zicodxx
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e62d911160
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Renamed manual_join to direct_join; Aligned letlist tabs a little bit
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2010-07-01 09:08:30 +00:00 |
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zicodxx
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07bdbfe610
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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
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2010-06-30 15:57:13 +00:00 |
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zicodxx
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bff24ced0d
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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
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2010-06-30 15:26:27 +00:00 |
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zicodxx
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e0d95f4f1c
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If multi_level_sync() fails, restart menu music since level music is playing already
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2010-06-29 21:14:30 +00:00 |
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zicodxx
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47091a3d5e
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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
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2010-06-29 20:51:38 +00:00 |
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zicodxx
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97e20ee74c
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Added UDP Netlist to join LAN games discovered/announced via broadcast
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2010-06-29 16:41:08 +00:00 |
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zicodxx
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ac8e02e0ce
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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)
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2010-06-29 06:47:46 +00:00 |
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zicodxx
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4e3bf92435
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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
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2010-06-27 11:28:26 +00:00 |
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zicodxx
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ef4e9e1e17
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Implemented kill_and_so_forth via DEL+SHIFT+B for easier debugging
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2010-06-25 07:53:15 +00:00 |
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zicodxx
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4d688df531
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rev1134 revisited: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch
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2010-06-24 17:17:28 +00:00 |
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zicodxx
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0fde6445d4
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When inregulary exiting a level by warp cheat, set canvas to NULL so cockpit canvas will not apply furthermore
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2010-06-24 14:00:01 +00:00 |
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zicodxx
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509e5be5a7
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Added function to list valid resolutions and build resolutions menu dynamically with the resulting list
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2010-06-24 09:29:11 +00:00 |
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zicodxx
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da3ef28e60
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main/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type
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2010-06-23 13:39:52 +00:00 |
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zicodxx
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ffa7f639c1
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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
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2010-06-23 12:57:28 +00:00 |
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zicodxx
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f4d8a1e0a1
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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
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2010-06-23 11:44:12 +00:00 |
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zicodxx
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9235a9eda4
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Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly
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2010-06-21 21:43:10 +00:00 |
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zicodxx
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88ebccab15
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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
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2010-06-20 20:32:30 +00:00 |
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zicodxx
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763f5f42b1
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Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played
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2010-06-19 17:03:51 +00:00 |
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zicodxx
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75169a184a
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For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect
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2010-06-19 16:24:34 +00:00 |
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zicodxx
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c3d91ceeca
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emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped
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2010-06-18 08:22:45 +00:00 |
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zicodxx
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e4a0c20f76
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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
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2010-06-18 07:31:06 +00:00 |
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zicodxx
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8a3aeb01e8
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Fixing regression from rev1038 which broke showing laser level or quadness in cockpit and statusbar
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2010-06-17 09:46:45 +00:00 |
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zicodxx
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e1572135a2
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If picking up one missile out of a four-pack, use singular description instead of plural
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2010-06-17 09:45:05 +00:00 |
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zicodxx
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5cff370262
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Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!
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2010-06-15 18:27:10 +00:00 |
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zicodxx
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9b2ea4680c
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Fixing typo in Netgame help screen
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2010-06-15 17:20:37 +00:00 |
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zicodxx
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3e96a3185b
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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
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2010-06-15 16:24:56 +00:00 |
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zicodxx
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c6bb443c63
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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
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2010-06-14 21:59:41 +00:00 |
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zicodxx
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4678e1e815
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Process -nomusic argument again
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2010-06-14 17:55:25 +00:00 |
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zicodxx
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8cb8b6e653
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Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal
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2010-06-14 15:17:03 +00:00 |
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zicodxx
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36e20a419a
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Use strrchr instead of strchr for music filename extension in case there are dots in the filename
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2010-06-14 10:43:30 +00:00 |
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zicodxx
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f09a336184
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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
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2010-06-14 08:13:16 +00:00 |
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kreatordxx
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5650b4ce48
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Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0
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2010-05-03 08:44:46 +00:00 |
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kreatordxx
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e960307bdd
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Properly specify number of items for do_options_menu, so the options menu actually shows
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2010-05-03 08:22:50 +00:00 |
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kreatordxx
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f5834db6f7
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Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game
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2010-04-05 13:48:23 +00:00 |
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kreatordxx
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53fc092ebf
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Actually play endgame music when game is finished, play briefing music instead of hum if appropriate
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2010-04-05 11:54:23 +00:00 |
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kreatordxx
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90e3796f97
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Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
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2010-04-04 09:41:53 +00:00 |
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kreatordxx
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76b0fb35ef
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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
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2010-04-04 01:31:48 +00:00 |
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kreatordxx
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643c57614b
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Move copyright drawing to main menu's event handler for tidiness
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2010-04-03 10:16:53 +00:00 |
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kreatordxx
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eb0458ba5f
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Remove calls to nm_draw_background1 to show newmenus stacked
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2010-04-03 09:10:20 +00:00 |
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kreatordxx
|
11edfb2aa6
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Make main menu persist to streamline redrawing (later)
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2010-04-03 08:35:56 +00:00 |
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kreatordxx
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3ba90f69e0
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Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
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2010-04-03 07:24:50 +00:00 |
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kreatordxx
|
fb53348ddc
|
Keep demo selector just after playing one, for convenience
|
2010-04-02 05:24:47 +00:00 |
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kreatordxx
|
d749889c89
|
Add a default event handler for screenshots, entering debugger, Redbook repeating etc
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2010-04-02 05:01:08 +00:00 |
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kreatordxx
|
8cf06690d7
|
Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
|
2010-03-31 09:18:28 +00:00 |
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kreatordxx
|
322db66f11
|
Make gamecntl.c more similar between D1X and D2X
|
2010-03-31 06:19:37 +00:00 |
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kreatordxx
|
00d1d41439
|
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
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2010-03-30 03:37:29 +00:00 |
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zicodxx
|
ee6324b3e4
|
For casting light from Player-object, smooth out thrust to prevent flickering on high FPS
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2010-03-28 09:53:12 +00:00 |
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kreatordxx
|
d45e67c242
|
Make sure correct palette is loaded for game, fixing swapping of black and white and cockpit/status bar not showing for ogl build, in multiplayer
|
2010-03-27 10:31:34 +00:00 |
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zicodxx
|
ced670e54a
|
In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080
|
2010-03-27 09:43:27 +00:00 |
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kreatordxx
|
c0739acdfe
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Check menus[0], not menus[i] in hide_menus - fixing possible crash
|
2010-03-27 08:00:53 +00:00 |
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