zicodxx
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89ef310ec6
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Added SDLK_WORLD_** symbols to keyboard array to enable layout specific keys and make the game more flexible
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2011-04-21 21:22:46 +02:00 |
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zicodxx
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d9bbc359a2
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When leaving game and still sending extras, don't forget to update the timer so we won't get stuck in an infinite loop
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2011-04-21 20:52:33 +02:00 |
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zicodxx
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a498f20bc9
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Moved reloading of main descent2.ham (in case mission brings it's own verision) from LoadLevel() to load_mission() so it does not screw missions with ther custom ham-file (like vertigo)
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2011-04-20 19:42:02 +02:00 |
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zicodxx
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3705012d32
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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
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2011-04-20 01:47:15 +02:00 |
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Chris Taylor
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cc5a7d1359
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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)
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2011-04-18 20:32:36 +08:00 |
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zicodxx
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a2806837e8
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Initialize variables in create_omega_blobs() and give omega_cleanup() a return value to see if we should continue rendering to fix potential crashes
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2011-04-16 16:44:36 +02:00 |
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zicodxx
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e977551a41
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Check for hmp before pausing/resuming it
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2011-04-16 01:15:59 +02:00 |
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zicodxx
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7046b42271
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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; Small fix for position of Afterburner gauge in CM_FULL_SCREEN
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2011-04-16 01:12:04 +02:00 |
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zicodxx
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aed9d8a687
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Took out hack to force close doors as not needed anymore and does not take into account linked walls
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2011-04-14 18:24:03 +02:00 |
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zicodxx
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54674a47ca
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Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW
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2011-04-14 11:15:17 +02:00 |
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zicodxx
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1b1fdd6575
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Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least
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2011-04-13 21:18:18 +02:00 |
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zicodxx
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94490492a4
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Fixing unfreed buffer when credits_show() was called but there was nothing to show me
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2011-04-13 21:11:22 +02:00 |
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zicodxx
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87f0b2ee74
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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
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2011-04-13 21:08:11 +02:00 |
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zicodxx
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f42aa8a5fc
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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
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2011-04-13 00:19:42 +02:00 |
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zicodxx
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6929054899
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:18:30 +02:00 |
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zicodxx
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f207000f50
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:17:24 +02:00 |
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zicodxx
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7ae49da7cf
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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
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2011-04-12 03:02:51 +02:00 |
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zicodxx
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a74fcba858
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Stupid me forgot to let Omega use it's charge again after debugging it - fixed...
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2011-04-12 02:31:51 +02:00 |
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zicodxx
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baeca7ebfa
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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; Removed ShowAllNames from Netgame structure as I see no reason why names display should be host-controlled; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games
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2011-04-12 00:45:21 +02:00 |
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zicodxx
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cf50cda2ce
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Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
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2011-04-11 21:27:31 +02:00 |
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zicodxx
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74c7bdd7c5
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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
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2011-04-11 17:47:16 +02:00 |
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Chris Taylor
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fe3f8653e6
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Allow completely free movement in the automap. It will rotate relative to the viewer. Also fix an unused variable warning.
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2011-04-10 19:57:06 +08:00 |
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zicodxx
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025f04c389
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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
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2011-04-10 12:29:06 +02:00 |
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Chris Taylor
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fa14dbe28e
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Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan\!)
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2011-04-10 13:34:13 +08:00 |
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zicodxx
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6922100a0c
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Fixed text-related annoyances: Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed scaling of tab_stop in briefings (again)
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2011-04-10 03:11:00 +02:00 |
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zicodxx
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c56a87b2de
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Reworked Omega cannon: Instead of firing every frame, fire in 33.33ms intervals instead which will improve performance, decrease network traffic and make damage in Multiplayer not a totally random factor; To compensate inaccuracy due high velocity of leading omega blob, check for it's distance from parent and delete if distance > MAX
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2011-04-10 01:48:15 +02:00 |
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zicodxx
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d5619e806a
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Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
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2011-04-08 01:38:00 +02:00 |
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zicodxx
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112a9d7d58
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When sliding along a wall keep wall_part sane to ensure good velocity for slide
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2011-04-07 22:49:42 +02:00 |
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zicodxx
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eb7e001c2f
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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)
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2011-04-07 22:32:51 +02:00 |
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zicodxx
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7f18afd5d7
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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
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2011-04-05 02:24:34 +02:00 |
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zicodxx
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050197c3fb
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removed debugging output accidentially left in ...
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2011-03-29 00:39:31 +02:00 |
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zicodxx
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5986b38a80
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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
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2011-03-29 00:35:41 +02:00 |
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zicodxx
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d05344d723
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Fixes for OpenGL ES implementation
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2011-03-28 01:57:18 +02:00 |
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zicodxx
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8faed77f5f
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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; Suspend Game_wind when playing endlevel movie while demo playback
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2011-03-28 01:39:51 +02:00 |
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zicodxx
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6308d5c4b7
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Added hack to fix illegal segment (104) in D2 Level 12 which should be fixed in the level itself but impossible due to copyright of original game content...
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2011-03-27 23:58:53 +02:00 |
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zicodxx
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4301faad97
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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
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2011-03-27 18:01:17 +02:00 |
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zicodxx
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56348243b5
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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)
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2011-03-14 11:07:39 +01:00 |
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zicodxx
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bdade98976
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Due to lazy copy&paste sliding up/down speed was divided by 2 - fixed
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2011-03-10 21:39:49 +01:00 |
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zicodxx
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9280731d60
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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
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2011-03-06 21:02:50 +01:00 |
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zicodxx
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d3b4d9485e
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Using gr_init_bitmap for hoard data initialization; Correctly free hoard data before the program closes; When reloading the main HAM files, made sure it does not try to reload main game sounds from shareware/demo HAM
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2011-02-24 11:28:59 +01:00 |
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zicodxx
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36c291d5d5
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Fix for last revision: Correctly initialize cv_fade_level and cv_blend_func when creating initializing a canvas
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2011-02-24 00:21:50 +01:00 |
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zicodxx
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c960d5505a
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Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too
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2011-02-23 17:46:39 +01:00 |
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Chris Taylor
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635dcfee4f
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Fix a critical bug in string_array_add - when d_reallocing the buffer containing the string data, update all the pointers in '*list' as well as next_str, preventing ugly crashes
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2011-02-21 14:37:03 +08:00 |
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zicodxx
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13b2de4326
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Added another call for read_hamfile right after a level loads in case a third party mission brings it's own version of the main game HAM file
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2011-02-19 01:20:58 +01:00 |
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zicodxx
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ffee2235a9
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Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha
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2011-02-18 00:43:05 +01:00 |
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zicodxx
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d020a3136e
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Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain
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2011-02-18 00:17:51 +01:00 |
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zicodxx
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d57eed80b5
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When recording cloaking or unclocking wall to demo, make sure the very first frame is recorded, too so wall will correctly transform back when rewinding the demo
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2011-02-17 11:17:53 +01:00 |
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zicodxx
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bddb2e97a2
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Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support
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2011-02-15 14:44:03 +01:00 |
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zicodxx
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dd4a5ae0d8
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For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering
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2011-02-14 23:52:33 +01:00 |
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zicodxx
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d6fbef4e43
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Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu
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2011-02-14 22:27:07 +01:00 |
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