zicodxx
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7d96dea2a5
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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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3bf0eff09b
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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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8a2da79504
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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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2004be28a8
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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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21e59bca6f
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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
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61dfe70f5c
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Fixed Typo
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2008-11-03 11:36:16 +00:00 |
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zicodxx
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54be20c5e1
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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
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b914c8dc2f
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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
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b174709a1b
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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
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debb9d7159
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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
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9cc62df60d
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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
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2008-10-31 16:57:36 +00:00 |
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kreatordxx
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76ddc8559d
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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
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2008-10-31 13:09:30 +00:00 |
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zicodxx
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23a2d3f9dc
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Add a messagebox informing to restart the game if either VSync or 4x Multisampling has been (de)selected
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2008-10-30 15:00:32 +00:00 |
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zicodxx
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218e73b50f
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Show debug help screen options in release build as well as some might be actually useful for players
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2008-10-30 10:45:13 +00:00 |
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zicodxx
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8bd64b367d
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Docs update: Infos about Jukebox over SDL_mixer, SDL_mixer is not experimental anymore, yet another .de->.com change
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2008-10-29 23:29:46 +00:00 |
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zicodxx
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3522661758
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Cast LINE_SPACING to integer for menu Scrollbox usages - fixing scrolling issues with non-integer-scaled font sizes
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2008-10-29 11:50:15 +00:00 |
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zicodxx
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b95db9b579
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Yet another check for collide sounds as FixedStep is not necessarily true if the actual collision happens
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2008-10-29 11:04:45 +00:00 |
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zicodxx
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beb2ab07ef
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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
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2008-10-29 11:03:31 +00:00 |
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zicodxx
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52ed53f829
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Revisited Kip's non-Tracker changes and implemented to D2X: Prettier SConstruct output, Forgotten newlines at end of files, Improvement in dl_list code, Revamped menu GUI defines; I am NOT HAPPY I have to do these changes seperately
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2008-10-28 17:58:54 +00:00 |
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zicodxx
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51c322d3aa
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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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zicodxx
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a471aa0f2f
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Fixes for my last revisions: More reliable check for cockpit_decode_alpha, more reliable check is newmenu sub-bitmap needs to be re-created, call gr_set_mode() in change_res() with correct Game_screen_mode
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2008-10-28 15:32:12 +00:00 |
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zicodxx
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820961c99a
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Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI
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2008-10-28 13:28:10 +00:00 |
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zicodxx
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21efb60807
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Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry
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2008-10-23 09:17:54 +00:00 |
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zicodxx
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804e26d96f
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Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously
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2008-10-22 15:31:24 +00:00 |
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kreatordxx
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3a9ee43dcd
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Fix some gcc 4.0 warnings (-wall flag)
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2008-10-21 11:38:03 +00:00 |
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zicodxx
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640aad4541
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Readded -ip_hostaddr optional to the value stored in descent.cfg for automated program starts or whatever; Fix by Locate: Correctly close UDP sockets on Win32; Fix by Locate: Ability to select Secret levels on Multiplayer in D1X again which was broken in r619
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2008-10-20 12:34:45 +00:00 |
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zicodxx
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fcc853ffe8
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resolution 1440x960 to 1440x900 - typo
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2008-10-20 11:11:56 +00:00 |
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zicodxx
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490726b4ac
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Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive
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2008-10-19 12:53:30 +00:00 |
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zicodxx
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6dc900f51d
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Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free
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2008-10-16 17:27:02 +00:00 |
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zicodxx
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8637e3ff01
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Update object segment after object position interpolation. This is always done in DEBUG, but not in RELEASE, where further movement would break at segment check
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2008-10-01 11:53:27 +00:00 |
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zicodxx
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f108f30ffd
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Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
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2008-09-30 00:07:07 +00:00 |
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kreatordxx
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e3ee0c2c19
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Make network endian code more consistent between DXX's, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro
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2008-07-26 06:14:31 +00:00 |
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zicodxx
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9ecb663ed3
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Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
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2008-07-19 22:28:31 +00:00 |
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kreatordxx
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1e0aa51ac1
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No using chdir for Mac OS 9 - it doesn't have it
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2008-07-01 11:22:36 +00:00 |
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kreatordxx
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4def3501ef
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Make sure the right audio CD track is played when starting a level
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2008-07-01 11:18:37 +00:00 |
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kreatordxx
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adffb1065b
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Add snprintf for Mac OS 9
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2008-07-01 11:15:52 +00:00 |
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kreatordxx
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bfa9cb8843
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Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs
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2008-07-01 11:09:46 +00:00 |
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zicodxx
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5514c90179
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Do not apply new bump_two_objects() when companion object colliding with controlcen due to inability of companion to find alternatives
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2008-06-28 10:52:10 +00:00 |
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kreatordxx
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1b89b021d8
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make sure it knows whether an audio CD just inserted is the official one
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2008-06-17 13:41:29 +00:00 |
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kreatordxx
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0b7aa9dc0d
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add necessary #includes for last commit (whoops)
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2008-06-15 11:48:01 +00:00 |
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kreatordxx
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558b2399a3
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tidy up music keys, ALT-SHIFT-F9 ejects audio CDs
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2008-06-15 08:50:05 +00:00 |
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zicodxx
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6d35c8d91f
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Fixed scores write (wasn't PhysFS); Fixed PLAYING_BUILTING_MISSION in D1X; Better call for DoJasonInterpolate in demo code (hopefully)
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2008-06-14 23:29:39 +00:00 |
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zicodxx
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8a1222c961
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Setting GameArg.SndNoSound to true if SDL_mixer init fails
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2008-06-12 08:01:00 +00:00 |
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zicodxx
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3dd8b60118
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Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selected
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2008-06-11 21:18:50 +00:00 |
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zicodxx
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8b36f8aaac
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Small doc update; Improved SDL_mixer / Jukebox handling if no resource (sound) is available
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2008-06-05 16:30:11 +00:00 |
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zicodxx
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c61b18b576
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Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer
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2008-06-04 19:30:43 +00:00 |
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zicodxx
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057523af2c
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Only stop music at jukebox_stop() if MIDI jukebox_loaded - otherwise user can stop Jukebox with keys but not start it again
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2008-06-01 22:33:21 +00:00 |
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kreatordxx
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846c9231ed
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allow an audio CD to be played if it's inserted after DXX is launched, hopefully find the first audio CD if multiple CDs are inserted
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2008-05-28 10:38:30 +00:00 |
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zicodxx
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e19a1238de
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Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 5000
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2008-05-25 08:19:31 +00:00 |
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kreatordxx
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fd95b79cae
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Add audio CD support to D1X, fix associated bugs
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2008-05-24 08:59:35 +00:00 |
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