zicodxx
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87e9757577
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Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
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2012-05-26 14:09:03 +02:00 |
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zicodxx
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48e9e1dc09
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Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
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2012-05-26 13:28:46 +02:00 |
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zicodxx
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1431d3bc35
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Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
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2012-05-25 12:14:28 +02:00 |
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zicodxx
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4554227d1a
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in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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2012-05-24 12:46:35 +02:00 |
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zicodxx
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1296f3e3b3
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:50 +02:00 |
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zicodxx
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36774e21d5
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now properly initialize all other parts of the new/old player object when restoring a coop savestate
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2012-05-21 10:33:53 +02:00 |
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zicodxx
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b38c3a98e7
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solved some potential buffer overflows when initializing movie names
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2012-05-19 02:37:13 +02:00 |
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zicodxx
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66f2045c59
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:43 +02:00 |
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zicodxx
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70287bfde6
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
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zicodxx
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ef8c3bc436
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fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players
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2012-05-18 10:54:41 +02:00 |
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zicodxx
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e6841439b0
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allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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2012-05-16 14:39:31 +02:00 |
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zicodxx
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2c5176a336
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when updating game info also check for player connected status in case we send to everyone
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2012-05-16 10:41:15 +02:00 |
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zicodxx
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8699ae6b63
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In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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2012-05-16 01:06:16 +02:00 |
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zicodxx
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1c8dc35257
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Do not allow ports below 1024; More verbosity for udp_open_socket()
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2012-05-16 00:59:19 +02:00 |
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zicodxx
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d472f592a0
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Do not send endlevel packets to disconnected (but still saved) clients
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2012-05-15 23:39:24 +02:00 |
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zicodxx
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2bed74b056
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During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
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2012-05-14 19:20:18 +02:00 |
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zicodxx
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d3fb313fd9
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
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zicodxx
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dbb5eeef35
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Made inline functions static
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2012-05-14 17:13:27 +02:00 |
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zicodxx
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6d3782996c
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Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
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2012-05-14 12:20:30 +02:00 |
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zicodxx
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20b8e59305
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Incremented version to 0.57.3; Added Release notes
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2012-05-10 19:10:49 +02:00 |
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zicodxx
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bfef7393d5
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Reduced timeout from 10 to 5 seconds
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2012-05-10 18:54:22 +02:00 |
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zicodxx
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57d3f3b34f
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Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons and properly respects super laser; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
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2012-05-10 14:39:26 +02:00 |
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zicodxx
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4eaddede80
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Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain way
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2012-05-10 01:40:39 +02:00 |
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zicodxx
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1475eccac4
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Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier
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2012-05-09 01:22:31 +02:00 |
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zicodxx
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b0f34d2b89
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fixed copy/paste mistake
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2012-04-30 00:38:45 +02:00 |
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zicodxx
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347775de93
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Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level
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2012-04-27 02:09:48 +02:00 |
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zicodxx
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6e0abf59c4
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little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else
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2012-04-24 11:55:16 +02:00 |
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zicodxx
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4e4f949bc0
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fixed improper player disconnecting which might have been caused by endlevel packet
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2012-04-23 16:15:19 +02:00 |
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Chris Taylor
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561aba1d9d
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Change MarkerScale changing keys from KEY_COMMA and KEY_PERIOD to KEY_F11 and KEY_F12 respectively, so I can use the former as controls in the automap
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2012-04-22 17:38:14 +08:00 |
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zicodxx
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b02060216e
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Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
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2012-04-18 11:28:23 +02:00 |
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Chris Taylor
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84bbf2c48e
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Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, init Cursegp to NULL, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
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2012-04-17 17:37:15 +08:00 |
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Chris Taylor
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8b8e5d2635
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Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
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2012-04-17 17:15:09 +08:00 |
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Chris Taylor
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ef2df1225d
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Rename MessageBox to ui_messagebox to avoid a conflict with Windows' MessageBox
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2012-04-17 16:11:42 +08:00 |
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Chris Taylor
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17bdf55a05
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Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt level
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2012-04-17 15:46:39 +08:00 |
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Chris Taylor
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aecfbbee23
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Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editor
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2012-04-17 15:36:23 +08:00 |
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Chris Taylor
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5197d7665a
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Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)
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2012-04-17 15:20:14 +08:00 |
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Chris Taylor
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770080f612
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Reset the player object for the editor, since demo playback mucks it up
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2012-04-17 15:13:08 +08:00 |
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Chris Taylor
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1c85ce7848
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Finish the game cleanly, closing Game_wind, if Current_level_num is 0
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2012-04-17 15:05:43 +08:00 |
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Chris Taylor
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e55406d1ee
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Make sure Cursegp is initialised if using it to set an object when loading a game (EDITOR build). Thought I already committed this
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2012-04-17 14:28:50 +08:00 |
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Chris Taylor
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1fd979a76b
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Avoid crashes when clicking on close box with a center, switch, object or wall editing dialog open; also when playing a level, going to the editor, going back to the game then dying
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2012-04-16 14:42:34 +08:00 |
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Chris Taylor
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82cce8afb6
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Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commands
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2012-04-16 13:26:55 +08:00 |
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zicodxx
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8fc772586c
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fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
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2012-04-16 01:13:29 +02:00 |
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zicodxx
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0011e44087
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Fixed set but unused variables in OGL build
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2012-04-15 16:15:21 +02:00 |
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zicodxx
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19d792cff2
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Addition for last change in hmp_reset(): execute midiOutShortMsg() even if midiOutPrepareHeader() fails as not related to SysEx part
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2012-04-15 15:52:14 +02:00 |
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zicodxx
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3a96935748
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Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition
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2012-04-15 15:32:48 +02:00 |
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Chris Taylor
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27279480ca
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Create a centers dialog that won't crash
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2012-04-15 14:14:16 +08:00 |
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Chris Taylor
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311f835bf8
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Clicking on mine elements in the editor now works in ogl
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2012-04-15 13:45:45 +08:00 |
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Chris Taylor
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b20044e14f
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Set edge_list_size to Num_segments*12 to avoid crashes in the editor with certain third party levels
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2012-04-15 09:34:06 +08:00 |
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zicodxx
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90e41c1c85
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When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game()
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2012-04-15 03:05:28 +02:00 |
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Chris Taylor
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71831d308f
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Set the correct edge colors for editor wireframe drawing (in LargeView)
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2012-04-14 18:52:06 +08:00 |
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