zicodxx
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75169a184a
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For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect
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2010-06-19 16:24:34 +00:00 |
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zicodxx
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c3d91ceeca
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emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped
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2010-06-18 08:22:45 +00:00 |
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zicodxx
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e4a0c20f76
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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
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2010-06-18 07:31:06 +00:00 |
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zicodxx
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8a3aeb01e8
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Fixing regression from rev1038 which broke showing laser level or quadness in cockpit and statusbar
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2010-06-17 09:46:45 +00:00 |
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zicodxx
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e1572135a2
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If picking up one missile out of a four-pack, use singular description instead of plural
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2010-06-17 09:45:05 +00:00 |
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zicodxx
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5cff370262
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Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!
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2010-06-15 18:27:10 +00:00 |
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zicodxx
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9b2ea4680c
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Fixing typo in Netgame help screen
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2010-06-15 17:20:37 +00:00 |
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zicodxx
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3e96a3185b
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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
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2010-06-15 16:24:56 +00:00 |
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zicodxx
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c6bb443c63
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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
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2010-06-14 21:59:41 +00:00 |
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zicodxx
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4678e1e815
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Process -nomusic argument again
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2010-06-14 17:55:25 +00:00 |
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zicodxx
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63966cab5c
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rev1112 contd: Killed juggling around with adding Jukebox paths - must always be removed correctly if Jukebox loading fails
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2010-06-14 15:32:55 +00:00 |
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zicodxx
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8cb8b6e653
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Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal
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2010-06-14 15:17:03 +00:00 |
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zicodxx
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36e20a419a
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Use strrchr instead of strchr for music filename extension in case there are dots in the filename
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2010-06-14 10:43:30 +00:00 |
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zicodxx
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196a149c71
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Small fix and improvement for Jukebox path detection
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2010-06-14 10:33:36 +00:00 |
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zicodxx
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958859e7d6
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Added missing newline at EOF
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2010-06-14 08:19:27 +00:00 |
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zicodxx
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f09a336184
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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
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2010-06-14 08:13:16 +00:00 |
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kreatordxx
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020a51fe09
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Comment out redundant calls to event_poll, fixing rapid bomb dropping bug (and probably others)
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2010-05-03 10:47:10 +00:00 |
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kreatordxx
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5650b4ce48
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Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0
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2010-05-03 08:44:46 +00:00 |
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kreatordxx
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e960307bdd
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Properly specify number of items for do_options_menu, so the options menu actually shows
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2010-05-03 08:22:50 +00:00 |
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kreatordxx
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f5834db6f7
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Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game
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2010-04-05 13:48:23 +00:00 |
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kreatordxx
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53fc092ebf
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Actually play endgame music when game is finished, play briefing music instead of hum if appropriate
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2010-04-05 11:54:23 +00:00 |
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kreatordxx
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90e3796f97
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Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
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2010-04-04 09:41:53 +00:00 |
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kreatordxx
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76b0fb35ef
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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
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2010-04-04 01:31:48 +00:00 |
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kreatordxx
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643c57614b
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Move copyright drawing to main menu's event handler for tidiness
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2010-04-03 10:16:53 +00:00 |
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kreatordxx
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eb0458ba5f
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Remove calls to nm_draw_background1 to show newmenus stacked
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2010-04-03 09:10:20 +00:00 |
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kreatordxx
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11edfb2aa6
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Make main menu persist to streamline redrawing (later)
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2010-04-03 08:35:56 +00:00 |
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kreatordxx
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3ba90f69e0
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Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
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2010-04-03 07:24:50 +00:00 |
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kreatordxx
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fb53348ddc
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Keep demo selector just after playing one, for convenience
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2010-04-02 05:24:47 +00:00 |
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kreatordxx
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d749889c89
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Add a default event handler for screenshots, entering debugger, Redbook repeating etc
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2010-04-02 05:01:08 +00:00 |
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kreatordxx
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8cf06690d7
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Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
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2010-03-31 09:18:28 +00:00 |
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kreatordxx
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322db66f11
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Make gamecntl.c more similar between D1X and D2X
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2010-03-31 06:19:37 +00:00 |
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kreatordxx
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00d1d41439
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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
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2010-03-30 03:37:29 +00:00 |
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zicodxx
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ee6324b3e4
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For casting light from Player-object, smooth out thrust to prevent flickering on high FPS
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2010-03-28 09:53:12 +00:00 |
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kreatordxx
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d45e67c242
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Make sure correct palette is loaded for game, fixing swapping of black and white and cockpit/status bar not showing for ogl build, in multiplayer
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2010-03-27 10:31:34 +00:00 |
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zicodxx
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ced670e54a
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In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080
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2010-03-27 09:43:27 +00:00 |
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kreatordxx
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c0739acdfe
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Check menus[0], not menus[i] in hide_menus - fixing possible crash
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2010-03-27 08:00:53 +00:00 |
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kreatordxx
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c8b49c8a35
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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
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2010-03-27 04:30:59 +00:00 |
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kreatordxx
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71dfec9fdb
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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
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2010-03-27 03:24:14 +00:00 |
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kreatordxx
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68a1458abd
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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
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2010-03-27 02:54:41 +00:00 |
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zicodxx
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1bdfcc70f1
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Fixing uninitialized angles for robots in briefings
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2010-03-26 21:27:55 +00:00 |
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zicodxx
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539abbffb6
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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
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2010-03-26 21:17:56 +00:00 |
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kreatordxx
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574bc21e06
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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
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2010-03-26 14:05:40 +00:00 |
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zicodxx
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69e3954d20
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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
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2010-03-25 23:37:19 +00:00 |
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kreatordxx
|
962a01cc5d
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Only show briefing background if we have one, fixing arithmetic crash with SDL Video build
|
2010-03-24 13:59:42 +00:00 |
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kreatordxx
|
1ff3f56c1c
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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
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2010-03-24 07:26:52 +00:00 |
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kreatordxx
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c62d310c4c
|
Fix error introduced with credits, make title screen a window. Only the editor left now...
|
2010-03-22 04:44:35 +00:00 |
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kreatordxx
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db51d60490
|
Make credits screen a window
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2010-03-22 03:31:02 +00:00 |
|
kreatordxx
|
d83c2e27c4
|
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
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2010-03-21 02:20:07 +00:00 |
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kreatordxx
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f5e18cb603
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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 |
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kreatordxx
|
c4171b2f06
|
Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game
|
2010-03-20 13:53:08 +00:00 |
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