Commit graph

205 commits

Author SHA1 Message Date
zicodxx b8ae980f86 New level render order for better seperation and blending between transculent level geometry and sprites 2009-01-30 11:50:25 +00:00
kreatordxx 3995cb9d05 Update version to 0.55.1 for Mac 2009-01-26 05:41:45 +00:00
zicodxx 3217f39990 Changed function naming convention in netdrv and below to general Descent code convention 2009-01-26 05:01:18 +00:00
zicodxx 4f535cff23 Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX 2009-01-17 11:02:59 +00:00
zicodxx 85f46e5862 Error handling while dumping TGA file - (partially) Patch by v66r 2009-01-16 00:12:04 +00:00
zicodxx ac3f773883 Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int 2009-01-15 23:58:36 +00:00
zicodxx 6f7e70bb82 Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup 2009-01-15 20:55:35 +00:00
zicodxx fb939d8abb Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler... 2009-01-15 01:00:19 +00:00
kreatordxx 26a648365c Use a 2D array to allow playing of songs by track number in future 2009-01-13 12:39:03 +00:00
kreatordxx 30f05a912f Increment Mac version number, update project for latest Xcode 2008-12-27 09:19:19 +00:00
kreatordxx 765ac4ecfe Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS 2008-12-21 08:59:17 +00:00
kreatordxx 777f76aedf Get Mac command keys working, MACINTOSH code cleanup, update Xcode project 2008-12-07 12:26:43 +00:00
zicodxx 15582a707c Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases 2008-11-26 01:24:58 +00:00
zicodxx 996748bdba Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots 2008-11-20 18:02:42 +00:00
zicodxx 02b1872aa9 Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize 2008-11-17 23:38:43 +00:00
zicodxx 6f39ab836f Added other SDL_(Un)LockAudio statements to protect the audio_mixcallback function - making that hopefully stable on multicores; Resetting warn_func at quit_request so we do not accidently show any menu; Open gamelog.txt unbuffered 2008-11-15 20:49:54 +00:00
zicodxx 1de53497b2 Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
zicodxx 8a2da79504 Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself 2008-11-09 14:31:30 +00:00
zicodxx 2004be28a8 Only read UNICODE values from 31 to 254 to make sure we do not read any non-printable characters and prefer the keysym that way; Added left and right Command Key for MAC Keyboards 2008-11-07 11:09:29 +00:00
zicodxx 54be20c5e1 I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it 2008-11-01 15:40:00 +00:00
zicodxx b914c8dc2f Make sure that if we use UNICODE, we always take non-control type chars and - as we only want lowercase letters - convert chars if shift is pressed 2008-11-01 02:49:29 +00:00
zicodxx 9cc62df60d Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability 2008-10-31 16:57:36 +00:00
zicodxx 51c322d3aa Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args 2008-10-28 17:04:35 +00:00
zicodxx 820961c99a Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI 2008-10-28 13:28:10 +00:00
zicodxx 490726b4ac Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive 2008-10-19 12:53:30 +00:00
zicodxx 6dc900f51d Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free 2008-10-16 17:27:02 +00:00
zicodxx 43348dfa12 Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent 2008-09-30 00:18:39 +00:00
zicodxx f108f30ffd Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent 2008-09-30 00:07:07 +00:00
zicodxx 9ecb663ed3 Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals 2008-07-19 22:28:31 +00:00
kreatordxx bfa9cb8843 Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs 2008-07-01 11:09:46 +00:00
kreatordxx 558b2399a3 tidy up music keys, ALT-SHIFT-F9 ejects audio CDs 2008-06-15 08:50:05 +00:00
zicodxx 8a1222c961 Setting GameArg.SndNoSound to true if SDL_mixer init fails 2008-06-12 08:01:00 +00:00
zicodxx 8b36f8aaac Small doc update; Improved SDL_mixer / Jukebox handling if no resource (sound) is available 2008-06-05 16:30:11 +00:00
zicodxx c61b18b576 Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer 2008-06-04 19:30:43 +00:00
zicodxx 057523af2c Only stop music at jukebox_stop() if MIDI jukebox_loaded - otherwise user can stop Jukebox with keys but not start it again 2008-06-01 22:33:21 +00:00
zicodxx 3d1e2ed850 Using Windows code to play HMP files on Windows build; Fixed Jukebox keys in help screen; Allow -noredundancy in Singleplayer; Fixed processing of Console keys if Console is not active; Added Multiplayer hints to README; Made INI wrapping safer and more accurate 2008-06-01 12:53:03 +00:00
kreatordxx 846c9231ed allow an audio CD to be played if it's inserted after DXX is launched, hopefully find the first audio CD if multiple CDs are inserted 2008-05-28 10:38:30 +00:00
zicodxx e19a1238de Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 5000 2008-05-25 08:19:31 +00:00
kreatordxx fd95b79cae Add audio CD support to D1X, fix associated bugs 2008-05-24 08:59:35 +00:00
kreatordxx 164e1f2350 give render_frame call both arguments (compiler error) 2008-05-24 08:56:56 +00:00
zicodxx 6b1ef665bf Reverting screenshot stuff - error prone 2008-05-21 21:59:16 +00:00
zicodxx 8ff7e7d166 Make Screenshots over backbuffer; Implmented filtered mouse delta reading 2008-05-21 14:06:44 +00:00
zicodxx 264014081e Make Screenshots over backbuffer; Implmented filtered mouse delta reading 2008-05-21 13:58:27 +00:00
zicodxx 5d7dc33e0c Added -nomusic ability for SDL_mixer API; Added -gl_fontfixwidth to scale fonts with fixed aspect on widescreen resolutions, scaled to height 2008-05-19 19:28:27 +00:00
zicodxx e6ec09869e Some code improvements and small fixes 2008-05-08 18:29:52 +00:00
zicodxx 9709081498 Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention 2008-05-07 14:11:30 +00:00
zicodxx b772706508 Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention 2008-05-07 14:02:01 +00:00
zicodxx ec7f8b68de Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well 2008-05-01 21:40:34 +00:00
zicodxx d414a45efd Added function gr_set_attributes to change Options like Texture Filtering and SDL_GL attributes while runtime (if supported); Added 4x Multisample support 2008-04-22 12:57:06 +00:00
zicodxx 5d19c11124 Added function gr_set_attributes to change Options like Texture Filtering and SDL_GL attributes while runtime (if supported); Added 4x Multisample support 2008-04-22 08:29:29 +00:00