Commit graph

1110 commits

Author SHA1 Message Date
zicodxx 81f4e63f0c Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs 2011-05-07 02:51:18 +02:00
zicodxx 72dde06f59 Enabled Tracker support for Mac OS 2011-05-07 00:53:52 +02:00
zicodxx 0b7548b6c8 Correctly handle light computation of objects with render_type RT_LASER 2011-05-05 20:45:22 +02:00
zicodxx e6091eae9d Update for Debian packaging stuff 2011-05-05 01:31:07 +02:00
zicodxx ca4d5b4263 When using PC Shareware pigfile do not show key icons in CM_FULL_SCREEN since pigfile does not have these icons 2011-05-05 01:07:08 +02:00
zicodxx f2fb5c462a Host can now decide (again) if players are allowed to display enemy names on HUD 2011-05-05 00:16:35 +02:00
zicodxx 5f5b5b415f Due to increased size of MAX_SEGMENTS old savegames became incompatible. To compensate added MAX_SEGMENTS_ORIGINAL with the original segment amount and read certain savegame info with this info when dealing with standard-sized levels and use Highest_segment_index when dealing with larger levels which are incompatible with older versions of the game anyways. Makes savegame site more efficient and still maintain backwards compability 2011-05-04 15:07:53 +02:00
zicodxx cdbf6c0485 To compensate fewer FVI runs in lower FPS and wall penetration caused by strong forces allowed fix_illegal_wall_intersection() to move an object out of the wall half it's size improving the collisions once more 2011-05-04 13:06:27 +02:00
zicodxx be253a37f2 mipmapping was always on for fonts due to changed filtering code in ogl.c 2011-05-04 12:18:23 +02:00
zicodxx adc53702ff Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL 2011-05-04 12:05:43 +02:00
zicodxx 02a29235a9 Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated 2011-05-04 02:22:17 +02:00
zicodxx 609bd15fd1 Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels 2011-05-04 02:15:07 +02:00
Chris Taylor 4efbd0d9c4 Check if a menu closed in a subfunction before setting it's return value, fixing crash when levels are mismatched in multiplayer; Small tidy up for Xcode project 2011-04-24 12:20:52 +08:00
zicodxx defdf0090f Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only 2011-04-22 17:14:27 +02:00
zicodxx 43dd6f062e Fixes for RLE- and Texture-cache modifcations: Before freeing now must check if bitmap is already allocated 2011-04-22 17:10:31 +02:00
zicodxx 53d48e005e When reading ingame controls only flush mouse delta timer-based since reading is event-based already, allowing high precision no matter the game speed; Removed Mouse smoothing/filtering as it's now unnecessary due to event-based motion handling 2011-04-22 13:02:03 +02:00
zicodxx 7890015efd Expanded possibilities for level authors: RLE- and Texture-cache accepts textures bigger than 64x64, only limit being Texture width must be equal height; Increased maximum amount of Segments from 900 to 9000 - not dynamically allocating them, yet 2011-04-22 10:33:03 +02:00
zicodxx a5db1fd476 Added SDLK_WORLD_** symbols to keyboard array to enable layout specific keys and make the game more flexible 2011-04-21 21:22:44 +02:00
zicodxx c52510eb78 When leaving game and still sending extras, don't forget to update the timer so we won't get stuck in an infinite loop 2011-04-21 20:52:30 +02:00
zicodxx 6fe4dd5d96 Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level 2011-04-20 01:47:12 +02:00
Chris Taylor 6076b7640d Fix broken m3u playlist support (in jukebox_play() path resolving); point to default descent.m3u playlist for Mac OS X (will be included in bundle); better error reporting in mix_play_file(); only make relative Jukebox path in the menu absolute after browsing it - relative paths are more flexible; allow select_file_recursive() to figure out PhysicsFS relative paths passed to it; stop the music if Jukebox is chosen and unavailable (used to just keep playing the last song) 2011-04-18 20:30:46 +08:00
zicodxx beb31abef5 Check for hmp before pausing/resuming it 2011-04-16 01:15:55 +02:00
zicodxx 2657a6dca9 Due to controls rewrite was not possible anymore to send multiplayer messages while being dead - added specific exception to allow this; Rewrote show_HUD_names to only show names, indicators or typing string for enemy players when they are not cloaked 2011-04-16 01:12:02 +02:00
zicodxx 85066d81a4 Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW 2011-04-14 11:15:15 +02:00
zicodxx bb140620ad Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least 2011-04-13 21:18:13 +02:00
zicodxx 630048fa99 Fixing unfreed buffer when credits_show() was called but there was nothing to show me 2011-04-13 21:11:20 +02:00
zicodxx ee9ac80b62 Bit more safeguarding in find_plane_line_intersection() and as a result less agressive but more beautiful back-bumping on illegal wall interesections; Scaling of movement from PhysTime to FrameTime now done with vector math functions 2011-04-13 21:08:08 +02:00
zicodxx a518930c62 Improved security for UDP protocol: Add checks for correct packet size and - if possible - valid sender address (valid player) and making sure Clients only accept packets meant for Clients and Hosts only accept packets meant for Hosts 2011-04-13 00:19:46 +02:00
zicodxx df3153d0d4 kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release 2011-04-12 12:18:25 +02:00
zicodxx d969d06a59 kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release 2011-04-12 12:17:20 +02:00
zicodxx 6bb12ba926 Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile 2011-04-12 03:02:49 +02:00
zicodxx 5c4a3850cd Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games 2011-04-12 00:45:06 +02:00
zicodxx a10fdaf32d Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option 2011-04-11 21:27:27 +02:00
zicodxx c63f3f7682 Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills 2011-04-11 17:47:12 +02:00
Chris Taylor a9362497f6 Allow completely free movement in the automap. It will rotate relative to the viewer. 2011-04-10 19:53:51 +08:00
zicodxx 6459b6ed8a Smash texture list when switching between window mode and fullscreen prevent invalid textures; Made code to capture Screenshots more similar between OpenGL and OpenGL ES 2011-04-10 12:28:19 +02:00
zicodxx 035c6d2b06 Added a note about D2 code removed from titles.c in rev1069 so we don't accidentially add it again when sources merge 2011-04-10 11:20:40 +02:00
Chris Taylor 66035f3269 Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan\!) 2011-04-10 13:32:31 +08:00
zicodxx 6140595491 Fixed text-related annoyances: *Show reticle names* now named *Show player names on HUD*; Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed typo in tracker timeout screen; Fixed scaling of tab_stop in briefings (again); Removed some little D2 code for briefings as it broke some briefing screens 2011-04-10 03:12:02 +02:00
zicodxx d5f9e118c6 Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate 2011-04-08 01:37:55 +02:00
zicodxx 82edf638fe When sliding along a wall keep wall_part sane to ensure good velocity for slide 2011-04-07 22:49:39 +02:00
zicodxx 357e1b0144 Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment) 2011-04-07 22:32:47 +02:00
zicodxx 85f7be583f Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done 2011-04-05 02:24:30 +02:00
zicodxx d55bc253f1 Dead_controlcen_object_num should be set when a new level starts in debug build, too; Setting Total_countdown_time when loading a savestate so SEF-DESTRUCT SEQUENCE ACTIVATED sample will not play soon as timer reaches 0 2011-03-29 00:35:15 +02:00
zicodxx c8f4008878 Fixes for OpenGL ES implementation 2011-03-28 01:57:15 +02:00
zicodxx e2607aaff1 Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability 2011-03-28 01:39:30 +02:00
zicodxx 2bbbabb078 Another rework for anti-stuck-bumping: Execute after calculation of velocity and add fvi check to make sure we deal with an actual wall collision 2011-03-27 18:01:14 +02:00
zicodxx 8cff6ca835 Again reworked new bump hack to only apply when fate == HIT_WALL (to not break level SKYBOX) and made bumping by distance between object position and wall hit point; Removed/handled some safety checks in find_plane_line_intersection() to make sliding along joining edges smoother again while bad values *should* be handled in pyhsics.c and not make object warp-crashing tru the whole level or stuck in walls (fvi code should still be rewritten tho) 2011-03-14 11:07:36 +01:00
zicodxx c5092c89c7 Due to lazy copy&paste sliding up/down speed was divided by 2 - fixed 2011-03-10 21:39:47 +01:00
zicodxx dcae49a319 Be safer not interrupting other ports of descent or the original MS-DOS game when it comes to reading song files: Try reading from MISSION_NAME.sngdxx to have a way reading a song file for a specific mission outside the mission's HOG, next try reading from descent.sngdxx which shall serve as an alternative song file specifically for DXX and then try descent.sng. This should give authors enough possibilities to add OSTs for all different versions of the game without the need to publish different versions of their missions 2011-03-06 21:02:48 +01:00