Kp
04ba4ecf9e
Add new mission type with support for HAM-by-reference
...
If a mission starts with !name instead of name/yname/zname, then enable
two new behaviors. Any other lines which start with an exclamation
point are considered critical and must be recognized or the mission is
rejected. This allows the addition of mandatory lines without revising
the name= line every time. Also, add support for one such critical
directive, which reads a HAM by reference, allowing well known HAMs to
be used without being shipped every time.
Syntax:
!name = My extra-extended mission
!ham = d2x.ham
... regular mn2 directives ...
2013-04-06 21:24:40 +00:00
Kp
d9de256e21
Avoid crash on failure to open HAM file
2012-12-23 22:39:29 +00:00
Kp
a81afea7fe
Rename include/error.h to include/dxxerror.h
...
Avoid conflict with generic system header.
2012-07-07 18:35:06 +00:00
Chris Taylor
42d7f5bffb
If bitmaps.tbl happens to be available, don't try and re-make the pig if EDITOR is defined because it would cause problems
2012-07-24 17:18:13 +08:00
zicodxx
52f3f87359
Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables
2011-09-26 23:00:24 +02:00
zicodxx
dd991fbf6b
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 09:59:55 +02:00
zicodxx
7ae49da7cf
Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile
2011-04-12 03:02:51 +02:00
kreatordxx
e6169f17f9
Add 'Data' subdir as a searchpath, so D2X will find descent.pig and to simplify a lot of file opening/checking/closing code
2010-09-25 03:35:23 +00:00
kreatordxx
bf512bb9ec
Remove redundant conf.h directives
2009-04-30 13:01:31 +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
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
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
2008-04-06 20:23:28 +00:00
kreatordxx
05a1904547
support PC shareware files in full version build, make game data loading code easier to follow
2008-02-11 12:12:57 +00:00
kreatordxx
0f9a1c23e5
rename datafile_open to PHYSFSX_openDataFile to fit in with naming convention
2008-01-19 09:02:47 +00:00
kreatordxx
977eaf742d
allow built-in data files to go in the 'Data' directory, like original Mac D2 folder layout
2007-05-20 02:00:57 +00:00
zicodxx
b94413b91b
initial import
2006-03-20 17:12:09 +00:00