zicodxx
|
2657a6dca9
|
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
|
2011-04-16 01:12:02 +02:00 |
|
zicodxx
|
85066d81a4
|
Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW
|
2011-04-14 11:15:15 +02:00 |
|
zicodxx
|
bb140620ad
|
Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least
|
2011-04-13 21:18:13 +02:00 |
|
zicodxx
|
630048fa99
|
Fixing unfreed buffer when credits_show() was called but there was nothing to show me
|
2011-04-13 21:11:20 +02:00 |
|
zicodxx
|
ee9ac80b62
|
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
|
2011-04-13 21:08:08 +02:00 |
|
zicodxx
|
a518930c62
|
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
|
2011-04-13 00:19:46 +02:00 |
|
zicodxx
|
df3153d0d4
|
kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
|
2011-04-12 12:18:25 +02:00 |
|
zicodxx
|
d969d06a59
|
kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
|
2011-04-12 12:17:20 +02:00 |
|
zicodxx
|
6bb12ba926
|
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
|
2011-04-12 03:02:49 +02:00 |
|
zicodxx
|
5c4a3850cd
|
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; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games
|
2011-04-12 00:45:06 +02:00 |
|
zicodxx
|
a10fdaf32d
|
Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
|
2011-04-11 21:27:27 +02:00 |
|
zicodxx
|
c63f3f7682
|
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
|
2011-04-11 17:47:12 +02:00 |
|
Chris Taylor
|
a9362497f6
|
Allow completely free movement in the automap. It will rotate relative to the viewer.
|
2011-04-10 19:53:51 +08:00 |
|
zicodxx
|
035c6d2b06
|
Added a note about D2 code removed from titles.c in rev1069 so we don't accidentially add it again when sources merge
|
2011-04-10 11:20:40 +02:00 |
|
zicodxx
|
6140595491
|
Fixed text-related annoyances: *Show reticle names* now named *Show player names on HUD*; Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed typo in tracker timeout screen; Fixed scaling of tab_stop in briefings (again); Removed some little D2 code for briefings as it broke some briefing screens
|
2011-04-10 03:12:02 +02:00 |
|
zicodxx
|
d5f9e118c6
|
Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
|
2011-04-08 01:37:55 +02:00 |
|
zicodxx
|
82edf638fe
|
When sliding along a wall keep wall_part sane to ensure good velocity for slide
|
2011-04-07 22:49:39 +02:00 |
|
zicodxx
|
357e1b0144
|
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)
|
2011-04-07 22:32:47 +02:00 |
|
zicodxx
|
85f7be583f
|
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
|
2011-04-05 02:24:30 +02:00 |
|
zicodxx
|
d55bc253f1
|
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
|
2011-03-29 00:35:15 +02:00 |
|
zicodxx
|
e2607aaff1
|
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
|
2011-03-28 01:39:30 +02:00 |
|
zicodxx
|
2bbbabb078
|
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
|
2011-03-27 18:01:14 +02:00 |
|
zicodxx
|
8cff6ca835
|
Again reworked new bump hack to only apply when fate == HIT_WALL (to not break level SKYBOX) and made bumping by distance between object position and wall hit point; Removed/handled some safety checks in find_plane_line_intersection() to make sliding along joining edges smoother again while bad values *should* be handled in pyhsics.c and not make object warp-crashing tru the whole level or stuck in walls (fvi code should still be rewritten tho)
|
2011-03-14 11:07:36 +01:00 |
|
zicodxx
|
c5092c89c7
|
Due to lazy copy&paste sliding up/down speed was divided by 2 - fixed
|
2011-03-10 21:39:47 +01:00 |
|
zicodxx
|
dcae49a319
|
Be safer not interrupting other ports of descent or the original MS-DOS game when it comes to reading song files: Try reading from MISSION_NAME.sngdxx to have a way reading a song file for a specific mission outside the mission's HOG, next try reading from descent.sngdxx which shall serve as an alternative song file specifically for DXX and then try descent.sng. This should give authors enough possibilities to add OSTs for all different versions of the game without the need to publish different versions of their missions
|
2011-03-06 21:02:48 +01:00 |
|
zicodxx
|
fe2dd897f7
|
Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too
|
2011-02-23 17:46:36 +01:00 |
|
zicodxx
|
79e84f8d17
|
Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain
|
2011-02-18 00:17:49 +01:00 |
|
zicodxx
|
05d98af43f
|
Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support
|
2011-02-15 14:44:00 +01:00 |
|
zicodxx
|
7481e1c0fc
|
For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering
|
2011-02-14 23:52:28 +01:00 |
|
zicodxx
|
c1e4e9c3d7
|
Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu
|
2011-02-14 22:27:02 +01:00 |
|
zicodxx
|
e9da5b85b4
|
New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then
|
2011-02-12 23:58:39 +01:00 |
|
zicodxx
|
01e522e6e7
|
Controls.select_weapon_count needs to be incremented differently to get non-0 when we want to select the laser type weapon; Readded jumping from first to last item in newmenu and vice versa
|
2011-02-11 12:24:13 +01:00 |
|
zicodxx
|
53c9fa987f
|
Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops
|
2011-02-10 20:53:19 +01:00 |
|
zicodxx
|
a025d430c0
|
Fixed compiler warning related to generation of game_id for Coop Savegames
|
2011-02-10 18:56:31 +01:00 |
|
zicodxx
|
6bc439a343
|
Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program
|
2011-02-10 15:30:05 +01:00 |
|
zicodxx
|
be7713c1ae
|
Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_text
|
2011-02-10 14:09:05 +01:00 |
|
zicodxx
|
eb0d876b9c
|
Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code
|
2011-02-09 12:58:28 +01:00 |
|
zicodxx
|
2232433860
|
Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused
|
2011-02-06 14:25:31 +01:00 |
|
zicodxx
|
3f17b47fe8
|
fix to rev 1038 - not completely there today...
|
2011-02-03 01:19:27 +01:00 |
|
zicodxx
|
2b1550fa2e
|
Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without end
|
2011-02-03 01:05:01 +01:00 |
|
zicodxx
|
728442ff96
|
Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining
|
2011-02-02 23:51:29 +01:00 |
|
zicodxx
|
284ca0809d
|
Small correction for last commit - key handler of automap was reacting to non-key events as well
|
2011-02-02 02:08:21 +01:00 |
|
zicodxx
|
5aa0939b73
|
Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
|
2011-02-02 01:36:43 +01:00 |
|
zicodxx
|
7683527726
|
Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls
|
2011-01-24 21:51:07 +01:00 |
|
zicodxx
|
54097a9a3e
|
Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop
|
2011-01-24 20:45:59 +01:00 |
|
zicodxx
|
273d0b0dbe
|
Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop
|
2011-01-24 20:37:45 +01:00 |
|
zicodxx
|
6263db8521
|
Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, too
|
2011-01-24 15:26:06 +01:00 |
|
zicodxx
|
b624e51c35
|
For new player, set ReticleSize to 0 which is the smallest size
|
2011-01-23 18:22:10 +01:00 |
|
zicodxx
|
5b6c028c60
|
Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement
|
2011-01-23 11:59:46 +01:00 |
|
zicodxx
|
e5c1c4f963
|
Taking out one Assert in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that
|
2011-01-23 09:57:46 +01:00 |
|
zicodxx
|
b35fd6e3d7
|
Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day
|
2011-01-22 21:43:20 +01:00 |
|
zicodxx
|
e133e6e764
|
in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
|
2011-01-22 18:46:05 +01:00 |
|
zicodxx
|
bed51f2f4d
|
_POLYOBJ_H definition was not terminated at end of file causing compiling to fail with WORDS_NEED_ALIGNMENT define
|
2011-01-22 18:06:42 +01:00 |
|
zicodxx
|
4b1faafc15
|
Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer
|
2011-01-22 17:56:23 +01:00 |
|
zicodxx
|
13faad1855
|
Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages
|
2011-01-22 13:30:12 +01:00 |
|
zicodxx
|
41a3d3971e
|
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
|
2011-01-21 17:45:26 +01:00 |
|
zicodxx
|
c7038983d5
|
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
|
2011-01-20 12:17:24 +01:00 |
|
zicodxx
|
45d8b82ab6
|
Additional commit for last revision - didn't selected all files properly
|
2011-01-19 21:51:59 +01:00 |
|
zicodxx
|
c124b0883f
|
Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
|
2011-01-19 21:35:14 +01:00 |
|
zicodxx
|
96a350e97f
|
On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
|
2011-01-19 19:55:32 +01:00 |
|
zicodxx
|
20cf4c5228
|
Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed; Made Bounty sound play a bit louder
|
2011-01-19 12:21:59 +01:00 |
|
zicodxx
|
493f1cff34
|
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho
|
2011-01-19 02:19:15 +01:00 |
|
zicodxx
|
0177a6f2ae
|
Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
|
2011-01-19 00:07:06 +01:00 |
|
zicodxx
|
61a5524e4e
|
Correction for rev1009: Do not need to delete object Dead_player_camera since it's a new level with new objects to begin with
|
2011-01-18 20:02:02 +01:00 |
|
zicodxx
|
3c744c9b91
|
In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
|
2011-01-18 19:43:05 +01:00 |
|
zicodxx
|
b5adb1838a
|
Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
|
2011-01-18 15:53:26 +01:00 |
|
zicodxx
|
fc92651eb2
|
Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
|
2011-01-17 21:00:45 +01:00 |
|
zicodxx
|
55463ae08b
|
Reverting change from r1004 in automap.c code - was not meant to be commited - whoops
|
2011-01-17 15:02:33 +01:00 |
|
zicodxx
|
587938363e
|
Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
|
2011-01-17 15:00:13 +01:00 |
|
Chris Taylor
|
b4f7151ac8
|
Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
|
2011-01-17 16:09:07 +08:00 |
|
Chris Taylor
|
9f76c83802
|
No referring to non-existent ogl_maxanisotropy for non-OGL build
|
2011-01-17 12:37:04 +08:00 |
|
zicodxx
|
76514d8ba1
|
in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps; Small text correction for sound menu to fit better on screen
|
2011-01-16 19:33:30 +01:00 |
|
zicodxx
|
f5f7435439
|
Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
|
2011-01-16 11:55:26 +01:00 |
|
zicodxx
|
8c5f76a2aa
|
Generally use PATH_MAX for filename arrays in titles code
|
2011-01-16 11:38:35 +01:00 |
|
zicodxx
|
ee3a1b6189
|
When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
|
2011-01-16 02:09:45 +01:00 |
|
zicodxx
|
a8f3f4764f
|
Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES
|
2011-01-16 01:50:28 +01:00 |
|
zicodxx
|
e77fc51656
|
main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
|
2011-01-15 13:51:13 +01:00 |
|
zicodxx
|
ae194bf7a6
|
Fixed some compiler warnings
|
2011-01-15 00:33:10 +01:00 |
|
zicodxx
|
eb1ad2655f
|
Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console
|
2011-01-14 22:55:55 +01:00 |
|
zicodxx
|
79e57e679a
|
Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layouts
|
2011-01-14 21:32:53 +01:00 |
|
zicodxx
|
ce50e7d4e7
|
Added feature to optionally disable friendly fire in Team and Coop games
|
2011-01-14 19:48:36 +01:00 |
|
zicodxx
|
4e5e3fa604
|
Added Descent2 Multiplayer features: Kill goals, Allowed play time; Bright players, Invulnerable when reappearing
|
2011-01-14 17:56:14 +01:00 |
|
zicodxx
|
03fbd12ac9
|
Using timer_query() instead of clock() in InitPlayerPositions(); Also check up distance up to 10 segments
|
2011-01-14 16:38:06 +01:00 |
|
zicodxx
|
c918f54d56
|
In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE; Fixed small compiler warning in gamesave.c due to last commit
|
2011-01-14 15:12:39 +01:00 |
|
zicodxx
|
6e0ea332de
|
Removed D1X implementation of multiplayer powerup capping and added D2X code to replace this (UDP-only); Added a bunch of D2X code for general and multiplayer powerup dropping to make codes more consistent to each other; Removed MULTI_PROTO_D1X_VER and MULTI_PROTO_D1X_MINOR defines since they are not needed anymore
|
2011-01-14 14:29:36 +01:00 |
|
Chris Taylor
|
80597ad64f
|
Fix compile errors introduced when merging
|
2011-01-14 17:49:33 +08:00 |
|
Chris Taylor
|
2bd3385abd
|
For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
|
2011-01-13 12:36:19 +08:00 |
|
zicodxx
|
010f7fb6d6
|
Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1
|
2011-01-11 01:25:47 +01:00 |
|
zicodxx
|
35570bb2d5
|
Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the code
|
2011-01-10 20:40:53 +01:00 |
|
zicodxx
|
31d17380ec
|
Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
|
2011-01-10 16:12:00 +01:00 |
|
zicodxx
|
7305f3d51e
|
Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY
|
2011-01-09 19:45:09 +01:00 |
|
zicodxx
|
10e4fc3274
|
Fix for rev959: my_pnum must be defined static
|
2011-01-09 17:09:26 +01:00 |
|
zicodxx
|
38df3322e3
|
Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all)
|
2011-01-09 14:19:00 +01:00 |
|
zicodxx
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f0d75e5689
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Draw FlightSim Reticle on Automap display, too
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2011-01-06 14:56:12 +01:00 |
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zicodxx
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28bf026158
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Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
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2011-01-06 12:43:55 +01:00 |
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zicodxx
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6d665fbb10
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Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature
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2011-01-04 11:43:30 +01:00 |
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zicodxx
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8c75bd0957
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Added feature to disable D2-style Prox. Bomb Gauge; Moved NoRedundancy and MultiMessages toggles from GameArg to PlayerCfg to be set via Misc Options
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2011-01-03 02:01:09 +01:00 |
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zicodxx
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919470db2f
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Added Cycle Primary/Secondary to the config panels for keyboard and joystick like in D2X-Rebirth and store them in the designated key/button arrays; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key values
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2011-01-03 01:08:52 +01:00 |
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zicodxx
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80cf3fd308
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Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus
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2011-01-02 18:07:37 +01:00 |
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zicodxx
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70bf7e8694
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Mouse wheel now can scroll through menu/listbox items; Right mouse button closes a menu (without the need of these ugly close boxes); Also added mouse-closing capabilities to credits, scores and kconfig menus; While being in UDP Netgames list, override keycode at PAGEUP/DOWN keypress to only flip pages without modifying citem also added messagebox showing TXT_INVALID_CHOICE when invalid netgame was chosen
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2011-01-02 12:25:43 +01:00 |
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