zicodxx
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62615d8ccb
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Update for Debian packaging stuff
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2011-05-05 01:31:09 +02:00 |
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zicodxx
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914555fe81
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Host can now decide (again) if players are allowed to display enemy names on HUD
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2011-05-05 00:16:37 +02:00 |
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zicodxx
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60e2a8aeb3
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When doing sorted rendering, also take cloaking walls into account to properly draw objects behind it while cloaking process
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2011-05-04 23:37:20 +02:00 |
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zicodxx
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d59a0c1f1d
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Due to increased size of MAX_SEGMENTS old savegames became incompatible. To compensate added MAX_SEGMENTS_ORIGINAL with the original segment amount and read certain savegame info with this info when dealing with standard-sized levels and use Highest_segment_index when dealing with larger levels which are incompatible with older versions of the game anyways. Makes savegame site more efficient and still maintain backwards compability
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2011-05-04 15:07:57 +02:00 |
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zicodxx
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0e1de3457b
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To compensate fewer FVI runs in lower FPS and wall penetration caused by strong forces allowed fix_illegal_wall_intersection() to move an object out of the wall half it's size improving the collisions once more
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2011-05-04 13:06:30 +02:00 |
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zicodxx
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62a7386d2a
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mipmapping was always on for fonts due to changed filtering code in ogl.c
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2011-05-04 12:18:25 +02:00 |
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zicodxx
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040407cf02
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Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL; Do not let player join game when gamemode is HOARD or TEAM HOARD and hoard.ham is not available
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2011-05-04 12:05:59 +02:00 |
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zicodxx
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98e3706ada
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Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
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2011-05-04 02:22:18 +02:00 |
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zicodxx
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4d2e19a96d
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Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels
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2011-05-04 02:15:10 +02:00 |
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Chris Taylor
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2a682044d6
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Check if a menu closed in a subfunction before setting it's return value, fixing crash when levels are mismatched in multiplayer; Small tidy up for Xcode project
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2011-04-24 13:34:59 +08:00 |
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zicodxx
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d3601c56e3
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Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only
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2011-04-22 17:14:29 +02:00 |
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zicodxx
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c6bc3ff0c1
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Fixes for RLE- and Texture-cache modifcations: Before freeing now must check if bitmap is already allocated
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2011-04-22 17:10:33 +02:00 |
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zicodxx
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4e21bb9cd2
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When reading ingame controls only flush mouse delta timer-based since reading is event-based already, allowing high precision no matter the game speed; Removed Mouse smoothing/filtering as it's now unnecessary due to event-based motion handling
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2011-04-22 13:01:38 +02:00 |
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zicodxx
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10aca9a9fe
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Expanded possibilities for level authors: RLE- and Texture-cache accepts textures bigger than 64x64, only limit being Texture width must be equal height; Increased maximum amount of Segments from 900 to 9000 - not dynamically allocating them, yet
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2011-04-22 10:33:04 +02:00 |
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zicodxx
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89ef310ec6
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Added SDLK_WORLD_** symbols to keyboard array to enable layout specific keys and make the game more flexible
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2011-04-21 21:22:46 +02:00 |
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zicodxx
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d9bbc359a2
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When leaving game and still sending extras, don't forget to update the timer so we won't get stuck in an infinite loop
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2011-04-21 20:52:33 +02:00 |
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zicodxx
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a498f20bc9
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Moved reloading of main descent2.ham (in case mission brings it's own verision) from LoadLevel() to load_mission() so it does not screw missions with ther custom ham-file (like vertigo)
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2011-04-20 19:42:02 +02:00 |
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zicodxx
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3705012d32
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Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level
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2011-04-20 01:47:15 +02:00 |
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Chris Taylor
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cc5a7d1359
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Fix broken m3u playlist support (in jukebox_play() path resolving); point to default descent.m3u playlist for Mac OS X (will be included in bundle); better error reporting in mix_play_file(); only make relative Jukebox path in the menu absolute after browsing it - relative paths are more flexible; allow select_file_recursive() to figure out PhysicsFS relative paths passed to it; stop the music if Jukebox is chosen and unavailable (used to just keep playing the last song)
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2011-04-18 20:32:36 +08:00 |
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zicodxx
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a2806837e8
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Initialize variables in create_omega_blobs() and give omega_cleanup() a return value to see if we should continue rendering to fix potential crashes
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2011-04-16 16:44:36 +02:00 |
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zicodxx
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e977551a41
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Check for hmp before pausing/resuming it
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2011-04-16 01:15:59 +02:00 |
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zicodxx
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7046b42271
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Due to controls rewrite was not possible anymore to send multiplayer messages while being dead - added specific exception to allow this; Rewrote show_HUD_names to only show names, indicators or typing string for enemy players when they are not cloaked; Small fix for position of Afterburner gauge in CM_FULL_SCREEN
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2011-04-16 01:12:04 +02:00 |
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zicodxx
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aed9d8a687
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Took out hack to force close doors as not needed anymore and does not take into account linked walls
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2011-04-14 18:24:03 +02:00 |
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zicodxx
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54674a47ca
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Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW
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2011-04-14 11:15:17 +02:00 |
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zicodxx
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1b1fdd6575
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Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least
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2011-04-13 21:18:18 +02:00 |
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zicodxx
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94490492a4
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Fixing unfreed buffer when credits_show() was called but there was nothing to show me
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2011-04-13 21:11:22 +02:00 |
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zicodxx
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87f0b2ee74
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Bit more safeguarding in find_plane_line_intersection() and as a result less agressive but more beautiful back-bumping on illegal wall interesections; Scaling of movement from PhysTime to FrameTime now done with vector math functions
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2011-04-13 21:08:11 +02:00 |
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zicodxx
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f42aa8a5fc
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Improved security for UDP protocol: Add checks for correct packet size and - if possible - valid sender address (valid player) and making sure Clients only accept packets meant for Clients and Hosts only accept packets meant for Hosts
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2011-04-13 00:19:42 +02:00 |
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zicodxx
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6929054899
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:18:30 +02:00 |
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zicodxx
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f207000f50
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:17:24 +02:00 |
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zicodxx
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7ae49da7cf
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Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile
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2011-04-12 03:02:51 +02:00 |
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zicodxx
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a74fcba858
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Stupid me forgot to let Omega use it's charge again after debugging it - fixed...
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2011-04-12 02:31:51 +02:00 |
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zicodxx
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baeca7ebfa
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Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Removed ShowAllNames from Netgame structure as I see no reason why names display should be host-controlled; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games
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2011-04-12 00:45:21 +02:00 |
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zicodxx
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cf50cda2ce
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Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
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2011-04-11 21:27:31 +02:00 |
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zicodxx
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74c7bdd7c5
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Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills
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2011-04-11 17:47:16 +02:00 |
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Chris Taylor
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fe3f8653e6
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Allow completely free movement in the automap. It will rotate relative to the viewer. Also fix an unused variable warning.
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2011-04-10 19:57:06 +08:00 |
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zicodxx
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025f04c389
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Smash texture list when switching between window mode and fullscreen prevent invalid textures; Made code to capture Screenshots more similar between OpenGL and OpenGL ES
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2011-04-10 12:29:06 +02:00 |
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Chris Taylor
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fa14dbe28e
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Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan\!)
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2011-04-10 13:34:13 +08:00 |
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zicodxx
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6922100a0c
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Fixed text-related annoyances: Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed scaling of tab_stop in briefings (again)
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2011-04-10 03:11:00 +02:00 |
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zicodxx
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c56a87b2de
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Reworked Omega cannon: Instead of firing every frame, fire in 33.33ms intervals instead which will improve performance, decrease network traffic and make damage in Multiplayer not a totally random factor; To compensate inaccuracy due high velocity of leading omega blob, check for it's distance from parent and delete if distance > MAX
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2011-04-10 01:48:15 +02:00 |
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zicodxx
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d5619e806a
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Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
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2011-04-08 01:38:00 +02:00 |
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zicodxx
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112a9d7d58
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When sliding along a wall keep wall_part sane to ensure good velocity for slide
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2011-04-07 22:49:42 +02:00 |
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zicodxx
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eb7e001c2f
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Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)
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2011-04-07 22:32:51 +02:00 |
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zicodxx
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7f18afd5d7
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Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done
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2011-04-05 02:24:34 +02:00 |
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zicodxx
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050197c3fb
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removed debugging output accidentially left in ...
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2011-03-29 00:39:31 +02:00 |
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zicodxx
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5986b38a80
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Dead_controlcen_object_num should be set when a new level starts in debug build, too; Setting Total_countdown_time when loading a savestate so SEF-DESTRUCT SEQUENCE ACTIVATED sample will not play soon as timer reaches 0
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2011-03-29 00:35:41 +02:00 |
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zicodxx
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d05344d723
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Fixes for OpenGL ES implementation
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2011-03-28 01:57:18 +02:00 |
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zicodxx
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8faed77f5f
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Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability; Suspend Game_wind when playing endlevel movie while demo playback
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2011-03-28 01:39:51 +02:00 |
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zicodxx
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6308d5c4b7
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Added hack to fix illegal segment (104) in D2 Level 12 which should be fixed in the level itself but impossible due to copyright of original game content...
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2011-03-27 23:58:53 +02:00 |
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zicodxx
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4301faad97
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Another rework for anti-stuck-bumping: Execute after calculation of velocity and add fvi check to make sure we deal with an actual wall collision
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2011-03-27 18:01:17 +02:00 |
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