zicodxx
|
3baac0b592
|
Moved up PHYSFSX_addArchiveContent() a little inside main() so -debug and -verbose will show us this content which will be helpful for debugging possible problems with AddOn Zips
|
2010-08-16 19:59:41 +00:00 |
|
zicodxx
|
cb933f9f80
|
When switching from COOP to any other game mode, make sure Netgame.max_numplayers, MaxNumNetPlayers as well as the menu text showing the player limit is updated correctly
|
2010-08-16 11:50:37 +00:00 |
|
zicodxx
|
4b0c86f36d
|
Added support to automatically load/mount ZIP files at startup, giving option to dynamically override or replace game content; Updated docs
|
2010-08-15 06:57:51 +00:00 |
|
kreatordxx
|
b55a717112
|
Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug
|
2010-08-14 02:26:18 +00:00 |
|
zicodxx
|
4f0d1c4cfb
|
The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue
|
2010-08-11 16:25:58 +00:00 |
|
zicodxx
|
9f25721f8a
|
When updating redundant HUD messages check the for-loop not the start with a negative number - causes too long message display and negative array index
|
2010-08-03 15:03:56 +00:00 |
|
zicodxx
|
651e6db699
|
Fixed automap marker info as well as misleading text defines
|
2010-08-01 19:08:26 +00:00 |
|
zicodxx
|
fd32ea98c4
|
Builtin music list now dynamically allocated and not limited to 30 songs; Instead of never loading new level when loading savestate ingame, only do this for Redbook and Custom Music playing order 'continously'; if no endlevel song is specified in Custom Music continue with level music
|
2010-08-01 17:42:38 +00:00 |
|
kreatordxx
|
7f93792249
|
For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion
|
2010-07-31 12:09:38 +00:00 |
|
zicodxx
|
c50081f72c
|
Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab
|
2010-07-30 17:59:21 +00:00 |
|
zicodxx
|
7b1bfbbf2c
|
Removed leftover of mouse grabbing from set_screen_mode - forgot to do this in rev1192
|
2010-07-29 21:28:53 +00:00 |
|
kreatordxx
|
db15309f5f
|
Tidy up use of set_screen_mode
|
2010-07-29 08:30:46 +00:00 |
|
zicodxx
|
100cbe51cb
|
One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency
|
2010-07-28 17:27:35 +00:00 |
|
zicodxx
|
9f5860a54a
|
Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized
|
2010-07-27 20:42:54 +00:00 |
|
kreatordxx
|
1f6e72f781
|
Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
|
2010-07-27 11:41:43 +00:00 |
|
kreatordxx
|
c7da78f144
|
Fix crash caused by last commit (whoops)
|
2010-07-25 02:43:22 +00:00 |
|
kreatordxx
|
961fd2b1b8
|
For menus, only call the user function for closing immediately before closing, fixing memory errors when the user function frees memory
|
2010-07-25 02:30:53 +00:00 |
|
kreatordxx
|
936f46fbeb
|
Rewrite quit system, fixing *many* bugs with it :P
|
2010-07-25 01:22:44 +00:00 |
|
zicodxx
|
6c4cd7b22e
|
Fixing crash when joinging game over UDP Netlist: when exiting the menu for any reason, return 0 instead of following the code and possibly lead to drawing text from a newly free'd pointer - D'OH
|
2010-07-21 16:58:38 +00:00 |
|
zicodxx
|
8d78876d13
|
Thanks to Marix for hinting me I should not init a pointer with quotes if I plan to allocate/free it... my stupid-level officially broke the record
|
2010-07-20 18:38:29 +00:00 |
|
zicodxx
|
d99abc5afd
|
Fixing some harmless compiler warnings caused by missing includes, missing newlines at end of file; cleaned up strutil.h
|
2010-07-19 18:17:08 +00:00 |
|
zicodxx
|
d78a16e229
|
In briefings make sure Current_color cannot exceed possible array bounds
|
2010-07-19 17:30:25 +00:00 |
|
zicodxx
|
c6594d2184
|
Introduced state_quick_item so we can safly check if there is a valid quicksave slot wihtout messing around with state_Default_item which is supposed to always show a valid slot in the first place
|
2010-07-19 17:07:12 +00:00 |
|
zicodxx
|
f5aa8ce8bc
|
Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to it
|
2010-07-17 11:57:07 +00:00 |
|
zicodxx
|
fc44ec76f5
|
Removed OGL hack to fix overlapping room in D1 lvl19 and rather move vertex a little. Still a hack but now without messing Depth test
|
2010-07-17 11:19:29 +00:00 |
|
zicodxx
|
2c1045d4b5
|
If newdemo_start_playback fails if random file is given set -autodemo to 0 to prevent endless loop
|
2010-07-16 13:03:12 +00:00 |
|
zicodxx
|
f2df60a12d
|
Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given
|
2010-07-16 11:07:42 +00:00 |
|
zicodxx
|
1833474b12
|
Fixing showing options menu in demos - was still called (or rather not) by obsolete variable
|
2010-07-16 06:27:49 +00:00 |
|
kreatordxx
|
f16671a077
|
Make sure the right canvas is set for titles and briefings, fixing bug where briefing is shown in the cockpit when using 'freespace' cheat
|
2010-07-15 09:45:25 +00:00 |
|
zicodxx
|
896a3770c8
|
Scale tab stops in briefings to font-size correctly
|
2010-07-15 09:22:33 +00:00 |
|
zicodxx
|
ac8cf9aaf6
|
Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
|
2010-07-15 06:09:23 +00:00 |
|
zicodxx
|
8c19958db8
|
Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
|
2010-07-15 05:40:25 +00:00 |
|
zicodxx
|
debfa159d7
|
Addition for last revision - just screwed up my working copies
|
2010-07-13 06:45:15 +00:00 |
|
zicodxx
|
0ce37b89bb
|
Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
|
2010-07-13 06:35:25 +00:00 |
|
zicodxx
|
65679c7c0f
|
Trying to improve reliability to find appropriate homing object by using vm_vec_mag/normalize instead of their *quick equivalents; Removed code which supposedly meant to track objects near reticle - don't like that
|
2010-07-09 07:58:48 +00:00 |
|
zicodxx
|
b6d7b9d266
|
When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
|
2010-07-08 22:20:39 +00:00 |
|
zicodxx
|
98a1b97fb9
|
When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
|
2010-07-08 22:12:53 +00:00 |
|
zicodxx
|
1093aa0d07
|
Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
|
2010-07-08 09:35:59 +00:00 |
|
zicodxx
|
cb1b0bdb26
|
Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine
|
2010-07-08 06:37:23 +00:00 |
|
zicodxx
|
98fb362850
|
Fixing building on Windows if SDL_Mixer is not a target
|
2010-07-05 12:14:49 +00:00 |
|
zicodxx
|
0b8e26161b
|
Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems
|
2010-07-05 12:12:12 +00:00 |
|
zicodxx
|
02247f5abb
|
When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly
|
2010-07-05 08:05:32 +00:00 |
|
zicodxx
|
d74b94b9bd
|
Addition for rev1152: After setting mouse button, reset mouse state properly
|
2010-07-05 07:53:38 +00:00 |
|
zicodxx
|
74674220ff
|
Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key
|
2010-07-05 07:31:03 +00:00 |
|
zicodxx
|
9d3abbbf32
|
Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup()
|
2010-07-04 13:57:21 +00:00 |
|
zicodxx
|
0a143da860
|
Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins
|
2010-07-04 13:12:08 +00:00 |
|
zicodxx
|
faab4b0acb
|
Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff
|
2010-07-04 12:47:30 +00:00 |
|
zicodxx
|
4d5ff1bd29
|
Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL
|
2010-07-04 07:07:51 +00:00 |
|
zicodxx
|
3ee2d7c4fa
|
Renamed manual_join to direct_join; Aligned letlist tabs a little bit
|
2010-07-01 09:08:30 +00:00 |
|
zicodxx
|
3033cea7b4
|
Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice
|
2010-06-30 15:57:13 +00:00 |
|
zicodxx
|
f81a5d8601
|
Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically
|
2010-06-30 15:26:27 +00:00 |
|
zicodxx
|
03be2fae70
|
If multi_level_sync() fails, restart menu music since level music is playing already
|
2010-06-29 21:14:30 +00:00 |
|
zicodxx
|
ca9c43d07f
|
Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside
|
2010-06-29 20:51:38 +00:00 |
|
zicodxx
|
a54a0a6975
|
Added UDP Netlist to join LAN games discovered/announced via broadcast
|
2010-06-29 16:41:08 +00:00 |
|
zicodxx
|
ead78aa6aa
|
Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use)
|
2010-06-29 06:47:46 +00:00 |
|
zicodxx
|
7849947519
|
When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly
|
2010-06-27 11:28:26 +00:00 |
|
zicodxx
|
d18e8f08fe
|
Made Briefing printing sound apply everytime there is chattering enabled. Even if it would be logical to have it only with flashing cursor, most briefings - even Counterstrike - forget to toggle it correctly
|
2010-06-25 06:35:29 +00:00 |
|
zicodxx
|
c33a8e49a3
|
rev1134 revisited: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch
|
2010-06-24 17:17:28 +00:00 |
|
zicodxx
|
6a81273645
|
When inregulary exiting a level by warp cheat, set canvas to NULL so cockpit canvas will not apply furthermore
|
2010-06-24 14:00:01 +00:00 |
|
zicodxx
|
5a8ff256ae
|
Added function to list valid resolutions and build resolutions menu dynamically with the resulting list
|
2010-06-24 09:29:11 +00:00 |
|
zicodxx
|
16b0092af7
|
main/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type
|
2010-06-23 13:39:52 +00:00 |
|
zicodxx
|
d79cc8bcbf
|
If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again
|
2010-06-23 12:57:28 +00:00 |
|
zicodxx
|
171386bc24
|
Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist
|
2010-06-23 11:44:12 +00:00 |
|
zicodxx
|
c935ecfa99
|
Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly
|
2010-06-21 21:43:10 +00:00 |
|
zicodxx
|
c02ca51f4e
|
For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption
|
2010-06-20 20:32:30 +00:00 |
|
zicodxx
|
950b4c9ada
|
Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played
|
2010-06-19 17:03:51 +00:00 |
|
zicodxx
|
a56e56f034
|
Show movies in correct aspect; Added mipmap generation to movie texture if Texture filtering enabled - can also be disabled seperately
|
2010-06-19 16:42:07 +00:00 |
|
zicodxx
|
da0d7c1f61
|
For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect
|
2010-06-19 16:24:34 +00:00 |
|
zicodxx
|
7fd13388fb
|
emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped
|
2010-06-18 08:22:45 +00:00 |
|
zicodxx
|
221076a3f5
|
Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub cancas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps
|
2010-06-18 07:31:06 +00:00 |
|
zicodxx
|
992f66f04c
|
If picking up one missile out of a four-pack, use singular description instead of plural
|
2010-06-17 09:45:05 +00:00 |
|
zicodxx
|
a01ae0f445
|
Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!
|
2010-06-15 18:27:10 +00:00 |
|
zicodxx
|
2ba931acca
|
Fixing typo in Netgame help screen
|
2010-06-15 17:20:37 +00:00 |
|
zicodxx
|
ee53409d18
|
Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
|
2010-06-15 16:24:56 +00:00 |
|
zicodxx
|
cac223991f
|
Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
|
2010-06-14 21:59:41 +00:00 |
|
zicodxx
|
9877d658f3
|
Process -nomusic argument again
|
2010-06-14 17:55:25 +00:00 |
|
zicodxx
|
321115f8f3
|
Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal
|
2010-06-14 15:17:03 +00:00 |
|
zicodxx
|
3a839c5b31
|
Use strrchr instead of strchr for music filename extension in case there are dots in the filename
|
2010-06-14 10:43:30 +00:00 |
|
zicodxx
|
cc12616895
|
Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions
|
2010-06-14 08:13:16 +00:00 |
|
kreatordxx
|
8f324ded75
|
Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0
|
2010-05-03 08:44:46 +00:00 |
|
kreatordxx
|
58ef7993a5
|
Properly specify number of items for do_options_menu, so the options menu actually shows
|
2010-05-03 08:22:50 +00:00 |
|
kreatordxx
|
6cc629dc6a
|
Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game
|
2010-04-05 13:48:23 +00:00 |
|
kreatordxx
|
66bad6378f
|
Actually play endgame music when game is finished, play briefing music instead of hum if appropriate
|
2010-04-05 11:54:23 +00:00 |
|
kreatordxx
|
046ef88c77
|
Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
|
2010-04-04 09:41:53 +00:00 |
|
kreatordxx
|
493b07e3da
|
Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box
|
2010-04-04 01:31:48 +00:00 |
|
kreatordxx
|
5c0cdfe2d6
|
Move copyright drawing to main menu's event handler for tidiness
|
2010-04-03 10:16:53 +00:00 |
|
kreatordxx
|
33545ae73f
|
Remove calls to nm_draw_background1 to show newmenus stacked
|
2010-04-03 09:10:20 +00:00 |
|
kreatordxx
|
c430dd214e
|
Make main menu persist to streamline redrawing (later)
|
2010-04-03 08:35:56 +00:00 |
|
kreatordxx
|
0c8c99fd13
|
Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
|
2010-04-03 07:24:50 +00:00 |
|
kreatordxx
|
beb39df2d4
|
Keep demo selector just after playing one, for convenience
|
2010-04-02 05:24:47 +00:00 |
|
kreatordxx
|
dae5968170
|
Add a default event handler for screenshots, entering debugger, Redbook repeating etc
|
2010-04-02 05:01:08 +00:00 |
|
kreatordxx
|
df6882b499
|
Hide the game window so the exit movie has a black background
|
2010-03-31 09:52:38 +00:00 |
|
kreatordxx
|
4b4c906a3f
|
Fix bug introduced in last commit where the player can't escape from the death sequence (whoops)
|
2010-03-31 09:38:25 +00:00 |
|
kreatordxx
|
00450cfc32
|
Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
|
2010-03-31 09:18:28 +00:00 |
|
kreatordxx
|
068d11b745
|
Make gamecntl.c more similar between D1X and D2X
|
2010-03-31 06:19:37 +00:00 |
|
kreatordxx
|
d94176ffd8
|
Don't reshow the mission menu after playing a level intro movie
|
2010-03-30 03:47:51 +00:00 |
|
kreatordxx
|
1f62f35477
|
D1X: Fix black and white swapping when viewing robots in briefings using Mac data; D2X: For Descent 1 briefings, only change the palette to groupa.256 for brief03.pcx - the robot screen. Improves palette use for sdl build
|
2010-03-30 03:37:29 +00:00 |
|
zicodxx
|
6c77dd5ecd
|
For casting light from Player-object, smooth out thrust to prevent flickering on high FPS
|
2010-03-28 09:53:12 +00:00 |
|
kreatordxx
|
3eda191002
|
Check menus[0], not menus[i] in hide_menus - fixing possible crash
|
2010-03-27 08:00:53 +00:00 |
|
kreatordxx
|
e57602f117
|
Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
|
2010-03-27 04:30:59 +00:00 |
|
kreatordxx
|
8ca12ad562
|
Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
|
2010-03-27 03:24:14 +00:00 |
|
kreatordxx
|
94e8a83bb4
|
Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
|
2010-03-27 02:54:41 +00:00 |
|
zicodxx
|
9d2a7773c8
|
Fixing uninitialized angles for robots in briefings
|
2010-03-26 21:27:55 +00:00 |
|
zicodxx
|
2563d73389
|
Ignore case-sensitivity for cfile_init/close/size and PHYSFSX_openReadBuffered; Give error message if default sound file cannot be opened so user knows what's going on
|
2010-03-26 21:17:56 +00:00 |
|
kreatordxx
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95d7c4491d
|
Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1
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2010-03-26 14:05:40 +00:00 |
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zicodxx
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19ad0ace53
|
In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head
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2010-03-25 23:37:19 +00:00 |
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kreatordxx
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73ba0a078f
|
Make sure got_z is not reset to 0 for Descent 1 missions - fixing crash, also make sure briefing hum is not played through more than one channel
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2010-03-25 03:08:01 +00:00 |
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kreatordxx
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dec98a025e
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Only show briefing background if we have one, fixing arithmetic crash with SDL Video build
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2010-03-24 13:59:42 +00:00 |
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kreatordxx
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037bbd8786
|
Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing
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2010-03-24 07:26:52 +00:00 |
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kreatordxx
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40c735e20e
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Fix error introduced with credits, make title screen a window. Only the editor left now...
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2010-03-22 04:44:35 +00:00 |
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kreatordxx
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247943fa11
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Make credits screen a window
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2010-03-22 03:31:02 +00:00 |
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kreatordxx
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98aa279527
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Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen
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2010-03-21 02:20:07 +00:00 |
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kreatordxx
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d9262cb4b6
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Hide game window between levels, fixing bug where many textures are loaded with the wrong palette when advancing to the next multiplayer level
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2010-03-21 00:54:56 +00:00 |
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kreatordxx
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3ed3dd8adf
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Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game
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2010-03-20 13:53:08 +00:00 |
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kreatordxx
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6ca05c2dce
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Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
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2010-03-20 13:21:53 +00:00 |
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kreatordxx
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7b478e9853
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Make all listboxes fall back to main event loop for flexibility
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2010-03-18 07:02:38 +00:00 |
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kreatordxx
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0fe66266fc
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Make briefing into a window, allowing more flexibility with other windows and tidying code up
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2010-03-18 04:31:47 +00:00 |
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kreatordxx
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310b265e3f
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Show intro movie properly when idle in main menu, including subtitles if on
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2010-03-18 02:49:02 +00:00 |
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kreatordxx
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9e6815c51b
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Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip
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2010-03-17 09:44:19 +00:00 |
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kreatordxx
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59a10f14d6
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Fix memory error for listbox when clicking in the region where there are no items
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2010-03-14 01:54:34 +00:00 |
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kreatordxx
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3b91da551b
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Put most local variables in show_briefing in 'briefing' struct, to make briefing a window in future
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2010-03-10 08:43:47 +00:00 |
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kreatordxx
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62e4bd1f6c
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Put parameters in functions from do_briefing_screens to show_briefing in 'briefing' struct, to make briefing a window in future
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2010-03-09 04:59:14 +00:00 |
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kreatordxx
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a29874493f
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Put briefing globals in 'briefing' struct, pass this by parameter
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2010-03-09 02:41:34 +00:00 |
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zicodxx
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bade5d93d9
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Init variables/strings at the beginning of load_mission() to prevent errors if demo content is used
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2010-03-04 17:19:47 +00:00 |
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kreatordxx
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2b90001487
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Make titles.c more similar between D1X and D2X
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2010-03-01 07:27:51 +00:00 |
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kreatordxx
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dce43a654d
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Actually change to MIDI if Jukebox was selected
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2010-02-27 12:50:30 +00:00 |
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kreatordxx
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746832e8ab
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Handle all user input in callback for sounds menu, being more judicious about when to restart the music. Also make the jukebox path input a NM_TYPE_INPUT_MENU, allowing the user to abort changes
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2010-02-26 08:42:44 +00:00 |
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zicodxx
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504bf67445
|
Resetting menu->mouse_state after changing a key in kconfig so you will not accidentially activate a new field when left mouse button is assigned
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2010-02-25 15:20:01 +00:00 |
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kreatordxx
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1f479a756c
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Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example
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2010-02-25 08:00:15 +00:00 |
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kreatordxx
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d1254c8222
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Put fast save back, using Alt-F1 instead of F6
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2010-02-25 03:08:10 +00:00 |
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zicodxx
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76b4afea52
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Due to the change of GameCfg.ControlType, Mouselook was broken - fixed
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2010-02-23 23:23:21 +00:00 |
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zicodxx
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7816fa03ab
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Adding a Failsafe to Songs-reading so it will not accidentially read over current Array-boundaries
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2010-02-23 16:05:11 +00:00 |
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zicodxx
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7e83a3532e
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Add to help how to send a message to a specific player in Multiplayer; Removed NoBombs command as this is covered by the weapons selection in Multiplayer game creation
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2010-02-23 15:22:28 +00:00 |
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zicodxx
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64af50c05a
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Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS
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2010-02-23 15:05:50 +00:00 |
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zicodxx
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62455c2a9b
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Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays
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2010-02-21 01:25:27 +00:00 |
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zicodxx
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2f9916c46b
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Making reading of descent.sng a bit more flexible; Not dynamically allocated, yet, since missions are not as well
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2010-02-19 15:30:57 +00:00 |
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zicodxx
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9ac473335f
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The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly
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2010-02-19 00:24:32 +00:00 |
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zicodxx
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5afebdf580
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Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14)
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2010-02-14 18:48:02 +00:00 |
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zicodxx
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66dfa869b1
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Write gamelog.txt buffered so it will not stress the medium it's saved on
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2010-02-08 14:28:12 +00:00 |
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zicodxx
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6ecba78025
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Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
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2010-02-08 13:24:42 +00:00 |
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kreatordxx
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13c192eb3f
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Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning
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2010-02-08 05:34:43 +00:00 |
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kreatordxx
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bae063e41c
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Move all globals in scores.c into struct members/local variables
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2010-02-08 04:10:21 +00:00 |
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kreatordxx
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8a4602a3f6
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Split select_filename into [existing] RegisterPlayer and select_demo for better clarity
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2010-02-07 12:10:52 +00:00 |
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kreatordxx
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210ea6ad5f
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Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
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2010-02-07 07:28:49 +00:00 |
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kreatordxx
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ff1c8547f3
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Make the scores menu into a window
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2010-02-07 06:00:10 +00:00 |
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kreatordxx
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afa0d75fb6
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Create the main event loop and use it for the game and main menu
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2010-02-07 04:34:21 +00:00 |
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kreatordxx
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f8dd214654
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Handle player selection and demo playing in filename_menu_handler, fixing bug where it won't leave the player listbox if there's no LastPlayer; close do_options dialog when changing resolution
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2010-02-06 05:21:45 +00:00 |
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kreatordxx
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55a6e7f97e
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Set the correct scroll position for the listbox when it's shown
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2010-02-06 01:41:38 +00:00 |
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kreatordxx
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f730b25932
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Reset last_palette_loaded in nm_draw_background1 as before, it's needed for using the right palette when advancing a level
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2010-02-06 01:19:40 +00:00 |
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zicodxx
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32259f33a3
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In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
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2010-02-05 18:49:24 +00:00 |
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kreatordxx
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35f0aa14f7
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No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo
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2010-02-05 08:53:20 +00:00 |
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kreatordxx
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9d7bce257c
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Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls
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2010-02-05 02:31:36 +00:00 |
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kreatordxx
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98d5b76928
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Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
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2010-02-02 07:52:03 +00:00 |
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kreatordxx
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0f6def2613
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Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is there
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2010-02-02 05:51:32 +00:00 |
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kreatordxx
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eb92f445ca
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Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
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2010-02-02 03:38:29 +00:00 |
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kreatordxx
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35584d725b
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Leave kconfig_idle early if exiting kconfig to avoid erroneous memory access; initialise menu's citem properly; add EVENT_NEWMENU_CHANGED; activate USE_IPX in Xcode while I'm still changing net_ipx.c
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2010-02-01 06:55:38 +00:00 |
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zicodxx
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90e4b4ed95
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Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables
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2010-01-31 21:51:59 +00:00 |
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kreatordxx
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ff04fd682e
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Fix crashing when doing menus in multiplayer, don't let player move when in automap
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2010-01-31 07:45:26 +00:00 |
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kreatordxx
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dab9a9f5a6
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Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively
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2010-01-31 04:30:48 +00:00 |
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zicodxx
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6cbf0ca110
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Fixed two memory errors inside menu GUI
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2010-01-30 22:49:43 +00:00 |
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kreatordxx
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5ac8cf2b2d
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Send EVENT_KEY_COMMAND from key.c; add EVENT_NEWMENU_DRAW for state restore; place newmenu and listbox calls to callback so they can override ALL newmenu behaviour
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2010-01-30 03:24:19 +00:00 |
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zicodxx
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e46606821f
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Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
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2010-01-29 21:53:17 +00:00 |
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kreatordxx
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b2db38be4c
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Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quickly
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2010-01-29 06:36:39 +00:00 |
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kreatordxx
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f83741d89f
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For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call
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2010-01-29 03:36:44 +00:00 |
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zicodxx
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1e6251a6ee
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Resetting DemoDoLeft/Right correctly at start of each demo
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2010-01-29 00:30:54 +00:00 |
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zicodxx
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61e67d9fe9
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Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw up
|
2010-01-28 15:26:27 +00:00 |
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kreatordxx
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5d3ea4051f
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Allow user to abort close, for whatever reason (helps with my next commit)
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2010-01-28 04:53:56 +00:00 |
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kreatordxx
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f6c32d7518
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Tidy up newmenu_show/hide_cursor calls
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2010-01-28 04:24:25 +00:00 |
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kreatordxx
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3f90a9cb41
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Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
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2010-01-28 03:27:49 +00:00 |
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zicodxx
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27b9a8c2a2
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Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Last but not least, record wall tmaps in D1X-Rebirth so opened/blasted doors will be shown correctly if opened/blasted before recording; Everything done without breaking the Demo format
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2010-01-28 01:08:36 +00:00 |
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zicodxx
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3d9791ca69
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Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes
|
2010-01-28 00:04:29 +00:00 |
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kreatordxx
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71c656200b
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Allow escape from player listbox if appropriate; call RegisterPlayer only from main menu for more flexibility; actually use file_list block so deleting players/demos doesn't crash it
|
2010-01-27 09:11:47 +00:00 |
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kreatordxx
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3a116769be
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Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
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2010-01-27 04:30:31 +00:00 |
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zicodxx
|
422c745cfa
|
Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter
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2010-01-26 12:04:50 +00:00 |
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zicodxx
|
2a6c9d0dbd
|
Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges(); Fixed cockpit switches for Guided missile when Player is in Rear-View - the original code never considered that
|
2010-01-24 17:38:13 +00:00 |
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kreatordxx
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b552ba900d
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Move the editor call out of the Function_mode loop, for later overhaul
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2010-01-23 14:19:21 +00:00 |
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zicodxx
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5eaf164d72
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Removed the new Demo Interpolating code and added the improvements to the old one
|
2010-01-20 23:28:35 +00:00 |
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kreatordxx
|
62a9214bc3
|
Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to, fix compiling error
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2010-01-20 11:04:09 +00:00 |
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kreatordxx
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c50b954c00
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Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
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2010-01-20 05:10:32 +00:00 |
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kreatordxx
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fc84dd37b2
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Make net_ipx_show_game_rules and net_udp_show_game_rules into windows
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2010-01-19 14:53:06 +00:00 |
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kreatordxx
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69305fb7f2
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Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change
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2010-01-18 05:53:13 +00:00 |
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kreatordxx
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fc32bff5bc
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Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig
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2010-01-17 14:42:59 +00:00 |
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kreatordxx
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3d41df6447
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For get_filename, put mode and find variables in a structure - fixing 64-bit problem and allowing freeing of PHYSFS file list in callback in future, respectively
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2010-01-15 13:02:28 +00:00 |
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kreatordxx
|
c6cbb6b9f8
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Make pause box a window
|
2010-01-09 09:19:26 +00:00 |
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kreatordxx
|
d7d5a8cd20
|
Make escort menu a window, now the game is drawn behind it
|
2010-01-09 01:56:38 +00:00 |
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kreatordxx
|
624ae0b6d0
|
Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu
|
2010-01-08 01:55:12 +00:00 |
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kreatordxx
|
b6452e75b7
|
Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
|
2010-01-07 14:49:07 +00:00 |
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zicodxx
|
7653e8ee12
|
New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly)
|
2010-01-07 00:01:36 +00:00 |
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kreatordxx
|
2505f63f2b
|
Put most of the remaining globals in automap.c in the 'automap' struct
|
2009-12-27 12:27:44 +00:00 |
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kreatordxx
|
f0fa1c81d9
|
Make listboxes into windows
|
2009-12-27 05:00:45 +00:00 |
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kreatordxx
|
b835361586
|
Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
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2009-12-26 01:08:57 +00:00 |
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kreatordxx
|
dcc375c5dd
|
Make sure the Game_wind only gets freed once when escaping demo playback
|
2009-12-14 13:27:05 +00:00 |
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kreatordxx
|
55f2419a09
|
Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
|
2009-12-12 11:34:32 +00:00 |
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kreatordxx
|
19806aa7ec
|
Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames
|
2009-12-08 11:01:36 +00:00 |
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zicodxx
|
1603b87e40
|
Removing old use of variable already_showing_info which was removed from newmenu code
|
2009-12-07 15:00:49 +00:00 |
|
zicodxx
|
7449e5bac7
|
Removing old use of variable already_showing_info which was removed from newmenu code
|
2009-12-07 14:58:59 +00:00 |
|
kreatordxx
|
992648620c
|
Make newmenu.c nearly identical between D1X and D2X
|
2009-12-05 09:48:18 +00:00 |
|
kreatordxx
|
8f9d869452
|
Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
|
2009-12-02 13:49:54 +00:00 |
|
zicodxx
|
4a6b3f2b8b
|
Squishing string-related bugs in Bomb display and Weapon reordering
|
2009-12-01 14:50:09 +00:00 |
|
zicodxx
|
f782692332
|
Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode
|
2009-11-30 22:42:55 +00:00 |
|