zicodxx
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791851ad82
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When switching from COOP to any other game mode, make sure Netgame.max_numplayers, MaxNumNetPlayers as well as the menu text showing the player limit is updated correctly
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2010-08-16 11:50:37 +00:00 |
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zicodxx
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0a86348aab
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Added support to automatically load/mount ZIP files at startup, giving option to dynamically override or replace game content; Updated docs
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2010-08-15 06:57:51 +00:00 |
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kreatordxx
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0529a5320b
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Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug
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2010-08-14 02:26:18 +00:00 |
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zicodxx
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fe198ec06b
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When picking up laser, game would show generic weapon pickup/already-have messages instead of laser-upgrade/maxed-out messages only - fixed
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2010-08-12 16:43:37 +00:00 |
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zicodxx
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2028abb6d5
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The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue
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2010-08-11 16:25:58 +00:00 |
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zicodxx
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85d4cbe3d2
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When updating redundant HUD messages check the for-loop not the start with a negative number - causes too long message display and negative array index
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2010-08-03 15:03:56 +00:00 |
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zicodxx
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f0edc54479
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Builtin music list now dynamically allocated and not limited to 30 songs; Instead of never loading new level when loading savestate ingame, only do this for Redbook and Custom Music playing order 'continously'; if no endlevel song is specified in Custom Music continue with level music
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2010-08-01 17:42:38 +00:00 |
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kreatordxx
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98cf9b90ca
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For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion
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2010-07-31 12:09:38 +00:00 |
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zicodxx
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842af496ca
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Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab
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2010-07-30 17:59:21 +00:00 |
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kreatordxx
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3dd7a7a627
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Tidy up use of set_screen_mode
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2010-07-29 08:30:46 +00:00 |
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zicodxx
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4a0d15fbcd
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One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency
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2010-07-28 17:27:35 +00:00 |
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zicodxx
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60e93e4deb
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Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized
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2010-07-27 20:42:54 +00:00 |
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kreatordxx
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9e4b8db5f6
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
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kreatordxx
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ee4f37903b
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Fix crash caused by last commit (whoops)
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2010-07-25 02:43:22 +00:00 |
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kreatordxx
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9f9e35689e
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For menus, only call the user function for closing immediately before closing, fixing memory errors when the user function frees memory
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2010-07-25 02:30:53 +00:00 |
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kreatordxx
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c7f5e7abd4
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Actually commit d1x-rebirth/main/inferno.h
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2010-07-25 01:25:19 +00:00 |
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kreatordxx
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d1dda5386e
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Rewrite quit system, fixing *many* bugs with it :P
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2010-07-25 01:22:44 +00:00 |
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zicodxx
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b41faef1d3
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Fixing crash when joinging game over UDP Netlist: when exiting the menu for any reason, return 0 instead of following the code and possibly lead to drawing text from a newly free'd pointer - D'OH
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2010-07-21 16:58:38 +00:00 |
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zicodxx
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5c2fdc5063
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Thanks to Marix for hinting me I should not init a pointer with quotes if I plan to allocate/free it... my stupid-level officially broke the record
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2010-07-20 18:38:29 +00:00 |
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zicodxx
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1c6c1b3a9d
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Fixing some harmless compiler warnings caused by missing includes, missing newlines at end of file; cleaned up strutil.h
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2010-07-19 18:17:08 +00:00 |
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zicodxx
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10c8ace1a2
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In briefings make sure Current_color cannot exceed possible array bounds
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2010-07-19 17:30:25 +00:00 |
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zicodxx
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bc775b1331
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Introduced state_quick_item so we can safly check if there is a valid quicksave slot wihtout messing around with state_Default_item which is supposed to always show a valid slot in the first place
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2010-07-19 17:07:12 +00:00 |
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zicodxx
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23660d8040
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Implenented POBOYS cheat as equivalent to D2's DELSHIFTB
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2010-07-17 12:08:45 +00:00 |
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zicodxx
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4fdbda1689
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Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to it
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2010-07-17 11:57:07 +00:00 |
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zicodxx
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81baeaeaa4
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Removed OGL hack to fix overlapping room in D1 lvl19 and rather move vertex a little. Still a hack but now without messing Depth test
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2010-07-17 11:19:29 +00:00 |
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zicodxx
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06cf80ab18
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If newdemo_start_playback fails if random file is given set -autodemo to 0 to prevent endless loop
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2010-07-16 13:03:12 +00:00 |
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zicodxx
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ac840f306b
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Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given
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2010-07-16 11:07:42 +00:00 |
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zicodxx
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4b407c62b8
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Fixing showing options menu in demos - was still called (or rather not) by obsolete variable
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2010-07-16 06:27:49 +00:00 |
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kreatordxx
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8c23459d9e
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Make sure the right canvas is set for titles and briefings, fixing bug where briefing is shown in the cockpit when using 'freespace' cheat
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2010-07-15 09:45:25 +00:00 |
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zicodxx
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9596e0fcf8
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Scale tab stops in briefings to font-size correctly
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2010-07-15 09:22:33 +00:00 |
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zicodxx
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2d739a2c46
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Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
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2010-07-15 06:09:23 +00:00 |
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zicodxx
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2cb3bac259
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Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
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2010-07-15 05:40:25 +00:00 |
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zicodxx
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280b635dbe
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Addition for last revision - just screwed up my working copies
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2010-07-13 06:45:15 +00:00 |
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zicodxx
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9933bb81ce
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
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zicodxx
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47770df6ca
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Fix for last revision - did not compile correctly
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2010-07-09 13:47:11 +00:00 |
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zicodxx
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a8111d203d
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Trying to improve reliability to find appropriate homing object by using vm_vec_mag/normalize instead of their *quick equivalents; Removed code which supposedly meant to track objects near reticle - don't like that
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2010-07-09 07:58:48 +00:00 |
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zicodxx
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152ed8ea60
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When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
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2010-07-08 22:20:39 +00:00 |
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zicodxx
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52b57dbd31
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When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
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2010-07-08 22:12:53 +00:00 |
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zicodxx
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9dbd8ad144
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Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
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2010-07-08 09:35:59 +00:00 |
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zicodxx
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4c63f57aac
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Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine
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2010-07-08 06:37:23 +00:00 |
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zicodxx
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ee3856285d
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Fixing building on Windows if SDL_Mixer is not a target
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2010-07-05 12:14:49 +00:00 |
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zicodxx
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c209b4c319
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Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems
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2010-07-05 12:12:12 +00:00 |
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zicodxx
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d15778e03c
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When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly
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2010-07-05 08:05:32 +00:00 |
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zicodxx
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a7497054c3
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Addition for rev1152: After setting mouse button, reset mouse state properly
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2010-07-05 07:53:38 +00:00 |
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zicodxx
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8a7e7de051
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Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key
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2010-07-05 07:31:03 +00:00 |
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zicodxx
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d87c4ab289
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Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup()
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2010-07-04 13:57:21 +00:00 |
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zicodxx
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44d6e096d6
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Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins
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2010-07-04 13:12:08 +00:00 |
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zicodxx
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7009221170
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Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff
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2010-07-04 12:47:30 +00:00 |
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zicodxx
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47307bd25b
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Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL
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2010-07-04 07:07:51 +00:00 |
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zicodxx
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e62d911160
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Renamed manual_join to direct_join; Aligned letlist tabs a little bit
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2010-07-01 09:08:30 +00:00 |
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