zicodxx
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690a99c15d
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Compile out memory checker if not enabled - patch by Kp
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2012-09-02 19:17:17 +02:00 |
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zicodxx
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0df40b1e77
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Use enum for object types, powerup types, weapon types
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2012-09-02 00:23:38 +02:00 |
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zicodxx
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fcc578c1a8
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Removed Assert in create_smart_children() which has been taken from D2X code but does not apply for D1X and only will let the Assert fail
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2012-09-01 23:47:05 +02:00 |
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zicodxx
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b0df198dc9
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Fixed incorrect patch merge introduced in the last commit
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2012-09-01 23:24:00 +02:00 |
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zicodxx
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495333522d
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Some Sconstruct lovin': Respect LDFLAGS; Made D1XMAJORi/MINORi/MICROi compile time constants; Do not pass CFLAGS to CXX; Mark some more warnings as errors - patches by Kp
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2012-07-28 01:41:30 +02:00 |
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Chris Taylor
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4b44e08b6c
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Don't draw objects with a modelnum of -1, improving stability when a third party mission is played with shareware data
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2012-07-24 17:42:51 +08:00 |
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Chris Taylor
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b9e16185a3
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Fix warnings (add d_splitpath prototype, no checking ubyte 'id' is < 0, fix say_totals prototype, include d_strdup prototype for radio.c and make sure that 'text' gets freed)
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2012-07-24 17:29:43 +08:00 |
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Chris Taylor
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a65bb22202
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Increment version number for Mac files (should have committed this ages ago)
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2012-07-24 16:28:20 +08:00 |
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Chris Taylor
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50070ba165
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No calling piggy_dump_all() when EDITOR is defined, it causes a failed Assert and causes it to exit when the PC Shareware descent.pig is used
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2012-07-24 16:23:43 +08:00 |
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zicodxx
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33bf139002
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Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
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2012-07-23 01:17:52 +02:00 |
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zicodxx
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63fe8ddc37
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Introduced INITIAL_ENERGY and INITIAL_SHIELDS defines from d2x and on that way added handicap feature for multiplayer as well; incremented multi proto version
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2012-06-18 01:45:17 +02:00 |
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zicodxx
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effc8c3fc4
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removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special characters
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2012-06-18 01:26:49 +02:00 |
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zicodxx
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c8d428913e
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added songs_play_file() to play any song depending on filename-extension as a more streamlined approach to handle all different kinds of formats; also used for jukebox to make it independent from SDL_mixer; cleaned up supported filename extenstions
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2012-06-10 14:02:40 +02:00 |
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zicodxx
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d44af70b28
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in vms_matrix_from_quaternion put the definition of tmp1 and tmp2 variables at the beginning of the functions because i was a baaaad boy
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2012-06-08 15:54:11 +02:00 |
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zicodxx
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decbf0cdbd
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Switching keyboard sensitivity function from variable increase to variable offset, making the ship more responsive in higher settings
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2012-06-08 12:22:42 +02:00 |
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zicodxx
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81afcf4718
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renamed forgotten stricmp to d_stricmp to make editor compile again
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2012-06-01 13:05:44 +02:00 |
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zicodxx
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f7565217fe
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changed extension for archive (addon) content from zip to dxa - still a zip-file but renamed to not accidentially add user generated backups and possibly mess things up
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2012-06-01 13:04:25 +02:00 |
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zicodxx
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fc421b290a
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use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
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2012-06-01 12:46:00 +02:00 |
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zicodxx
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091623d196
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Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
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2012-06-01 11:53:53 +02:00 |
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zicodxx
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147f34dddb
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Removed Laser_offset hack
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2012-05-28 00:14:49 +02:00 |
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zicodxx
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fc10a7e65b
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removed weapon_rate_scale() which should be obsolete due to other optimizations in network code
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2012-05-27 15:04:42 +02:00 |
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zicodxx
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c23e75a79d
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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:55 +02:00 |
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zicodxx
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847d1515cc
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fixed possible buffer overflow in load_screen_text()
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2012-05-26 19:39:10 +02:00 |
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zicodxx
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1d68e2d3ba
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:05 +02:00 |
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zicodxx
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46f4a9e285
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Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
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2012-05-26 14:09:00 +02:00 |
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zicodxx
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98f6ac2204
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Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
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2012-05-26 13:28:43 +02:00 |
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zicodxx
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4cfc516d56
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Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
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2012-05-25 12:14:22 +02:00 |
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zicodxx
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a9c07f81e7
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in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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2012-05-24 12:46:33 +02:00 |
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zicodxx
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d4dfd1fb40
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:47 +02:00 |
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zicodxx
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5d6f4222d7
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now properly initialize all other parts of the new/old player object when restoring a coop savestate
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2012-05-21 10:32:33 +02:00 |
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zicodxx
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d58e6fc38f
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:40 +02:00 |
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zicodxx
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2c9ee20981
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:41 +02:00 |
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zicodxx
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3b8175c3ba
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fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players
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2012-05-18 10:54:36 +02:00 |
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zicodxx
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e7c86fd11d
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allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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2012-05-16 14:39:29 +02:00 |
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zicodxx
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a7420efb13
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when updating game info also check for player connected status in case we send to everyone
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2012-05-16 10:41:12 +02:00 |
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zicodxx
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383a00cd9c
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In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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2012-05-16 01:06:13 +02:00 |
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zicodxx
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eb87ed15e1
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Do not allow ports below 1024; More verbosity for udp_open_socket()
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2012-05-16 00:59:14 +02:00 |
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zicodxx
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ffeddf4db6
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Do not send endlevel packets to disconnected (but still saved) clients
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2012-05-15 23:39:21 +02:00 |
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zicodxx
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c4223a8fe5
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During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
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2012-05-14 19:20:15 +02:00 |
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zicodxx
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8967ae77fe
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:27 +02:00 |
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zicodxx
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55aae15997
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Made inline functions static
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2012-05-14 17:13:24 +02:00 |
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zicodxx
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e3a21dce5e
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Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
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2012-05-14 12:20:27 +02:00 |
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zicodxx
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c5b3fc162e
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Incremented version to 0.57.3; Added Release notes
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2012-05-10 19:10:45 +02:00 |
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zicodxx
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a84bdf917f
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Reduced timeout from 10 to 5 seconds
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2012-05-10 18:53:59 +02:00 |
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zicodxx
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9de6618ba0
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Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
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2012-05-10 14:39:24 +02:00 |
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zicodxx
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8cc22d8343
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Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain way
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2012-05-10 01:40:35 +02:00 |
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zicodxx
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8dfb4cde57
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Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier
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2012-05-09 01:22:28 +02:00 |
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zicodxx
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b466072fd5
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fixed copy/paste mistake
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2012-04-30 00:38:41 +02:00 |
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zicodxx
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0472e76895
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Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level; Removed long obsolete control_invul_time varible
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2012-04-27 02:09:46 +02:00 |
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zicodxx
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e23535ffe8
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little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else
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2012-04-24 11:55:12 +02:00 |
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