zicodxx
|
813dd1a05b
|
When restoring Coop players and make turn them into ghosts perform a check if this player is actually a valid player so we do not just blindly use any object number from a possibly uninitialized player structure
|
2011-09-23 19:48:48 +02:00 |
|
zicodxx
|
a5d7454f64
|
Added wrapper functions dxx_sendto and dxx_recvfrom to collect simple statistics about amount and size of packets sent/received per second; Actually fixed packet scheduling in main UDP frame - was sending more than intended - stupid me
|
2011-09-21 20:03:46 +02:00 |
|
zicodxx
|
8b5b6b822d
|
Fixed overuse of multi_send_sound_function when handling afterburner in case player is dead or escaped
|
2011-09-21 19:49:29 +02:00 |
|
zicodxx
|
aa165490e6
|
Streamlined joining, rejoining, disconnecting players and timeouts, getting rid of unwanted rejoin messages and let host remove a player for good without rejoining it via pdata packet to really get rid of lossy or unwanted players; Care for rollover of pkt_num of stored mdata packets
|
2011-09-21 12:04:10 +02:00 |
|
zicodxx
|
c71591c4e6
|
Removed saving/restoring the state of Packet Loss Prevention from Netgame profiles
|
2011-09-19 13:42:00 +02:00 |
|
zicodxx
|
951f3edd80
|
Reworked Packet Loss Prevention: If an important packet could not be recovered until it timed out, dump player who failed sending/receiving it; Noloss queue can proces spackets until a certain traffic has been reached; In main UDP frame schedule different types of packets depending on PPS to decrease traffic produced in one frame, hopefully preventing too much loss in high-traffic situations; Small code cleanups; Added new dump signal for loss of important packet; When dumping player also disconnect that one in case the dumped player does not accept the signal
|
2011-09-19 13:01:11 +02:00 |
|
zicodxx
|
a8892bd13a
|
Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
|
2011-09-15 10:45:48 +02:00 |
|
zicodxx
|
d9ca3a2287
|
Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability
|
2011-09-14 01:15:32 +02:00 |
|
Chris Taylor
|
81f2b39cb3
|
Define USE_TRACKER for Mac OS X, remove reference to deleted cfile.h
|
2011-09-13 09:42:37 +08:00 |
|
Chris Taylor
|
2de1258995
|
Mention Mac command keys
|
2011-09-13 09:28:13 +08:00 |
|
Chris Taylor
|
94f896c169
|
Move EVENT_MOUSE_DOUBLE_CLICKED support from ui/mouse.c to arch/sdl/mouse.c for tidiness and to possibly use it outside the editor
|
2011-09-12 11:03:57 +08:00 |
|
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 |
|