zicodxx
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0a03ea3adc
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Moved multi_* declarations to multi.h - patch by Kp
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2013-01-03 16:33:57 +01:00 |
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zicodxx
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ba1dcead7c
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Moved vers_id.h inclusion to where it is needed - patch by Kp
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2012-11-02 18:35:57 +01:00 |
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zicodxx
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7c5aaa29df
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Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
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2012-07-23 01:17:54 +02:00 |
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zicodxx
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13cd7d8837
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cleanup for netgame help menu and incremented multi proto vwersion due to recent code changes (d1x mostly however)
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2012-06-18 01:43:46 +02:00 |
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zicodxx
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b0288d8df0
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removed MarkerOwner; some code cleaning in that regard
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2012-06-10 11:26:29 +02:00 |
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zicodxx
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3d10827ca3
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:07 +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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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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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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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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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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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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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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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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zicodxx
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f35eba5f04
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Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforward
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2012-04-12 02:15:26 +02:00 |
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zicodxx
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d0ddf0362a
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fixed glitch when reappear and explode packets are misordered, rendering player invisible
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2012-04-07 12:32:22 +02:00 |
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zicodxx
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c3b520b6e2
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Immediately relay pdata packets from clients to others which should reduce artificial delay; allow sending of pdata packet when firing if enough time has passed since last update; only answer full game info requests 2 times per second and lite info 8 times per second
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2012-03-29 10:16:33 +02:00 |
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zicodxx
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26bb1f6a34
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Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
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2012-03-28 12:26:24 +02:00 |
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zicodxx
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2f08947f48
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Introduced extra short based on MULTI_PROTO_VERSION for version-independent Multiplayer-compability-check; Changed version to 0.57.2 to make new version checking not cause problems with stable release 0.57.1; Removed old version_major/minor variables from netgame and player structures since DXX handles this independently; Cleaned up old version stuff and copyright messages
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2011-11-02 01:04:42 +01:00 |
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zicodxx
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951f3edd80
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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
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2011-09-19 13:01:11 +02:00 |
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zicodxx
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a8892bd13a
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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
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2011-09-15 10:45:48 +02:00 |
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zicodxx
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d9ca3a2287
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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
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2011-09-14 01:15:32 +02:00 |
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zicodxx
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dadb99bdca
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Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info
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2011-05-25 15:25:13 +02:00 |
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zicodxx
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914555fe81
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Host can now decide (again) if players are allowed to display enemy names on HUD
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2011-05-05 00:16:37 +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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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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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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753178a30f
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Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code
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2011-02-09 12:58:32 +01:00 |
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zicodxx
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fd53a1264b
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On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
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2011-01-19 19:55:38 +01:00 |
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zicodxx
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a1f7da133e
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Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>
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2011-01-19 02:19:17 +01:00 |
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zicodxx
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8a10ec4238
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Added feature to optionally disable friendly fire in Team and Coop games
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2011-01-14 19:48:48 +01:00 |
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zicodxx
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eeecf4016e
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Fixing code used for capping powerups in multiplayer - it was not correctly conting 4pack powerups; Cleaned up this code a bit and added more consistent naming convention for functions to maybe make it more understandable; Removed MULTI_PROTO_D2X_VER define as it's not needed
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2011-01-14 14:29:08 +01:00 |
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zicodxx
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5172e33d84
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in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds
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2010-12-22 14:55:26 +01:00 |
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zicodxx
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fe84fa3a9a
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Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion
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2010-12-22 01:17:59 +01:00 |
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zicodxx
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3bcb0ecdde
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Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next)
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2010-12-11 00:18:17 +01:00 |
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zicodxx
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c1f7442f23
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Took over variable VerifyPlayerJoined for UDP protocol usage as well to get object and extra packet sending in order as well as regulary resending UPID_SYNC for latecoming players. Should resolve problems when joining already running UDP games
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2010-11-22 22:44:03 +01:00 |
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kreatordxx
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466f51e8f5
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On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_t
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2010-09-02 00:07:37 +00:00 |
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kreatordxx
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00450cfc32
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Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
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2010-03-31 09:18:28 +00:00 |
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kreatordxx
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6ca05c2dce
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Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
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2010-03-20 13:21:53 +00:00 |
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zicodxx
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64af50c05a
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Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS
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2010-02-23 15:05:50 +00:00 |
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kreatordxx
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ff04fd682e
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Fix crashing when doing menus in multiplayer, don't let player move when in automap
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2010-01-31 07:45:26 +00:00 |
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kreatordxx
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f83741d89f
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For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call
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2010-01-29 03:36:44 +00:00 |
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kreatordxx
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b6452e75b7
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Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
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2010-01-07 14:49:07 +00:00 |
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zicodxx
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62b75469dd
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Adding macros USE_UDP and USE_IPX for the compiler to compile with either UDP- and/or IPX-support and removed the older IPX macros
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2009-11-29 16:46:13 +00:00 |
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zicodxx
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febe5d124d
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Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later.
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2009-11-24 09:48:53 +00:00 |
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zicodxx
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fb112d7dfb
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Abstracting networking protocols - Step 3: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup - Next up: Implementing new UDP layer
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2009-04-09 07:41:30 +00:00 |
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zicodxx
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b3bf4813df
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Abstracting networking protocols - Step 2: Introducing new structure to hold protocol-dependend and -independend information about Netgame and it's Players; Further isolation of the IPX code and renaming the netdrv_* code to ipxdrv_* as this is now actually IPX-only; Next up: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup
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2009-03-20 12:10:38 +00:00 |
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zicodxx
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4d59723cc2
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Added Packet-loss prevention code for Netgames
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2009-01-31 23:47:15 +00:00 |
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zicodxx
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7ebffe4dc7
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Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
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2008-12-12 02:05:30 +00:00 |
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