zicodxx
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fb775b35c3
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Fixed set but unused variables
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2011-09-27 01:31:17 +02:00 |
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zicodxx
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4e299e4f83
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Consistency check for segment number in find_vector_intersection() and obj_create(); Added more debug output for invalid segment numberin get_seg_masks()
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2011-09-24 11:15:24 +02:00 |
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zicodxx
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6f4ad8eef3
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Improvement for fix_illegal_wall_interesection(): Move away from wall in right angle - not towards center. This improves the bumping in many situations and prevents ship getting stuck in small segments. Simplified and optimized code as well and removed check for degenerated Segments as not needed with this approach; Fixed some compiler warnings regarding set but unused variables
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2011-05-19 01:25:36 +02:00 |
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zicodxx
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609bd15fd1
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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
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2011-05-04 02:15:07 +02:00 |
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zicodxx
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ee9ac80b62
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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 21:08:08 +02:00 |
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zicodxx
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8cff6ca835
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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 11:07:36 +01:00 |
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zicodxx
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c1e4e9c3d7
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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 22:27:02 +01:00 |
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zicodxx
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b35fd6e3d7
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Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day
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2011-01-22 21:43:20 +01:00 |
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zicodxx
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8466399451
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Took out the disable_new_fvi-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this.
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2008-11-22 00:43:59 +00:00 |
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zicodxx
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a172315d4a
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Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes
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2008-04-06 20:23:28 +00:00 |
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zicodxx
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2196bdae0d
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Fixed some memory issues; Fixed some HUD element alignment; Only send NetDrv packets if NetDrvInstalled is true; Fixed demo glitches; Actually using Game_mode in demos to make Newdemo_game_mode hacking obsolete
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2008-03-08 22:37:09 +00:00 |
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zicodxx
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d9e23370f9
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Implemented PhysFS support; Implemended D2X memory functions; Code cleanups
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2008-01-23 17:25:09 +00:00 |
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md2211
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d393f32eed
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* Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
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2007-09-21 19:06:05 +00:00 |
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zicodxx
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86c18a63c3
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fixed a bunch of compiler warnings
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2007-06-11 09:06:14 +00:00 |
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zicodxx
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cde0244a09
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initial import
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2006-03-20 16:43:15 +00:00 |
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