zicodxx
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fa96b3e5d7
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Due to descent2.ham reloading, hoard.ham must realod properly as well; cover multi_send_sound_function by plp preventing sound loops get lost/screwed in action
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2011-07-14 13:38:04 +02:00 |
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zicodxx
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0eca250fd4
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When colliding with robot not controlled by us in Multi-Robot game do not apply force or damage - wait until the robot is under our control - preventing juggeling robots back and forth between players and creating massive damage
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2011-07-14 13:36:44 +02:00 |
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zicodxx
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97f2bb11cb
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Stability fixes: avoid somfusions with same named variables in one function; Properly sort out players from player list that use too long filenames; Removed call for gr_set_fontcolor in kconfig where no canvas is set, causing crashes when trying to reassign a button, key or axis
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2011-07-13 23:26:43 +02:00 |
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zicodxx
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9726c06b6a
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Fixed uninitialized bytes in multi_do_create_robot_powerups() and two set but unused variables
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2011-07-12 15:34:42 +02:00 |
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zicodxx
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149bd7ad7c
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removed debugging code accidentially left in...
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2011-07-12 01:33:10 +02:00 |
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zicodxx
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a87dccd1bf
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Readded automatic wall-flag setting for opened doors as PLP cannot protect us from negative side-effects due to how gullible multi_do_door_open() works
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2011-07-12 00:11:00 +02:00 |
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zicodxx
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fbc6112d44
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Added complex error output if illegal segnum passed to get_seg_masks(); Fixed warning about set but unused variables
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2011-07-10 01:09:43 +02:00 |
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zicodxx
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6f0567041a
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Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one
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2011-07-09 21:39:22 +02:00 |
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zicodxx
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7072a067a9
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Just like for players do not protect robot firing or positional data (via PLP) to prevent jumpy movement with delayed packets
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2011-07-09 13:30:33 +02:00 |
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zicodxx
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41b4c080fa
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In Multiplayer games show player names in big guided window as well
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2011-07-09 13:25:11 +02:00 |
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zicodxx
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325fe4f23f
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Make sure hmp_reset() is only executed if a song was playing
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2011-07-08 01:46:31 +02:00 |
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zicodxx
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c947462c38
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Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the list
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2011-07-08 01:23:44 +02:00 |
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zicodxx
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73776303f8
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Fixed typo
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2011-07-04 21:46:14 +02:00 |
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zicodxx
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dc0400205b
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Only call show_netplayerinfo() if GM_MULTI is set and reset netplayerinfo_on in game_setup()
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2011-07-04 11:23:53 +02:00 |
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zicodxx
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c3ddbe0580
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Correction for last comit: D'oh forgot to reset the interval to 25 seconds I modified for testing...
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2011-07-03 00:09:30 +02:00 |
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zicodxx
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b66efa5be4
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Reset idle timer in main menu correctly even after playing the intro movie; Also got rid of a goto as it's generally bad and not needed since random demo selection picks a correct demo anyways
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2011-07-02 22:59:03 +02:00 |
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zicodxx
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837ccccf80
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When initializing ai object correctly initialize Ai_local_info to prevent glitches like random submodel angles
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2011-07-02 22:48:12 +02:00 |
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zicodxx
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a973da9432
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Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed
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2011-07-01 01:00:59 +02:00 |
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zicodxx
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8a6839e8a1
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changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
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2011-06-30 12:23:38 +02:00 |
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zicodxx
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775ad16622
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Correctly disable/initialize Multiplayer features not supported by IPX games for compability; Removed show_games_rules as there isn't much useful to show there; Some more code simplicity; Fixed sending of allowed items; Fixed player selection screen
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2011-06-28 22:00:44 +02:00 |
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zicodxx
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d60dffdaff
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Fixed possible memory corruption when saving Current_mission_filename which is not necessarily a 9 byte long allocated string; Bit safer string handling with snprintf; Fixed set but unused variables like a boss
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2011-06-28 09:16:24 +02:00 |
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zicodxx
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dd01f591a6
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Fixed object sync for latecoming clients which was broken due to a very, very, VERY stupid mistake...
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2011-06-24 13:09:42 +02:00 |
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zicodxx
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ea16967383
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For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion
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2011-06-23 09:50:20 +02:00 |
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zicodxx
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5252e41d31
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PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine
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2011-06-23 09:24:00 +02:00 |
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zicodxx
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1be064dfb9
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When GameArg.CtlNoStickyKeys was introduced I forgot to add an actual check if -nostickykeys was supplied - fixed now
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2011-06-21 19:19:17 +02:00 |
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zicodxx
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47c687d5fc
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in compute_light_emission() handle RT_NONE for delayed explosion fireballs
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2011-06-20 11:30:12 +02:00 |
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zicodxx
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7c4d9afc80
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By using fixed distance bumping for fix_illegal_wall_intersection making the whole process much more reliable on sharp edges
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2011-06-17 00:33:46 +02:00 |
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zicodxx
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e3217385d2
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Saturate colored dynamic light just like normal one - makes the hwole thing a bit less colorful but makes for better balanced color mixing (theoretically) and does not reduce static light
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2011-06-09 10:28:58 +02:00 |
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zicodxx
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68c9ccadd0
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Definition of dynlight_time should have been static to archive timed light calculations
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2011-06-07 17:31:49 +02:00 |
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zicodxx
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4d51c1d8dd
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Correctly disable secret levels for Shareware
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2011-06-07 00:21:43 +02:00 |
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zicodxx
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acf7052546
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For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf
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2011-06-06 21:19:38 +02:00 |
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zicodxx
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df7fa858bc
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For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf
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2011-06-06 16:33:12 +02:00 |
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zicodxx
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3db4007d8a
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for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more
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2011-06-04 22:50:37 +02:00 |
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zicodxx
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0a4c6eef58
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Just generally ignore missing sounds in digi_xlat_sound just like D1X-Rebirth - not limit to Shareware
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2011-06-04 21:31:25 +02:00 |
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zicodxx
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144eacb061
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Correctly handle PC Shareware for start_endlevel_movie() again without the defines but via is_SHAREWARE
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2011-06-04 12:22:03 +02:00 |
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zicodxx
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8fde65eb3c
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Play SONG_BRIEFING and SONG_ENDGAME on all non-builtin missions if available
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2011-06-04 11:38:10 +02:00 |
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zicodxx
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7b08964f78
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Don't force AltSounds on PC-Shareware content but still must bail out on missing sounds using a small hack. Still gives a better sound palette than AltSounds
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2011-06-04 11:35:41 +02:00 |
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zicodxx
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6fe5bee78a
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Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the player
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2011-06-04 10:04:39 +02:00 |
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zicodxx
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a2e5afedf7
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Added proper colored lighting handling for RT_POWERUP which I not noticed was wrong before ... darn dim glowing powerups
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2011-06-01 15:49:06 +02:00 |
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zicodxx
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dd455389cd
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Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccurate
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2011-06-01 15:06:16 +02:00 |
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zicodxx
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9f42879473
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When reaching EL_FLYTHROUGH in do_endlevel_frame() do not check for start_endlevel_movie() anymore but rather it's result so this subfunction does not get called again which does not only save us from executing pointless code and code which screws up flythrough sequence
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2011-06-01 14:39:23 +02:00 |
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zicodxx
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dd991fbf6b
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
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zicodxx
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d34936d775
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Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup
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2011-05-30 02:17:45 +02:00 |
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zicodxx
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ea70f3db03
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Made netgame setup menu more flexible towards (constant or temporary) changes in available game modes
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2011-05-28 12:07:40 +02:00 |
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zicodxx
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54f8868d4e
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in game_render_frame_mono() call show_netplayerinfo() last so window views do not overlap
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2011-05-26 15:57:02 +02:00 |
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zicodxx
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52a4c9ff59
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In event_process() if a window closes while being drawn and there isn't a previous window we can get the next from just finish processing for this frame
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2011-05-26 09:41:28 +02:00 |
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zicodxx
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dadb99bdca
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Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info
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2011-05-25 15:25:13 +02:00 |
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zicodxx
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bdeb0a70b4
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When restoring Coop setting from netgame profile don't forget to fix max players variable
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2011-05-22 20:04:43 +02:00 |
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zicodxx
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23197f52e5
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Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable
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2011-05-22 19:54:47 +02:00 |
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zicodxx
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f797decf45
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Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds
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2011-05-20 17:10:19 +02:00 |
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