Commit graph

779 commits

Author SHA1 Message Date
zicodxx 94877bce5a Decreasing delay from timer_delay2 to timer_delay for sending/receiving packets when connecting to UDP host due to FPS-dependent inconsistencies in timer_delay2 causing packets possibly not received or sent frequently 2009-01-29 11:15:18 +00:00
kreatordxx cf8981eb76 Update version to 0.55.1 for Mac 2009-01-26 05:41:45 +00:00
zicodxx 6ba4be9e2b Changed function naming convention in netdrv and below to general Descent code convention 2009-01-26 05:01:18 +00:00
zicodxx 1acc8031b6 Removed some old code to smooth FrameTime we don't need anymore 2009-01-24 22:44:57 +00:00
zicodxx 21738cdd2c New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all 2009-01-22 12:30:32 +00:00
zicodxx 3699f316cc Took out old missile tracking code to be selectable over command-line to preserve consistency 2009-01-17 11:11:07 +00:00
zicodxx e6c160ca85 Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX 2009-01-17 11:02:59 +00:00
zicodxx cf5c44321c Error handling while dumping TGA file - (partially) Patch by v66r 2009-01-16 00:12:04 +00:00
zicodxx e04250e266 Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int 2009-01-15 23:58:36 +00:00
zicodxx c37285c217 Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup 2009-01-15 20:55:35 +00:00
zicodxx 007e23461e Cleaning up the mess from revision 892... 2009-01-15 01:05:31 +00:00
kiplingw 0b25644600 Updated: Change log... 2009-01-14 19:58:58 +00:00
kiplingw 70fd9452f1 Added: Better support for non-free compiler... (patch from Damjan Cvetko <zobo@lana.krneki.org>) 2009-01-14 19:54:45 +00:00
zicodxx 6038280726 Added some randomness to collision sound delays and synced robot-player collision sprites to same steps 2009-01-13 16:53:10 +00:00
kreatordxx 81de582264 Use a 2D array to allow playing of songs by track number in future 2009-01-13 12:39:03 +00:00
zicodxx f1544295dd Adjusted D1 Lifter collision damage according to D2 to scale with FPS as Melee combats can happen in every frame; Actually set velocity from movement when colliding with objects 2009-01-13 01:19:19 +00:00
md2211 edfe0e0b47 Debian packaging scripts 2008-12-30 22:14:06 +00:00
kreatordxx b7a0db130b Increment Mac version number, update project for latest Xcode 2008-12-27 09:19:19 +00:00
kiplingw 3afde73ac6 Fixed: Segfault via buffer overflow when attempting to start or join a UDP/IP netgame in both d1x-rebirth and d2x-rebirth. Reproduceable on my box only in release mode and not debug... 2008-12-27 04:23:56 +00:00
zicodxx eeb908f26d DXX-Rebirth release v0.55 2008-12-24 10:52:58 +00:00
kreatordxx b848edbdef Now the Mac D1X command keys work (whoops) 2008-12-24 06:09:53 +00:00
kreatordxx 7b9dc359bb Make Redbook the default for Mac, because MIDI is buggy 2008-12-23 10:05:23 +00:00
kreatordxx 410707171e Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS 2008-12-21 08:59:17 +00:00
kreatordxx 33fb9fc7eb Fix Mac OS 9 compile issues, update Xcode project 2008-12-21 08:54:03 +00:00
zicodxx 2b5c8d2b77 Removed (#if 0) the unfinished Tracker stuff for our Release so it won't confuse the Win32 build 2008-12-20 11:57:03 +00:00
md2211 9e308457bc Implemented SConstruct optional behavior (svnmicro=1) to automatically use SVN rev number as micro
version
2008-12-18 23:12:01 +00:00
zicodxx 828d753668 Seperated help screens for game, netgame and demo; Also show them in Controls menu; Small Menu UI fix for ScrollOffset when calling menus in a scrolled area of a menu 2008-12-13 12:58:57 +00:00
kreatordxx 0a7a505912 Fix short_frameinfo sending code for big endian processors 2008-12-13 04:05:30 +00:00
zicodxx 73dd8e0962 Added /KillReactor command to blow up the reactor in Multiplayer games 2008-12-12 15:57:00 +00:00
zicodxx 39b54f1686 Added /KillReactor command to blow up the reactor in Multiplayer games 2008-12-12 15:53:13 +00:00
zicodxx 616ddc6c45 Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte 2008-12-12 02:05:30 +00:00
zicodxx 53efe6c01a Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking) 2008-12-12 01:36:34 +00:00
zicodxx c87b860595 Made MULTI_D1X_PROTO use D1X-IVER so no different releases can play together with Version checking enabled 2008-12-08 15:45:12 +00:00
kreatordxx f257e48ddc Get Mac command keys working, MACINTOSH code cleanup, update Xcode project 2008-12-07 12:26:43 +00:00
zicodxx 58734beacb Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes 2008-12-01 09:31:21 +00:00
zicodxx c11f203abd Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases 2008-11-26 01:24:58 +00:00
zicodxx 8466399451 Took out the disable_new_fvi-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this. 2008-11-22 00:43:59 +00:00
zicodxx c19aa8c19a Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations) 2008-11-21 16:09:41 +00:00
zicodxx c5c4870573 Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammo 2008-11-21 00:12:41 +00:00
zicodxx d09569b56c Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots 2008-11-20 18:02:42 +00:00
zicodxx 58d1871199 When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow 2008-11-20 02:09:01 +00:00
zicodxx 335543283e Do a songs_init() each time a song is played and try to read a new descent.sng - supporting descent.sng files in hog archives 2008-11-19 15:52:07 +00:00
zicodxx 2e5cd378d3 Actually demand ANY valid key to abort the Death sequence 2008-11-19 12:34:50 +00:00
zicodxx 8702e9517a Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent 2008-11-18 14:43:30 +00:00
zicodxx 1cbb44a897 Fixed Cheats 2008-11-18 14:34:52 +00:00
zicodxx 076e466009 Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize 2008-11-17 23:38:43 +00:00
zicodxx 53a15a829a When printing Gamelog, make sure canvas is NULL 2008-11-17 23:28:59 +00:00
zicodxx be02298290 Added other SDL_(Un)LockAudio statements to protect the audio_mixcallback function - making that hopefully stable on multicores; Resetting warn_func at quit_request so we do not accidently show any menu; Open gamelog.txt unbuffered 2008-11-15 20:49:54 +00:00
zicodxx aee0198f2e Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
zicodxx 9304edd2c8 When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading 2008-11-10 00:17:03 +00:00