zicodxx
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b624e51c35
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For new player, set ReticleSize to 0 which is the smallest size
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2011-01-23 18:22:10 +01:00 |
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zicodxx
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5b6c028c60
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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
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2011-01-23 11:59:46 +01:00 |
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zicodxx
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e5c1c4f963
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Taking out one Assert 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
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2011-01-23 09:57:46 +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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e133e6e764
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in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
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2011-01-22 18:46:05 +01:00 |
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zicodxx
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6bcb2ef0cf
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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)
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2011-01-22 18:14:14 +01:00 |
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zicodxx
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bed51f2f4d
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_POLYOBJ_H definition was not terminated at end of file causing compiling to fail with WORDS_NEED_ALIGNMENT define
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2011-01-22 18:06:42 +01:00 |
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zicodxx
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4b1faafc15
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Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer
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2011-01-22 17:56:23 +01:00 |
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zicodxx
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13faad1855
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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
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2011-01-22 13:30:12 +01:00 |
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zicodxx
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41a3d3971e
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Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
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2011-01-21 17:45:26 +01:00 |
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zicodxx
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c7038983d5
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Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
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2011-01-20 12:17:24 +01:00 |
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zicodxx
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45d8b82ab6
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Additional commit for last revision - didn't selected all files properly
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2011-01-19 21:51:59 +01:00 |
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zicodxx
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c124b0883f
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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
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2011-01-19 21:35:14 +01:00 |
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zicodxx
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96a350e97f
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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 19:55:32 +01:00 |
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zicodxx
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20cf4c5228
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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; Made Bounty sound play a bit louder
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2011-01-19 12:21:59 +01:00 |
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zicodxx
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493f1cff34
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Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho
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2011-01-19 02:19:15 +01:00 |
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zicodxx
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0177a6f2ae
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Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
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2011-01-19 00:07:06 +01:00 |
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zicodxx
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61a5524e4e
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Correction for rev1009: Do not need to delete object Dead_player_camera since it's a new level with new objects to begin with
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2011-01-18 20:02:02 +01:00 |
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zicodxx
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3c744c9b91
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In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
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2011-01-18 19:43:05 +01:00 |
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zicodxx
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b5adb1838a
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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
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2011-01-18 15:53:26 +01:00 |
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zicodxx
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fc92651eb2
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Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
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2011-01-17 21:00:45 +01:00 |
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zicodxx
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1eac00e0b5
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opengles variable in SConstruct could be activated by command-line argument opengl
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2011-01-17 19:27:54 +01:00 |
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Chris Taylor
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45930e9afe
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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)
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2011-01-17 22:41:05 +08:00 |
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zicodxx
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55463ae08b
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Reverting change from r1004 in automap.c code - was not meant to be commited - whoops
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2011-01-17 15:02:33 +01:00 |
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zicodxx
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587938363e
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Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
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2011-01-17 15:00:13 +01:00 |
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Chris Taylor
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b4f7151ac8
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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()
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2011-01-17 16:09:07 +08:00 |
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Chris Taylor
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9f76c83802
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No referring to non-existent ogl_maxanisotropy for non-OGL build
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2011-01-17 12:37:04 +08:00 |
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Chris Taylor
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11bbae4079
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Still send idle events when receiving SDL joystick events, fixing possible joystick issues
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2011-01-17 12:16:05 +08:00 |
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zicodxx
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76514d8ba1
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in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps; Small text correction for sound menu to fit better on screen
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2011-01-16 19:33:30 +01:00 |
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zicodxx
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f5f7435439
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Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
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2011-01-16 11:55:26 +01:00 |
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zicodxx
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8c5f76a2aa
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Generally use PATH_MAX for filename arrays in titles code
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2011-01-16 11:38:35 +01:00 |
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zicodxx
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ee3a1b6189
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When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
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2011-01-16 02:09:45 +01:00 |
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zicodxx
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a8f3f4764f
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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; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES
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2011-01-16 01:50:28 +01:00 |
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zicodxx
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e74f5e60d1
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Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
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2011-01-15 20:50:22 +01:00 |
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zicodxx
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e77fc51656
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main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
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2011-01-15 13:51:13 +01:00 |
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zicodxx
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ae194bf7a6
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Fixed some compiler warnings
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2011-01-15 00:33:10 +01:00 |
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zicodxx
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eb1ad2655f
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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
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2011-01-14 22:55:55 +01:00 |
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zicodxx
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79e57e679a
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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
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2011-01-14 21:32:53 +01:00 |
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zicodxx
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ce50e7d4e7
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Added feature to optionally disable friendly fire in Team and Coop games
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2011-01-14 19:48:36 +01:00 |
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zicodxx
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4e5e3fa604
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Added Descent2 Multiplayer features: Kill goals, Allowed play time; Bright players, Invulnerable when reappearing
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2011-01-14 17:56:14 +01:00 |
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zicodxx
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03fbd12ac9
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Using timer_query() instead of clock() in InitPlayerPositions(); Also check up distance up to 10 segments
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2011-01-14 16:38:06 +01:00 |
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zicodxx
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c918f54d56
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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; Fixed small compiler warning in gamesave.c due to last commit
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2011-01-14 15:12:39 +01:00 |
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zicodxx
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6e0ea332de
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Removed D1X implementation of multiplayer powerup capping and added D2X code to replace this (UDP-only); Added a bunch of D2X code for general and multiplayer powerup dropping to make codes more consistent to each other; Removed MULTI_PROTO_D1X_VER and MULTI_PROTO_D1X_MINOR defines since they are not needed anymore
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2011-01-14 14:29:36 +01:00 |
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Chris Taylor
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80597ad64f
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Fix compile errors introduced when merging
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2011-01-14 17:49:33 +08:00 |
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Chris Taylor
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2bd3385abd
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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)
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2011-01-13 12:36:19 +08:00 |
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zicodxx
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010f7fb6d6
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Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1
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2011-01-11 01:25:47 +01:00 |
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zicodxx
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340aa84298
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Reverted most of the last commit - didn't work well when timer was updated too frequently
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2011-01-11 00:37:38 +01:00 |
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zicodxx
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b76daeb8a8
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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()
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2011-01-10 22:59:00 +01:00 |
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zicodxx
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35570bb2d5
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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
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2011-01-10 20:40:53 +01:00 |
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zicodxx
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31d17380ec
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Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
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2011-01-10 16:12:00 +01:00 |
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