Commit graph

875 commits

Author SHA1 Message Date
zicodxx 7efd8f8183 Due to conversion from fix64 to fix Boss_dying_start_time was not 0 when saving even if boss was not dead - fixed; Fixed warning about set but unused variable 2011-08-26 18:56:22 +02:00
zicodxx 27a638a33a Added Polygon model viewer and GameBitmaps viewer in non-Release build for debugging, messing around, DXX-Redrawn, etc. 2011-07-20 14:44:49 +02:00
zicodxx aff2318e3f Changed my eMail address 2011-07-19 22:00:25 +02:00
zicodxx 03f0613c8d Keep copyright information up to date 2011-07-19 11:36:26 +02:00
zicodxx 0e50a9e7c4 Properly call multi_leave_game() when host leaves multi game to let clients exit smoothly 2011-07-19 11:31:08 +02:00
zicodxx 7275fd8b87 Changed version to 0.57.1; Updated release notes 2011-07-16 21:21:14 +02:00
zicodxx 5ea72ad2fc Fixing Redbook hooks: Initialize last_check_time in RBACheckFinishedHook(); Execute RBACheckFinishedHook() during EVENT_WINDOW_DRAW in standard_handler() as EVENT_IDLE rarely happens if you have a shivering Joystick connected for example 2011-07-16 16:02:22 +02:00
zicodxx a28f482027 Correctly proceed to new Redbook track if songnum != Song_playing (hopefully - to confirm); Using songs_stop_all() in songs_uninit() to clear redundancy; added some notes to functions to shine a bit light on the mess of some functions 2011-07-16 11:36:40 +02:00
zicodxx dafe61b488 properly check and fix viewMatrix in free flight auotmap 2011-07-15 16:01:40 +02:00
zicodxx 4367c9a117 Fixed typo in Packets per sec. in GAME_RULES screen; Reduced max amount of games shown on netlist to 900 to reduce RAM usage... as if we'd ever reach this 2011-07-15 11:46:06 +02:00
zicodxx b83e27005f Bail out of hmp_reset() if midiOutOpen fails and return error with -debug set; execute hmp_reset() before first song plays; renamed digi_win32_stop_current_song() to digi_win32_stop_midi_song() to keep naming convention; Fixed some compiler warnings 2011-07-15 10:43:03 +02:00
zicodxx 8a495dab09 When updating netgame hoard game flag used for compability reasons must be removed as it can be set - otherwise screwing up game mode display in netlist menu 2011-07-15 01:34:36 +02:00
zicodxx fa96b3e5d7 Due to descent2.ham reloading, hoard.ham must realod properly as well; cover multi_send_sound_function by plp preventing sound loops get lost/screwed in action 2011-07-14 13:38:04 +02:00
zicodxx 0eca250fd4 When colliding with robot not controlled by us in Multi-Robot game do not apply force or damage - wait until the robot is under our control - preventing juggeling robots back and forth between players and creating massive damage 2011-07-14 13:36:44 +02:00
zicodxx 97f2bb11cb Stability fixes: avoid somfusions with same named variables in one function; Properly sort out players from player list that use too long filenames; Removed call for gr_set_fontcolor in kconfig where no canvas is set, causing crashes when trying to reassign a button, key or axis 2011-07-13 23:26:43 +02:00
zicodxx 9726c06b6a Fixed uninitialized bytes in multi_do_create_robot_powerups() and two set but unused variables 2011-07-12 15:34:42 +02:00
zicodxx a87dccd1bf Readded automatic wall-flag setting for opened doors as PLP cannot protect us from negative side-effects due to how gullible multi_do_door_open() works 2011-07-12 00:11:00 +02:00
zicodxx fbc6112d44 Added complex error output if illegal segnum passed to get_seg_masks(); Fixed warning about set but unused variables 2011-07-10 01:09:43 +02:00
zicodxx 6f0567041a Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one 2011-07-09 21:39:22 +02:00
zicodxx 7072a067a9 Just like for players do not protect robot firing or positional data (via PLP) to prevent jumpy movement with delayed packets 2011-07-09 13:30:33 +02:00
zicodxx 41b4c080fa In Multiplayer games show player names in big guided window as well 2011-07-09 13:25:11 +02:00
zicodxx 325fe4f23f Make sure hmp_reset() is only executed if a song was playing 2011-07-08 01:46:31 +02:00
zicodxx c947462c38 Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the list 2011-07-08 01:23:44 +02:00
zicodxx 73776303f8 Fixed typo 2011-07-04 21:46:14 +02:00
zicodxx dc0400205b Only call show_netplayerinfo() if GM_MULTI is set and reset netplayerinfo_on in game_setup() 2011-07-04 11:23:53 +02:00
zicodxx b66efa5be4 Reset idle timer in main menu correctly even after playing the intro movie; Also got rid of a goto as it's generally bad and not needed since random demo selection picks a correct demo anyways 2011-07-02 22:59:03 +02:00
zicodxx 837ccccf80 When initializing ai object correctly initialize Ai_local_info to prevent glitches like random submodel angles 2011-07-02 22:48:12 +02:00
zicodxx a973da9432 Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed 2011-07-01 01:00:59 +02:00
zicodxx 8a6839e8a1 changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly 2011-06-30 12:23:38 +02:00
zicodxx 775ad16622 Correctly disable/initialize Multiplayer features not supported by IPX games for compability; Removed show_games_rules as there isn't much useful to show there; Some more code simplicity; Fixed sending of allowed items; Fixed player selection screen 2011-06-28 22:00:44 +02:00
zicodxx d60dffdaff Fixed possible memory corruption when saving Current_mission_filename which is not necessarily a 9 byte long allocated string; Bit safer string handling with snprintf; Fixed set but unused variables like a boss 2011-06-28 09:16:24 +02:00
zicodxx dd01f591a6 Fixed object sync for latecoming clients which was broken due to a very, very, VERY stupid mistake... 2011-06-24 13:09:42 +02:00
zicodxx ea16967383 For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion 2011-06-23 09:50:20 +02:00
zicodxx 5252e41d31 PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine 2011-06-23 09:24:00 +02:00
zicodxx 1be064dfb9 When GameArg.CtlNoStickyKeys was introduced I forgot to add an actual check if -nostickykeys was supplied - fixed now 2011-06-21 19:19:17 +02:00
zicodxx 47c687d5fc in compute_light_emission() handle RT_NONE for delayed explosion fireballs 2011-06-20 11:30:12 +02:00
zicodxx 7c4d9afc80 By using fixed distance bumping for fix_illegal_wall_intersection making the whole process much more reliable on sharp edges 2011-06-17 00:33:46 +02:00
zicodxx e3217385d2 Saturate colored dynamic light just like normal one - makes the hwole thing a bit less colorful but makes for better balanced color mixing (theoretically) and does not reduce static light 2011-06-09 10:28:58 +02:00
zicodxx 68c9ccadd0 Definition of dynlight_time should have been static to archive timed light calculations 2011-06-07 17:31:49 +02:00
zicodxx 4d51c1d8dd Correctly disable secret levels for Shareware 2011-06-07 00:21:43 +02:00
zicodxx acf7052546 For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf 2011-06-06 21:19:38 +02:00
zicodxx df7fa858bc For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf 2011-06-06 16:33:12 +02:00
zicodxx 3db4007d8a for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more 2011-06-04 22:50:37 +02:00
zicodxx 0a4c6eef58 Just generally ignore missing sounds in digi_xlat_sound just like D1X-Rebirth - not limit to Shareware 2011-06-04 21:31:25 +02:00
zicodxx 144eacb061 Correctly handle PC Shareware for start_endlevel_movie() again without the defines but via is_SHAREWARE 2011-06-04 12:22:03 +02:00
zicodxx 8fde65eb3c Play SONG_BRIEFING and SONG_ENDGAME on all non-builtin missions if available 2011-06-04 11:38:10 +02:00
zicodxx 7b08964f78 Don't force AltSounds on PC-Shareware content but still must bail out on missing sounds using a small hack. Still gives a better sound palette than AltSounds 2011-06-04 11:35:41 +02:00
zicodxx 6fe5bee78a Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the player 2011-06-04 10:04:39 +02:00
zicodxx a2e5afedf7 Added proper colored lighting handling for RT_POWERUP which I not noticed was wrong before ... darn dim glowing powerups 2011-06-01 15:49:06 +02:00
zicodxx dd455389cd Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccurate 2011-06-01 15:06:16 +02:00