zicodxx
|
112a9d7d58
|
When sliding along a wall keep wall_part sane to ensure good velocity for slide
|
2011-04-07 22:49:42 +02:00 |
|
zicodxx
|
eb7e001c2f
|
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)
|
2011-04-07 22:32:51 +02:00 |
|
zicodxx
|
7f18afd5d7
|
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
|
2011-04-05 02:24:34 +02:00 |
|
zicodxx
|
5986b38a80
|
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
|
2011-03-29 00:35:41 +02:00 |
|
zicodxx
|
d05344d723
|
Fixes for OpenGL ES implementation
|
2011-03-28 01:57:18 +02:00 |
|
zicodxx
|
8faed77f5f
|
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
|
2011-03-28 01:39:51 +02:00 |
|
zicodxx
|
6308d5c4b7
|
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...
|
2011-03-27 23:58:53 +02:00 |
|
zicodxx
|
4301faad97
|
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
|
2011-03-27 18:01:17 +02:00 |
|
zicodxx
|
56348243b5
|
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)
|
2011-03-14 11:07:39 +01:00 |
|
zicodxx
|
bdade98976
|
Due to lazy copy&paste sliding up/down speed was divided by 2 - fixed
|
2011-03-10 21:39:49 +01:00 |
|
zicodxx
|
9280731d60
|
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
|
2011-03-06 21:02:50 +01:00 |
|
zicodxx
|
d3b4d9485e
|
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
|
2011-02-24 11:28:59 +01:00 |
|
zicodxx
|
36c291d5d5
|
Fix for last revision: Correctly initialize cv_fade_level and cv_blend_func when creating initializing a canvas
|
2011-02-24 00:21:50 +01:00 |
|
zicodxx
|
c960d5505a
|
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
|
2011-02-23 17:46:39 +01:00 |
|
Chris Taylor
|
635dcfee4f
|
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
|
2011-02-21 14:37:03 +08:00 |
|
zicodxx
|
13b2de4326
|
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
|
2011-02-19 01:20:58 +01:00 |
|
zicodxx
|
ffee2235a9
|
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
|
2011-02-18 00:43:05 +01:00 |
|
zicodxx
|
d020a3136e
|
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
|
2011-02-18 00:17:51 +01:00 |
|
zicodxx
|
d57eed80b5
|
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
|
2011-02-17 11:17:53 +01:00 |
|
zicodxx
|
bddb2e97a2
|
Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support
|
2011-02-15 14:44:03 +01:00 |
|
zicodxx
|
dd4a5ae0d8
|
For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering
|
2011-02-14 23:52:33 +01:00 |
|
zicodxx
|
d6fbef4e43
|
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
|
2011-02-14 22:27:07 +01:00 |
|
zicodxx
|
097dd32c5a
|
New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then
|
2011-02-12 23:58:41 +01:00 |
|
zicodxx
|
1f5fde02c7
|
Controls.select_weapon_count needs to be incremented differently to get non-0 when we want to select the laser type weapon; Readded jumping from first to last item in newmenu and vice versa
|
2011-02-11 12:24:02 +01:00 |
|
zicodxx
|
43ebcd249b
|
Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops
|
2011-02-10 20:53:23 +01:00 |
|
zicodxx
|
a5c3bc430c
|
Fixed compiler warning related to generation of game_id for Coop Savegames
|
2011-02-10 18:56:33 +01:00 |
|
zicodxx
|
031420cf74
|
Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program
|
2011-02-10 15:30:08 +01:00 |
|
zicodxx
|
5bac68c5c8
|
Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_text
|
2011-02-10 14:09:10 +01:00 |
|
zicodxx
|
7b5102a0f9
|
Fixed memory leak produced by drawing circles and disks
|
2011-02-09 17:18:35 +01:00 |
|
zicodxx
|
0c0a55e65b
|
Fixed little memory issue while playing movies introduced by overhaul of window closing
|
2011-02-09 16:52:13 +01:00 |
|
zicodxx
|
753178a30f
|
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
|
2011-02-09 12:58:32 +01:00 |
|
zicodxx
|
488c44f9cf
|
Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused
|
2011-02-06 14:25:37 +01:00 |
|
zicodxx
|
c7a65c9313
|
Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.)
|
2011-02-03 11:48:27 +01:00 |
|
zicodxx
|
7f49e118da
|
Corrected values for gr_ubox while drawing a window_view to not mess up at some widescreen resolutions
|
2011-02-03 01:10:30 +01:00 |
|
zicodxx
|
fbf27484f1
|
Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without end
|
2011-02-03 01:05:06 +01:00 |
|
zicodxx
|
3c9c7af995
|
Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining
|
2011-02-02 23:51:34 +01:00 |
|
zicodxx
|
21836c5c6b
|
After rendering Reboot reticle, reset glLineWidth to default value again
|
2011-02-02 02:12:05 +01:00 |
|
zicodxx
|
96782e092a
|
Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
|
2011-02-02 01:36:49 +01:00 |
|
zicodxx
|
518e01fbe8
|
In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind
|
2011-01-26 11:55:47 +01:00 |
|
zicodxx
|
fd740500c1
|
Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls
|
2011-01-24 21:51:08 +01:00 |
|
zicodxx
|
3a91bdb89d
|
Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop
|
2011-01-24 20:37:47 +01:00 |
|
zicodxx
|
4f160df96e
|
Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, too
|
2011-01-24 15:26:08 +01:00 |
|
zicodxx
|
ee56fead58
|
For new player, set ReticleSize to 0 which is the smallest size
|
2011-01-23 18:21:13 +01:00 |
|
zicodxx
|
0fac02ecee
|
Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement
|
2011-01-23 11:59:48 +01:00 |
|
zicodxx
|
169df35455
|
Taking out one Int3 in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that; Also removed one conditional size_check which was meant for one mprintf we removed long ago
|
2011-01-23 09:57:52 +01:00 |
|
zicodxx
|
4e3eeee326
|
Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day
|
2011-01-22 21:43:21 +01:00 |
|
zicodxx
|
37f59aa896
|
in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
|
2011-01-22 18:46:08 +01:00 |
|
zicodxx
|
da43cc7d37
|
Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw)
|
2011-01-22 18:14:16 +01:00 |
|
zicodxx
|
78569ea1bc
|
Fixed small issue parsing killreactor command in Multiplayer
|
2011-01-22 17:56:25 +01:00 |
|
zicodxx
|
5eb05548c3
|
Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages, marker messages and orb counts
|
2011-01-22 13:30:20 +01:00 |
|
zicodxx
|
3046fcf7dd
|
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
|
2011-01-21 17:45:29 +01:00 |
|
zicodxx
|
33d3b1c6a8
|
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
|
2011-01-20 12:17:30 +01:00 |
|
zicodxx
|
e60a7e1bca
|
Additional commit for last revision - didn't selected all files properly
|
2011-01-19 21:52:01 +01:00 |
|
zicodxx
|
9f6cbc8c6c
|
Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
|
2011-01-19 21:35:14 +01:00 |
|
zicodxx
|
fd53a1264b
|
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
|
2011-01-19 19:55:38 +01:00 |
|
zicodxx
|
16f2b23fe2
|
Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed
|
2011-01-19 12:22:01 +01:00 |
|
zicodxx
|
a1f7da133e
|
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>
|
2011-01-19 02:19:17 +01:00 |
|
zicodxx
|
931d134357
|
Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
|
2011-01-19 00:07:10 +01:00 |
|
zicodxx
|
9cace92b4e
|
In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
|
2011-01-18 19:43:07 +01:00 |
|
zicodxx
|
ab79094700
|
Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
|
2011-01-18 15:53:28 +01:00 |
|
zicodxx
|
c0864b71a9
|
Fixed small bug in net_udp_list_join_poll() which was introduced when I reorganized the events for making console render global
|
2011-01-18 14:37:19 +01:00 |
|
zicodxx
|
59344482e3
|
Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
|
2011-01-17 21:00:52 +01:00 |
|
zicodxx
|
65aeb5a291
|
opengles variable in SConstruct could be activated by command-line argument opengl
|
2011-01-17 19:27:55 +01:00 |
|
Chris Taylor
|
eca34c30f5
|
Rename ui/window.c to ui/dialog.c to avoid confusion with arch/sdl/window.c, also rename UI_WINDOW to UI_DIALOG, rename all associated functions, constants, parameters, local variables etc too; make a window when making a UI_DIALOG (does nothing yet)
|
2011-01-17 22:42:18 +08:00 |
|
zicodxx
|
d5ac0af494
|
Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries; Incrementing defines SHIELD_GAUGE_Y, SHIP_GAUGE_Y for HIRESMODE to fit these gauges pixel-correct in Cockpit mode
|
2011-01-17 15:00:26 +01:00 |
|
Chris Taylor
|
335a99eedc
|
Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
|
2011-01-17 16:11:24 +08:00 |
|
Chris Taylor
|
7651a43b70
|
No referring to non-existent ogl_maxanisotropy for non-OGL build
|
2011-01-17 12:38:32 +08:00 |
|
Chris Taylor
|
b64794e1b4
|
Still send idle events when receiving SDL joystick events, fixing possible joystick issues
|
2011-01-17 12:17:21 +08:00 |
|
zicodxx
|
acb1494124
|
in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps
|
2011-01-16 19:33:41 +01:00 |
|
zicodxx
|
af651ac749
|
Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
|
2011-01-16 11:55:31 +01:00 |
|
zicodxx
|
a4e07c142b
|
For more consistency to original game, show descent(b).pcx before pilot selection if available; Generally use PATH_MAX for filename arrays in titles code
|
2011-01-16 11:39:46 +01:00 |
|
zicodxx
|
e5fc130b82
|
When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
|
2011-01-16 02:09:47 +01:00 |
|
zicodxx
|
025a6c3951
|
Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again
|
2011-01-16 01:50:42 +01:00 |
|
zicodxx
|
a52875f96e
|
Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
|
2011-01-15 20:51:17 +01:00 |
|
zicodxx
|
5b899ad0fd
|
main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
|
2011-01-15 13:51:21 +01:00 |
|
zicodxx
|
c0dfe46173
|
Fixed some compiler warnings
|
2011-01-15 00:33:13 +01:00 |
|
zicodxx
|
0d997ed81a
|
Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console
|
2011-01-14 22:56:00 +01:00 |
|
zicodxx
|
3b60012a2d
|
Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layouts
|
2011-01-14 21:32:53 +01:00 |
|
zicodxx
|
8a10ec4238
|
Added feature to optionally disable friendly fire in Team and Coop games
|
2011-01-14 19:48:48 +01:00 |
|
zicodxx
|
ba74b14753
|
When displaying kill goals in game rules, value must be multiplied by 5 to show the correct limit
|
2011-01-14 17:54:31 +01:00 |
|
zicodxx
|
2ba4206e15
|
Using timer_query() instead of clock() in InitPlayerPositions(); Also decreasing check value für closest_dist to D1-level to actually make it less likely to start at total random unchecked location where another player could be
|
2011-01-14 17:15:30 +01:00 |
|
zicodxx
|
c8f4140bd6
|
In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE
|
2011-01-14 15:13:29 +01:00 |
|
zicodxx
|
eeecf4016e
|
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
|
2011-01-14 14:29:08 +01:00 |
|
Chris Taylor
|
030aef43e3
|
For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
|
2011-01-14 17:51:13 +08:00 |
|
zicodxx
|
aca6890bd4
|
Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1
|
2011-01-11 01:26:14 +01:00 |
|
zicodxx
|
02c5c1bda9
|
Reverted most of the last commit - didn't work well when timer was updated too frequently
|
2011-01-11 00:37:45 +01:00 |
|
zicodxx
|
4026c8a73a
|
In timer_update() use i2f and fixdiv for SDL_GetTicks() to get more accurate values to F64_RunTime; Added rollover check for SDL_GetTicks() to timer_delay2()
|
2011-01-10 22:59:00 +01:00 |
|
zicodxx
|
4b008cece1
|
Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the code
|
2011-01-10 20:40:55 +01:00 |
|
zicodxx
|
39e956e2bc
|
Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator and Guided Crosshair; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
|
2011-01-10 16:12:04 +01:00 |
|
zicodxx
|
09da4f9f51
|
Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY
|
2011-01-09 19:45:14 +01:00 |
|
zicodxx
|
adad856f38
|
Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum function
|
2011-01-09 17:51:48 +01:00 |
|
zicodxx
|
eac593a047
|
Fix for rev968: my_pnum must be defined static
|
2011-01-09 17:09:29 +01:00 |
|
zicodxx
|
bea0daf3e8
|
Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all)
|
2011-01-09 14:19:01 +01:00 |
|
zicodxx
|
d14ae4ea2b
|
Draw FlightSim Reticle on Automap display, too; Fixed small glitch showing Vulcan/Gauss ammo in alt hud mode on all cockpit modes instead of CM_FULL_SCREEN only
|
2011-01-06 14:56:26 +01:00 |
|
zicodxx
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449a5dffb1
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Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
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2011-01-06 12:43:58 +01:00 |
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zicodxx
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0a08eacae6
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Fixed but in object to object_rw conversion - if a bot is not dead, leave dying_start_time at 0 as anything else would kill it
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2011-01-06 00:28:43 +01:00 |
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zicodxx
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307d92c644
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Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature
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2011-01-04 11:43:37 +01:00 |
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zicodxx
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8e23a0b452
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More consistency in SConstruct command-line variables; Added automatic Endianess-checker; Set target to 'd2x-rebirth' no matter if OpenGL or not
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2011-01-03 11:42:53 +01:00 |
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zicodxx
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281c9668bb
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Moved NoRedundancy, MultiMessages and NoRankings toggles from GameArg to PlayerCfg to be set via Misc Options
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2011-01-03 02:01:26 +01:00 |
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zicodxx
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3adc5fe77a
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Saving weapon keys in PLX like in D1X-Rebirth; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key values
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2011-01-03 01:09:09 +01:00 |
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