zicodxx
177a49ac63
Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
2009-02-06 09:40:00 +00:00
zicodxx
5c566411e1
Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
2009-02-03 10:56:22 +00:00
zicodxx
39ce196542
Removed MULIT_POS_* hanldings as these signals are not created anymore
2009-02-02 10:56:12 +00:00
zicodxx
21d9308934
Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
2009-02-02 09:02:29 +00:00
zicodxx
fd8b425243
Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera
2009-02-02 08:49:58 +00:00
zicodxx
f84a267dd1
Added Packet-loss prevention code for Netgames
2009-01-31 23:47:15 +00:00
kreatordxx
cb9afb9bdf
Last track is endgame track for any audio CD, endgame track not played when a level is started, jukebox/redbook works in game even if no MIDI songs
2009-01-31 06:37:43 +00:00
zicodxx
b63f988d37
New level render order for better seperation and blending between transculent level geometry and sprites
2009-01-30 11:50:25 +00:00
kreatordxx
cf8981eb76
Update version to 0.55.1 for Mac
2009-01-26 05:41:45 +00:00
zicodxx
6ba4be9e2b
Changed function naming convention in netdrv and below to general Descent code convention
2009-01-26 05:01:18 +00:00
zicodxx
1acc8031b6
Removed some old code to smooth FrameTime we don't need anymore
2009-01-24 22:44:57 +00:00
zicodxx
21738cdd2c
New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all
2009-01-22 12:30:32 +00:00
zicodxx
3699f316cc
Took out old missile tracking code to be selectable over command-line to preserve consistency
2009-01-17 11:11:07 +00:00
zicodxx
e6c160ca85
Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
2009-01-17 11:02:59 +00:00
zicodxx
cf5c44321c
Error handling while dumping TGA file - (partially) Patch by v66r
2009-01-16 00:12:04 +00:00
zicodxx
e04250e266
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
c37285c217
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
007e23461e
Cleaning up the mess from revision 892...
2009-01-15 01:05:31 +00:00
kiplingw
0b25644600
Updated: Change log...
2009-01-14 19:58:58 +00:00
zicodxx
6038280726
Added some randomness to collision sound delays and synced robot-player collision sprites to same steps
2009-01-13 16:53:10 +00:00
kreatordxx
81de582264
Use a 2D array to allow playing of songs by track number in future
2009-01-13 12:39:03 +00:00
zicodxx
f1544295dd
Adjusted D1 Lifter collision damage according to D2 to scale with FPS as Melee combats can happen in every frame; Actually set velocity from movement when colliding with objects
2009-01-13 01:19:19 +00:00
md2211
edfe0e0b47
Debian packaging scripts
2008-12-30 22:14:06 +00:00
kreatordxx
b7a0db130b
Increment Mac version number, update project for latest Xcode
2008-12-27 09:19:19 +00:00
kiplingw
3afde73ac6
Fixed: Segfault via buffer overflow when attempting to start or join a UDP/IP netgame in both d1x-rebirth and d2x-rebirth. Reproduceable on my box only in release mode and not debug...
2008-12-27 04:23:56 +00:00
kreatordxx
b848edbdef
Now the Mac D1X command keys work (whoops)
2008-12-24 06:09:53 +00:00
kreatordxx
7b9dc359bb
Make Redbook the default for Mac, because MIDI is buggy
2008-12-23 10:05:23 +00:00
kreatordxx
410707171e
Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
2008-12-21 08:59:17 +00:00
kreatordxx
33fb9fc7eb
Fix Mac OS 9 compile issues, update Xcode project
2008-12-21 08:54:03 +00:00
zicodxx
2b5c8d2b77
Removed (#if 0) the unfinished Tracker stuff for our Release so it won't confuse the Win32 build
2008-12-20 11:57:03 +00:00
zicodxx
828d753668
Seperated help screens for game, netgame and demo; Also show them in Controls menu; Small Menu UI fix for ScrollOffset when calling menus in a scrolled area of a menu
2008-12-13 12:58:57 +00:00
kreatordxx
0a7a505912
Fix short_frameinfo sending code for big endian processors
2008-12-13 04:05:30 +00:00
zicodxx
39b54f1686
Added /KillReactor command to blow up the reactor in Multiplayer games
2008-12-12 15:53:13 +00:00
zicodxx
616ddc6c45
Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
2008-12-12 02:05:30 +00:00
zicodxx
53efe6c01a
Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking)
2008-12-12 01:36:34 +00:00
zicodxx
c87b860595
Made MULTI_D1X_PROTO use D1X-IVER so no different releases can play together with Version checking enabled
2008-12-08 15:45:12 +00:00
kreatordxx
f257e48ddc
Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
2008-12-07 12:26:43 +00:00
zicodxx
58734beacb
Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes
2008-12-01 09:31:21 +00:00
zicodxx
c11f203abd
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
8466399451
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.
2008-11-22 00:43:59 +00:00
zicodxx
c19aa8c19a
Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations)
2008-11-21 16:09:41 +00:00
zicodxx
c5c4870573
Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammo
2008-11-21 00:12:41 +00:00
zicodxx
d09569b56c
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
58d1871199
When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow
2008-11-20 02:09:01 +00:00
zicodxx
335543283e
Do a songs_init() each time a song is played and try to read a new descent.sng - supporting descent.sng files in hog archives
2008-11-19 15:52:07 +00:00
zicodxx
2e5cd378d3
Actually demand ANY valid key to abort the Death sequence
2008-11-19 12:34:50 +00:00
zicodxx
8702e9517a
Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
2008-11-18 14:43:30 +00:00
zicodxx
1cbb44a897
Fixed Cheats
2008-11-18 14:34:52 +00:00
zicodxx
076e466009
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
53a15a829a
When printing Gamelog, make sure canvas is NULL
2008-11-17 23:28:59 +00:00
zicodxx
be02298290
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
aee0198f2e
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
9304edd2c8
When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading
2008-11-10 00:17:03 +00:00
zicodxx
9424a5be86
Small Cleanup: Using timer_delay for credits timer as timer_delay2 would respect VSync and change speed of the Credits scrolling; Cleaned that Start/Join Netgame cases up a bit; Removed the excessive use of atexit in newmenu... more to come
2008-11-09 23:51:19 +00:00
zicodxx
76002c1775
Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision
2008-11-09 14:46:31 +00:00
zicodxx
15d25cc54a
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
804ac4c683
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
87f6ecce75
Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen
2008-11-03 11:39:56 +00:00
zicodxx
168832f1ba
Fixed Typo
2008-11-03 11:36:16 +00:00
zicodxx
483a981d2f
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
b2213b6f2e
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
4b0041d815
Fixed possible overflows in Jukebox Path; Menu GUI improvements: Correct inputbox scaling for font widths, a little performance boost when determinating string-part to show in inputbox, make it possible to flip over from first/last menu entry to last/first even if it's a ScrollBox, Scrolling via Maousebutton now works with delay; Made reading for Piggy data always break up in loops when reached end of file instead of provoking possible error if *data-count < max-data-count*
2008-11-01 01:19:52 +00:00
zicodxx
3caa0e41a8
Make glLinewidth depend on screen height, not width (for Widescreen monitors) (commit came with last revision, sorry)
2008-10-31 16:58:44 +00:00
zicodxx
ab0524f95b
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
85b303e5e1
Add a messagebox informing to restart the game if either VSync or 4x Multisampling has been (de)selected
2008-10-30 15:00:32 +00:00
zicodxx
d53a475a58
Show debug help screen options in release build as well as some might be actually useful for players
2008-10-30 10:45:13 +00:00
zicodxx
6b60c44459
Docs update: Infos about Jukebox over SDL_mixer, SDL_mixer is not experimental anymore, yet another .de->.com change
2008-10-29 23:29:46 +00:00
zicodxx
a23ee70d37
Cast LINE_SPACING to integer for menu Scrollbox usages - fixing scrolling issues with non-integer-scaled font sizes
2008-10-29 11:50:15 +00:00
zicodxx
8fcd6690e8
Yet another check for collide sounds as FixedStep is not necessarily true if the actual collision happens
2008-10-29 11:04:45 +00:00
zicodxx
cf147bcd4c
Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed
2008-10-29 11:03:31 +00:00
zicodxx
7e1141a881
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
7b170b3e65
Docs update: We moved from www.dxx-rebirth.de to www.dxx-rebirth.com\!
2008-10-28 15:42:58 +00:00
zicodxx
7d91cc91f8
Fixes for my last revisions: More reliable check for cockpit_decode_alpha, more reliable check is newmenu sub-bitmap needs to be re-created, call gr_set_mode() in change_res() with correct Game_screen_mode
2008-10-28 15:32:12 +00:00
zicodxx
92cec5ced3
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
a7cc0c79ec
Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry
2008-10-23 09:17:54 +00:00
zicodxx
a26e5e3284
Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously
2008-10-22 15:31:24 +00:00
kreatordxx
b2fbaf7829
Fix some gcc 4.0 warnings (-wall flag)
2008-10-21 11:38:03 +00:00
zicodxx
c09620f160
Readded -ip_hostaddr optional to the value stored in descent.cfg for automated program starts or whatever; Fix by Locate: Correctly close UDP sockets on Win32; Fix by Locate: Ability to select Secret levels on Multiplayer in D1X again which was broken in r619
2008-10-20 12:34:45 +00:00
zicodxx
d5da444a40
resolution 1440x960 to 1440x900 - typo
2008-10-20 11:11:56 +00:00
zicodxx
69c66b9afb
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
03e026756e
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
kreatordxx
be4910621e
Page in overriding robot textures, like D2X-Rebirth
2008-10-04 11:56:03 +00:00
kreatordxx
87d3f3522d
Keep Xcode project up-to-date, look in 'SDL' directory for SDL.h
2008-10-04 11:50:16 +00:00
zicodxx
2043c19d60
Update object segment after object position interpolation. This is always done in DEBUG, but not in RELEASE, where further movement would break at segment check
2008-10-01 11:53:27 +00:00
zicodxx
63d2c4a2cf
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
kiplingw
94e47b14f9
Added: Minor improvement and fix to dl_list code...
...
Added: More work on tracker code base and protocol documentation...
2008-08-19 04:50:47 +00:00
kiplingw
1f7de002ad
Added: More thought on tracker protocol and code...
2008-08-12 06:11:39 +00:00
kiplingw
41e1b91dd4
Added: Much more work on tracker...
...
Changed: Added PROGRAM_NAME to list of CPPDEFINES. Needed for tracker protocol's useragent submission...
2008-08-11 05:30:42 +00:00
kiplingw
f6d1ad01b1
Updated: Forgot to ammend CHANGELOG.txt with last commit...
2008-07-28 05:38:28 +00:00
kiplingw
4328ddcb05
Added: Mostly stubbed out test code for game tracker server stuff...
...
Fixed: Cleaned up some GUI macro code in menu.c...
Updated: CHANGELOG.txt for end user level changes...
SConstruct: Cleaned up build system a bit with prettier build messages, added a feature or two, and included tracker source
Fixed: Fixed harmless warnings on no new line at end of some source files...
2008-07-26 17:57:13 +00:00
kreatordxx
5c7b49b0ef
Make network endian code more consistent between DXX's, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro
2008-07-26 06:14:31 +00:00
zicodxx
e54992a974
Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
2008-07-19 22:28:31 +00:00
kreatordxx
0866c3c66c
Add BALDGUY cheat for Mac data (see if anyone finds it ;-) )
2008-07-15 12:50:27 +00:00
kreatordxx
ce914f552e
No using chdir for Mac OS 9 - it doesn't have it
2008-07-01 11:22:36 +00:00
kreatordxx
e539cdc14b
Make sure the right audio CD track is played when starting a level
2008-07-01 11:18:37 +00:00
kreatordxx
402fe0ec51
Add snprintf for Mac OS 9
2008-07-01 11:15:52 +00:00
kreatordxx
ea58e300f0
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
566efbd634
make sure it knows whether an audio CD just inserted is the official one
2008-06-17 13:41:29 +00:00
kreatordxx
16cfedcccd
tidy up music keys, ALT-SHIFT-F9 ejects audio CDs
2008-06-15 08:50:05 +00:00
zicodxx
b20c810d1d
Fixed scores write (wasn't PhysFS); Fixed PLAYING_BUILTING_MISSION in D1X; Better call for DoJasonInterpolate in demo code (hopefully)
2008-06-14 23:29:39 +00:00
zicodxx
db87da1ac5
Setting GameArg.SndNoSound to true if SDL_mixer init fails
2008-06-12 08:01:00 +00:00
zicodxx
a36ee745bd
Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selected
2008-06-11 21:18:50 +00:00
zicodxx
051acd3e18
Small doc update; Improved SDL_mixer / Jukebox handling if no resource (sound) is available
2008-06-05 16:30:11 +00:00
zicodxx
26502298d9
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
f710bdd0f4
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
eb26c2bb7f
Added d1xrdata.zip for custom data
2008-06-01 22:22:34 +00:00
zicodxx
885074607c
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
decaf3cc6d
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
a9057c7c06
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
565ea29e05
Add audio CD support to D1X, fix associated bugs
2008-05-24 08:59:35 +00:00
zicodxx
5789de6531
Reverting screenshot stuff - error prone
2008-05-21 21:59:16 +00:00
zicodxx
cf5deacfe8
Added a new set of preset resolutions
2008-05-21 21:50:14 +00:00
zicodxx
e478ad4584
Updated docs
2008-05-21 14:25:00 +00:00
zicodxx
d6e16c54d4
Make Screenshots over backbuffer; Implmented filtered mouse delta reading
2008-05-21 13:58:27 +00:00
zicodxx
9af74225ed
Decreasing divisor for mouse axis reading - making mouse sensitivity practically much higher
2008-05-19 21:58:49 +00:00
zicodxx
2de6240191
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
a19e0df98a
Added support for another egistered D1 HOG with different patching order... damn you PARALLAX
2008-05-19 12:45:33 +00:00
zicodxx
183eab2914
Reworked keys for song changing a bit; Added Song control keys to help menu
2008-05-18 13:20:06 +00:00
kreatordxx
fa16bbc0f2
set Jukebox as the default jukebox path, for Mac OS 9 look for dxx.ini outside the app bundle
2008-05-18 07:13:07 +00:00
kreatordxx
3aa8f5ece7
remember the last IP address entered for UDP instead of parsing -ip_hostaddr
2008-05-16 11:39:27 +00:00
kreatordxx
dfdea820dc
fix remaining endian bugs in network code, now it works on the Mac
2008-05-16 11:20:33 +00:00
kreatordxx
40fe9adf4c
use atoi instead of sscanf for plx reading, so the setting for showing the reticle is read properly on big endian computers
2008-05-10 10:46:34 +00:00
zicodxx
519e3dacb2
Some code improvements and small fixes
2008-05-08 18:29:52 +00:00
zicodxx
91e2934ca1
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
039b8b551e
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
kreatordxx
1d28080640
make sure it doesn't try to write to gamelog.txt after it's closed
2008-04-27 05:06:30 +00:00
kreatordxx
27e288b21d
get it to work for Mac OS 9
2008-04-24 14:27:54 +00:00
zicodxx
ec70ae0413
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
zicodxx
949e22e0af
Hack to force DOS-style newlines for _WIN32 in gamelog.txt
2008-04-21 23:03:18 +00:00
zicodxx
96ed7fa827
Reworked timer_delay2() and calc_frame_time() to be more accurate and CPU-friendly; -nicefps replayced by -nonicefps to disable sleeping for calc_frame_time; Implemented VSync via SDL; Fixed compilation issues; Code cleanup
2008-04-21 18:39:49 +00:00
zicodxx
a40b362ced
Made joy_flush also resetting button state; Improved glReticle; Implemented Fallback resolution if SDL may fail; Code cleanup
2008-04-19 19:11:32 +00:00
kreatordxx
35987e8a3d
fix network bug where it got confused about the Function_mode and gave up
2008-04-14 12:16:53 +00:00
zicodxx
95d1e5f847
Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
2008-04-13 13:52:58 +00:00
zicodxx
3192ab5b54
Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
2008-04-13 13:14:19 +00:00
zicodxx
d3aca2140d
Reverted homers turn_radius again to respect higher difficulty levels; Added PRShot to menus; Fixed typo in OglAlphaEffects saving
2008-04-13 10:59:10 +00:00
zicodxx
24d1cf52f6
Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu
2008-04-13 00:28:36 +00:00
kreatordxx
39a68c665b
show a messagebox if there's an error and graphics are initialised, update Xcode project
2008-04-08 12:51:21 +00:00
zicodxx
a172315d4a
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
2008-04-06 20:23:28 +00:00
kreatordxx
e31a0c8dfc
fix up the Mac D1 data automap layout
2008-04-02 12:13:21 +00:00
kreatordxx
ea5e30823c
fix divide by 0 bug when there is no music available
2008-03-31 09:19:08 +00:00
kreatordxx
8762451252
add support for Mac D1 demo sounds
2008-03-30 01:37:05 +00:00
kreatordxx
f979c1e482
add support for Mac D1 sounds (converted to RAW format), update Xcode project
2008-03-27 10:43:35 +00:00
zicodxx
5b30bcd4dc
Added definitions for OpenGL fucntions which might not be included in system headers; Use more HiRes content from dxx.zip; Removed briefings palette hacks; Menu right border shadow was too wide; Corrected reading for some PLX content which seemed not to work on all archs
2008-03-25 12:25:19 +00:00
zicodxx
70973d6a5d
Implemented D2X code for wepaon cycling and reordering; Added lock status for mouse axis weapon cycling because of scaled mouse delta; Due to player feedback (any my opinion) making homer turn rate smaller to make them a bit harder to dodge; Preventing write of player data while Demo playback; Small code cleanup and corrections
2008-03-23 13:03:26 +00:00
kreatordxx
6aa3819282
detect the number of songs actually available if no descent.sng file (max 22)
2008-03-23 08:42:24 +00:00
kreatordxx
141bd94cf2
scale Mac fonts correctly
2008-03-22 08:30:23 +00:00
kreatordxx
52721ef7a2
allow dxx.ini to stay with the binary for *NIX systems, with Mac OS 9 don't put user-created files inside the .app bundle
2008-03-22 04:48:37 +00:00
kreatordxx
b33c08cea2
allow dxx.ini to stay with the binary for *NIX systems, with Mac OS 9 don't put user-created files inside the .app bundle
2008-03-21 13:52:54 +00:00
zicodxx
f014231a78
Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warnings
2008-03-20 23:23:46 +00:00
kreatordxx
032018ccc4
add support for Mac pigfile (which doesn't include sounds yet)
2008-03-16 08:11:08 +00:00