:15 +00:00 |
|
zicodxx
|
b95db9b579
|
Yet another check for collide sounds as FixedStep is not necessarily true if the actual collision happens
|
2008-10-29 11:04:45 +00:00 |
|
zicodxx
|
beb2ab07ef
|
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
|
52ed53f829
|
Revisited Kip's non-Tracker changes and implemented to D2X: Prettier SConstruct output, Forgotten newlines at end of files, Improvement in dl_list code, Revamped menu GUI defines; I am NOT HAPPY I have to do these changes seperately
|
2008-10-28 17:58:54 +00:00 |
|
zicodxx
|
51c322d3aa
|
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
|
a471aa0f2f
|
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
|
820961c99a
|
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
|
2008-10-28 13:28:10 +00:00 |
|
zicodxx
|
21efb60807
|
Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry
|
2008-10-23 09:17:54 +00:00 |
|
zicodxx
|
804e26d96f
|
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 |
|
kreatordxx
|
3a9ee43dcd
|
Fix some gcc 4.0 warnings (-wall flag)
|
2008-10-21 11:38:03 +00:00 |
|
zicodxx
|
640aad4541
|
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
|
fcc853ffe8
|
resolution 1440x960 to 1440x900 - typo
|
2008-10-20 11:11:56 +00:00 |
|
zicodxx
|
490726b4ac
|
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
|
6dc900f51d
|
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
|
8637e3ff01
|
Update object segment after object position interpolation. This is always done in DEBUG, but not in RELEASE, where further movement would break at segment check
|
2008-10-01 11:53:27 +00:00 |
|
zicodxx
|
f108f30ffd
|
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
|
2008-09-30 00:07:07 +00:00 |
|
kreatordxx
|
e3ee0c2c19
|
Make network endian code more consistent between DXX's, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro
|
2008-07-26 06:14:31 +00:00 |
|
zicodxx
|
9ecb663ed3
|
Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
|
2008-07-19 22:28:31 +00:00 |
|
kreatordxx
|
1e0aa51ac1
|
No using chdir for Mac OS 9 - it doesn't have it
|
2008-07-01 11:22:36 +00:00 |
|
kreatordxx
|
4def3501ef
|
Make sure the right audio CD track is played when starting a level
|
2008-07-01 11:18:37 +00:00 |
|
kreatordxx
|
adffb1065b
|
Add snprintf for Mac OS 9
|
2008-07-01 11:15:52 +00:00 |
|
kreatordxx
|
bfa9cb8843
|
Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs
|
2008-07-01 11:09:46 +00:00 |
|
zicodxx
|
5514c90179
|
Do not apply new bump_two_objects() when companion object colliding with controlcen due to inability of companion to find alternatives
|
2008-06-28 10:52:10 +00:00 |
|
kreatordxx
|
1b89b021d8
|
make sure it knows whether an audio CD just inserted is the official one
|
2008-06-17 13:41:29 +00:00 |
|
kreatordxx
|
0b7aa9dc0d
|
add necessary #includes for last commit (whoops)
|
2008-06-15 11:48:01 +00:00 |
|
kreatordxx
|
558b2399a3
|
tidy up music keys, ALT-SHIFT-F9 ejects audio CDs
|
2008-06-15 08:50:05 +00:00 |
|
zicodxx
|
6d35c8d91f
|
Fixed scores write (wasn't PhysFS); Fixed PLAYING_BUILTING_MISSION in D1X; Better call for DoJasonInterpolate in demo code (hopefully)
|
2008-06-14 23:29:39 +00:00 |
|
zicodxx
|
8a1222c961
|
Setting GameArg.SndNoSound to true if SDL_mixer init fails
|
2008-06-12 08:01:00 +00:00 |
|
zicodxx
|
3dd8b60118
|
Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selected
|
2008-06-11 21:18:50 +00:00 |
|
zicodxx
|
8b36f8aaac
|
Small doc update; Improved SDL_mixer / Jukebox handling if no resource (sound) is available
|
2008-06-05 16:30:11 +00:00 |
|
zicodxx
|
c61b18b576
|
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 |
|
zicodxx
|
057523af2c
|
Only stop music at jukebox_stop() if MIDI jukebox_loaded - otherwise user can stop Jukebox with keys but not start it again
|
2008-06-01 22:33:21 +00:00 |
|
kreatordxx
|
846c9231ed
|
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
|
2008-05-28 10:38:30 +00:00 |
|
zicodxx
|
e19a1238de
|
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
|
2008-05-25 08:19:31 +00:00 |
|
kreatordxx
|
fd95b79cae
|
Add audio CD support to D1X, fix associated bugs
|
2008-05-24 08:59:35 +00:00 |
|
kreatordxx
|
164e1f2350
|
give render_frame call both arguments (compiler error)
|
2008-05-24 08:56:56 +00:00 |
|
zicodxx
|
6b1ef665bf
|
Reverting screenshot stuff - error prone
|
2008-05-21 21:59:16 +00:00 |
|
zicodxx
|
dcba6e84bd
|
Added a new set of preset resolutions
|
2008-05-21 21:50:14 +00:00 |
|
zicodxx
|
f0e0d797da
|
Updated docs
|
2008-05-21 14:25:00 +00:00 |
|
zicodxx
|
264014081e
|
Make Screenshots over backbuffer; Implmented filtered mouse delta reading
|
2008-05-21 13:58:27 +00:00 |
|
zicodxx
|
8632098a9f
|
Decreasing divisor for mouse axis reading - making mouse sensitivity practically much higher
|
2008-05-19 21:58:49 +00:00 |
|
zicodxx
|
5d7dc33e0c
|
Added -nomusic ability for SDL_mixer API; Added -gl_fontfixwidth to scale fonts with fixed aspect on widescreen resolutions, scaled to height
|
2008-05-19 19:28:27 +00:00 |
|
zicodxx
|
8d6a5f125c
|
Added support for another egistered D1 HOG with different patching order... damn you PARALLAX
|
2008-05-19 12:45:33 +00:00 |
|
zicodxx
|
0afae4e25c
|
If a key combo is called which uses key of default wepaon binding, flush inputs
|
2008-05-19 11:31:15 +00:00 |
|
zicodxx
|
6f5d6fd2e2
|
Reworked keys for song changing a bit; Added Song control keys to help menu
|
2008-05-18 13:20:06 +00:00 |
|
kreatordxx
|
a7d8f850a9
|
set Jukebox as the default jukebox path, for Mac OS 9 look for dxx.ini outside the app bundle
|
2008-05-18 07:13:07 +00:00 |
|
kreatordxx
|
6ff14e726c
|
remember the last IP address entered for UDP instead of parsing -ip_hostaddr
|
2008-05-16 11:39:27 +00:00 |
|
kreatordxx
|
bfbb7c50ad
|
use atoi instead of sscanf for plx reading, so the setting for showing the reticle is read properly on big endian computers
|
2008-05-10 10:46:34 +00:00 |
|
zicodxx
|
e6ec09869e
|
Some code improvements and small fixes
|
2008-05-08 18:29:52 +00:00 |
|
zicodxx
|
b772706508
|
Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention
|
2008-05-07 14:02:01 +00:00 |
|
zicodxx
|
ec7f8b68de
|
Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well
|
2008-05-01 21:40:34 +00:00 |
|
kreatordxx
|
acb56ca502
|
make sure it doesn't try to write to gamelog.txt after it's closed
|
2008-04-27 05:06:30 +00:00 |
|
kreatordxx
|
a7d9bba643
|
get it to work for Mac OS 9
|
2008-04-24 14:27:54 +00:00 |
|
zicodxx
|
5d19c11124
|
Added function gr_set_attributes to change Options like Texture Filtering and SDL_GL attributes while runtime (if supported); Added 4x Multisample support
|
2008-04-22 08:29:29 +00:00 |
|
zicodxx
|
410dadb7c9
|
Hack to force DOS-style newlines for _WIN32 in gamelog.txt
|
2008-04-21 23:03:18 +00:00 |
|
zicodxx
|
d457f9430d
|
Reworked timer_delay2() and calc_frame_time() to be more accurate and CPU-friendly; -nicefps replayced by -nonicefps to disable sleeping for calc_frame_time; Implemented VSync via SDL; Fixed compilation issues; Code cleanup
|
2008-04-21 18:39:49 +00:00 |
|
zicodxx
|
9bcea627d1
|
Made joy_flush also resetting button state; Improved glReticle; Implemented Fallback resolution if SDL may fail; Code cleanup
|
2008-04-19 19:11:32 +00:00 |
|
zicodxx
|
53ed00581b
|
Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
|
2008-04-13 13:52:58 +00:00 |
|
zicodxx
|
44682b4d8a
|
Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
|
2008-04-13 13:14:19 +00:00 |
|
zicodxx
|
9729e0adc3
|
Reverted homers turn_radius again to respect higher difficulty levels; Added PRShot to menus; Fixed typo in OglAlphaEffects saving
|
2008-04-13 10:59:10 +00:00 |
|
zicodxx
|
3a52d03d21
|
Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu
|
2008-04-13 00:28:36 +00:00 |
|
kreatordxx
|
a62060bacf
|
show a messagebox if there's an error and graphics are initialised, update Xcode project
|
2008-04-08 12:51:21 +00:00 |
|
zicodxx
|
44bbb66101
|
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
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2008-04-06 20:23:28 +00:00 |
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kreatordxx
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2b94bf476a
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add support for Mac D1 sounds (converted to RAW format), update Xcode project
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2008-03-27 10:43:35 +00:00 |
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zicodxx
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b4bbed6ed8
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Do not actually blit movie frame if palette has been changed
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2008-03-25 13:12:27 +00:00 |
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zicodxx
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3a747dbdee
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include/loadgl.h, main/newmenu.c, main/titles.c: Added definitions for OpenGL fucntions which might not be included in system headers; Cleaned and declared briefings palette hacks [EMULATING_D1 needs work]; Menu right border shadow was too wide;
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2008-03-25 12:28:02 +00:00 |
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zicodxx
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96f1a961f6
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Added lock status for mouse axis weapon cycling because of scaled mouse delta; Due to player feedback (any my opinion) making homer turn rate smaller to make them a bit harder to dodge; Preventing write of player data while Demo playback; Small code cleanup and corrections
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2008-03-23 13:03:42 +00:00 |
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kreatordxx
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932607cab4
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allow hoard.ham to go in 'Data' subdirectory
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2008-03-22 06:23:19 +00:00 |
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kreatordxx
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34046e15ac
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add prototypes for show_game_stats and network_do_join_game to fix warnings
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2008-03-22 04:57:52 +00:00 |
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kreatordxx
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10e956ccde
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allow dxx.ini to stay with the binary for *NIX systems, with Mac OS 9 don't put user-created files inside the .app bundle
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2008-03-22 04:48:37 +00:00 |
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kreatordxx
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337434dcf5
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allow dxx.ini to stay with the binary for *NIX systems, with Mac OS 9 don't put user-created files inside the .app bundle
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2008-03-21 13:52:54 +00:00 |
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zicodxx
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d2365d65f0
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Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warnings
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2008-03-20 23:23:46 +00:00 |
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kreatordxx
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bc7c48320b
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update d2x.xcode to build universal binaries (requires Xcode 2.1 or greater), update source file list
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2008-03-19 12:08:23 +00:00 |
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zicodxx
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6479a897b2
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Fixed some memory issues; Fixed some HUD element alignment; Only send NetDrv packets if NetDrvInstalled is true; Fixed demo glitches; Actually using Game_mode in demos to make Newdemo_game_mode hacking obsolete
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2008-03-08 22:37:09 +00:00 |
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zicodxx
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10f39559bf
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Fixed wrong font width spacing, -gl_prshot, mission loading, null-terminatinon in several menus, cockpit glitch; Improved gl_reticle, -noredundancy; Some code cleanup
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2008-02-27 22:05:58 +00:00 |
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zicodxx
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f3d8d50a94
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Reworked fonts routines - makes easier to expand and scale correctly; Reworked menus with better border scaling, improved rendering and cleanups; Improved font priniting ingame, better alignment; Reworked Netgame list; Real Doublebuffering in SDL-mode; Removed old and unused sources
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2008-02-24 14:41:27 +00:00 |
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kreatordxx
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4d6d0dd246
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fix bug where a Mac host crashes on starting a game
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2008-02-24 06:40:56 +00:00 |
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kreatordxx
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0b4ec2d6ab
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make sure the right error message is shown if it can't open a demo
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2008-02-24 06:37:34 +00:00 |
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kreatordxx
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ba1203b822
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use d_ memory functions in hmp2mid, since I already started to erroneously
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2008-02-17 04:47:38 +00:00 |
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kreatordxx
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bdabfbfd5a
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don't try and free mid_track_buf if it isn't allocated, if midi conversion doesn't work
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2008-02-17 01:52:37 +00:00 |
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kreatordxx
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f29c5c595d
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remove redundant iff functions
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2008-02-13 11:46:49 +00:00 |
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kreatordxx
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912bef3a8b
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make sure a briefing isn't interpreted as an endlevel sequence file, preventing an in-game warning
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2008-02-12 12:27:05 +00:00 |
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kreatordxx
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05a1904547
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support PC shareware files in full version build, make game data loading code easier to follow
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2008-02-11 12:12:57 +00:00 |
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