kiplingw
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3afde73ac6
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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...
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2008-12-27 04:23:56 +00:00 |
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zicodxx
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eeb908f26d
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DXX-Rebirth release v0.55
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2008-12-24 10:52:58 +00:00 |
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kreatordxx
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b848edbdef
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Now the Mac D1X command keys work (whoops)
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2008-12-24 06:09:53 +00:00 |
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kreatordxx
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7b9dc359bb
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Make Redbook the default for Mac, because MIDI is buggy
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2008-12-23 10:05:23 +00:00 |
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kreatordxx
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410707171e
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Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
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2008-12-21 08:59:17 +00:00 |
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kreatordxx
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33fb9fc7eb
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Fix Mac OS 9 compile issues, update Xcode project
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2008-12-21 08:54:03 +00:00 |
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zicodxx
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2b5c8d2b77
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Removed (#if 0) the unfinished Tracker stuff for our Release so it won't confuse the Win32 build
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2008-12-20 11:57:03 +00:00 |
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md2211
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9e308457bc
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Implemented SConstruct optional behavior (svnmicro=1) to automatically use SVN rev number as micro
version
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2008-12-18 23:12:01 +00:00 |
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zicodxx
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828d753668
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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
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2008-12-13 12:58:57 +00:00 |
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kreatordxx
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0a7a505912
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Fix short_frameinfo sending code for big endian processors
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2008-12-13 04:05:30 +00:00 |
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zicodxx
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73dd8e0962
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Added /KillReactor command to blow up the reactor in Multiplayer games
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2008-12-12 15:57:00 +00:00 |
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zicodxx
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39b54f1686
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Added /KillReactor command to blow up the reactor in Multiplayer games
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2008-12-12 15:53:13 +00:00 |
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zicodxx
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616ddc6c45
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Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
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2008-12-12 02:05:30 +00:00 |
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zicodxx
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53efe6c01a
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Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking)
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2008-12-12 01:36:34 +00:00 |
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zicodxx
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c87b860595
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Made MULTI_D1X_PROTO use D1X-IVER so no different releases can play together with Version checking enabled
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2008-12-08 15:45:12 +00:00 |
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kreatordxx
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f257e48ddc
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Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
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2008-12-07 12:26:43 +00:00 |
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zicodxx
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58734beacb
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Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes
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2008-12-01 09:31:21 +00:00 |
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zicodxx
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c11f203abd
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Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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2008-11-26 01:24:58 +00:00 |
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zicodxx
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8466399451
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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.
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2008-11-22 00:43:59 +00:00 |
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zicodxx
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c19aa8c19a
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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)
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2008-11-21 16:09:41 +00:00 |
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zicodxx
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c5c4870573
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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
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2008-11-21 00:12:41 +00:00 |
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zicodxx
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d09569b56c
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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
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2008-11-20 18:02:42 +00:00 |
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zicodxx
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58d1871199
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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
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2008-11-20 02:09:01 +00:00 |
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zicodxx
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335543283e
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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
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2008-11-19 15:52:07 +00:00 |
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zicodxx
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2e5cd378d3
|
Actually demand ANY valid key to abort the Death sequence
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2008-11-19 12:34:50 +00:00 |
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zicodxx
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8702e9517a
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Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
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2008-11-18 14:43:30 +00:00 |
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zicodxx
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1cbb44a897
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Fixed Cheats
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2008-11-18 14:34:52 +00:00 |
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zicodxx
|
076e466009
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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
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2008-11-17 23:38:43 +00:00 |
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zicodxx
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53a15a829a
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When printing Gamelog, make sure canvas is NULL
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2008-11-17 23:28:59 +00:00 |
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zicodxx
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be02298290
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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
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2008-11-15 20:49:54 +00:00 |
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zicodxx
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aee0198f2e
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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
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2008-11-14 16:56:40 +00:00 |
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zicodxx
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9304edd2c8
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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
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2008-11-10 00:17:03 +00:00 |
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zicodxx
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9424a5be86
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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
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2008-11-09 23:51:19 +00:00 |
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zicodxx
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76002c1775
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Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision
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2008-11-09 14:46:31 +00:00 |
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zicodxx
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15d25cc54a
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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
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2008-11-09 14:31:30 +00:00 |
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zicodxx
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804ac4c683
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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
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2008-11-07 11:09:29 +00:00 |
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zicodxx
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87f6ecce75
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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
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2008-11-03 11:39:56 +00:00 |
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zicodxx
|
168832f1ba
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Fixed Typo
|
2008-11-03 11:36:16 +00:00 |
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zicodxx
|
483a981d2f
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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
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2008-11-01 15:40:00 +00:00 |
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zicodxx
|
b2213b6f2e
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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
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2008-11-01 02:49:29 +00:00 |
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zicodxx
|
4b0041d815
|
Fixed possible overflows in Jukebox Path; Menu GUI improvements: Correct inputbox scaling for font widths, a little performance boost when determinating string-part to show in inputbox, make it possible to flip over from first/last menu entry to last/first even if it's a ScrollBox, Scrolling via Maousebutton now works with delay; Made reading for Piggy data always break up in loops when reached end of file instead of provoking possible error if *data-count < max-data-count*
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2008-11-01 01:19:52 +00:00 |
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zicodxx
|
3caa0e41a8
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Make glLinewidth depend on screen height, not width (for Widescreen monitors) (commit came with last revision, sorry)
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2008-10-31 16:58:44 +00:00 |
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zicodxx
|
ab0524f95b
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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 |
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zicodxx
|
85b303e5e1
|
Add a messagebox informing to restart the game if either VSync or 4x Multisampling has been (de)selected
|
2008-10-30 15:00:32 +00:00 |
|
zicodxx
|
d53a475a58
|
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 |
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zicodxx
|
6b60c44459
|
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 |
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zicodxx
|
a23ee70d37
|
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 |
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zicodxx
|
8fcd6690e8
|
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 |
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zicodxx
|
cf147bcd4c
|
Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed
|
2008-10-29 11:03:31 +00:00 |
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zicodxx
|
7e1141a881
|
Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args
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2008-10-28 17:04:35 +00:00 |
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