kreatordxx
|
7c083d0834
|
No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo
|
2010-02-05 08:53:20 +00:00 |
|
kreatordxx
|
b58c034350
|
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 |
|
kreatordxx
|
999a1b2949
|
Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
|
2010-02-02 07:52:03 +00:00 |
|
kreatordxx
|
5de468326f
|
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
|
9fd714a083
|
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
|
5c923e864d
|
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
|
2010-02-01 06:55:38 +00:00 |
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zicodxx
|
fc6d51e19e
|
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
|
408f2ffd33
|
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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e05553d802
|
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
|
d7a139207d
|
Fixed two memory errors inside menu GUI
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2010-01-30 22:49:43 +00:00 |
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kreatordxx
|
21d8d86d5b
|
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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2bcf54b77a
|
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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1850ac1a09
|
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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50afcedda5
|
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
|
9c4408adb2
|
When deleting a player also delete the Multiplayer efficiency file
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2010-01-29 00:35:20 +00:00 |
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zicodxx
|
d17841fbc4
|
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
|
1ad4448b45
|
Allow user to abort close, for whatever reason (helps with my next commit)
|
2010-01-28 04:53:56 +00:00 |
|
kreatordxx
|
de7574451b
|
Tidy up newmenu_show/hide_cursor calls
|
2010-01-28 04:24:25 +00:00 |
|
kreatordxx
|
9d4e69c7a9
|
Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
|
2010-01-28 03:27:49 +00:00 |
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zicodxx
|
04316ff79b
|
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
|
2010-01-28 01:08:36 +00:00 |
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zicodxx
|
51c28cc8a6
|
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 |
|
kreatordxx
|
00641e9aa4
|
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
|
c856195678
|
Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
|
2010-01-27 04:30:31 +00:00 |
|
zicodxx
|
ca2c80ce4b
|
Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter
|
2010-01-26 12:04:50 +00:00 |
|
zicodxx
|
8c2a404085
|
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 |
|
kreatordxx
|
b6b9cc1546
|
Move the editor call out of the Function_mode loop, for later overhaul
|
2010-01-23 14:19:21 +00:00 |
|
zicodxx
|
e3ccb8e6cf
|
Removed the new Demo Interpolating code and added the improvements to the old one
|
2010-01-20 23:28:35 +00:00 |
|
kreatordxx
|
7e92589332
|
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
|
2010-01-20 11:04:09 +00:00 |
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kreatordxx
|
88d1b32914
|
Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
|
2010-01-20 05:10:32 +00:00 |
|
kreatordxx
|
fe6d09750e
|
Make net_ipx_show_game_rules and net_udp_show_game_rules into windows
|
2010-01-19 14:53:06 +00:00 |
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kreatordxx
|
e7c04d7d90
|
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
|
2010-01-18 05:53:13 +00:00 |
|
kreatordxx
|
633b1b0804
|
Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig
|
2010-01-17 14:42:59 +00:00 |
|
kreatordxx
|
e52f47e741
|
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
|
2010-01-15 13:02:28 +00:00 |
|
kreatordxx
|
b3b87fc62d
|
Make pause box a window
|
2010-01-09 09:19:26 +00:00 |
|
kreatordxx
|
b97e08dfdc
|
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 |
|
kreatordxx
|
6b4d952ebc
|
Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
|
2010-01-07 14:49:07 +00:00 |
|
zicodxx
|
e5cc87f4a2
|
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 |
|
kreatordxx
|
32ce77350a
|
Put most of the remaining globals in automap.c in the 'automap' struct
|
2009-12-27 12:27:44 +00:00 |
|
kreatordxx
|
d21f7e78b9
|
Make listboxes into windows
|
2009-12-27 05:00:45 +00:00 |
|
kreatordxx
|
d450c3e6f4
|
Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
|
2009-12-26 01:08:57 +00:00 |
|
kreatordxx
|
dad42489f7
|
Make sure the Game_wind only gets freed once when escaping demo playback
|
2009-12-14 13:27:05 +00:00 |
|
kreatordxx
|
54e376ebbe
|
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 |
|
kreatordxx
|
a7d99b894c
|
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 |
|
kreatordxx
|
8d653f877e
|
Make newmenu.c nearly identical between D1X and D2X
|
2009-12-05 09:48:18 +00:00 |
|
kreatordxx
|
7ebcf32e45
|
Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
|
2009-12-02 13:49:54 +00:00 |
|
zicodxx
|
37b4803493
|
Squishing string-related bugs in Bomb display and Weapon reordering
|
2009-12-01 14:50:09 +00:00 |
|
zicodxx
|
75062a8d96
|
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 |
|
zicodxx
|
86fcdc5d81
|
Draw Endlevel sequence with correct DepthFunc
|
2009-11-30 19:11:46 +00:00 |
|
zicodxx
|
127af323e0
|
Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953
|
2009-11-30 14:59:37 +00:00 |
|
zicodxx
|
6a00504d89
|
Adding macros USE_UDP and USE_IPX for the compiler to compile with either UDP- and/or IPX-support and removed the older IPX macros
|
2009-11-29 16:46:13 +00:00 |
|
zicodxx
|
e9d4eb051e
|
Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering
|
2009-11-28 20:57:57 +00:00 |
|
kreatordxx
|
9192b5ede6
|
Fix some compile errors, including for the non-NETWORK build
|
2009-11-28 07:51:06 +00:00 |
|
zicodxx
|
242b3531fa
|
Again making the joining safer
|
2009-11-25 00:26:26 +00:00 |
|
zicodxx
|
fb08673f54
|
Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
|
2009-11-24 22:43:41 +00:00 |
|
zicodxx
|
cf3f852095
|
Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymore
|
2009-11-24 15:20:09 +00:00 |
|
zicodxx
|
2c2dc3fc13
|
Remove the IP check when processing game info or version deny as the IP might be translated (IPv6 especially)
|
2009-11-24 12:12:15 +00:00 |
|
zicodxx
|
dbf4d55839
|
Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later.
|
2009-11-24 09:48:53 +00:00 |
|
zicodxx
|
05ff20ccfb
|
Adding cfile.h include to get CFILE definition work again
|
2009-11-22 11:07:25 +00:00 |
|
kreatordxx
|
96d305e54c
|
Only list resolutions that can actually be used, using new gr_check_mode
|
2009-11-17 14:27:39 +00:00 |
|
kreatordxx
|
d57c2981c2
|
Add endian converter for demos, read shareware demos, various bugfixes to demo system
|
2009-11-15 08:22:08 +00:00 |
|
kreatordxx
|
70bbac21b7
|
Read big endian savegames on little endian computers and vice versa
|
2009-10-05 02:51:37 +00:00 |
|
kreatordxx
|
31413b59df
|
Fix compile error with ai_restore_state and include necessary ogl_init.h in state.c (whoops)
|
2009-09-11 05:15:53 +00:00 |
|
kreatordxx
|
90c02b1ea3
|
Make state.c more similar between D1X and D2X
|
2009-08-22 07:21:19 +00:00 |
|
kreatordxx
|
d7e33667bf
|
Make the game screen into a \'window\', handling events through event_process
|
2009-08-10 10:47:17 +00:00 |
|
kreatordxx
|
16f615c6ff
|
Make game.c more similar between D1X and D2X, making related changes to other files (\!)
|
2009-07-01 11:35:33 +00:00 |
|
kreatordxx
|
af0c2db749
|
Split game.c into game.c, gamecntl.c and gamerend.c like d2x
|
2009-06-07 11:28:12 +00:00 |
|
kreatordxx
|
78d9b8f15f
|
Make inferno.c more similar between D1X and D2X
|
2009-05-31 07:20:26 +00:00 |
|
kreatordxx
|
45ba0ca307
|
Add new window system, not used yet
|
2009-05-21 12:16:39 +00:00 |
|
kreatordxx
|
d7d319624b
|
Add option to force either Redbook or Jukebox to use the playing order for the game CD
|
2009-05-06 12:19:28 +00:00 |
|
kreatordxx
|
f139dda3a6
|
Make some files more similar between D1X and D2X
|
2009-05-03 12:31:30 +00:00 |
|
kreatordxx
|
db27b1723d
|
Remove redundant conf.h directives
|
2009-04-30 13:01:31 +00:00 |
|
kreatordxx
|
36e6885115
|
Disable network support for Mac OS X for now
|
2009-04-30 12:30:14 +00:00 |
|
zicodxx
|
85b086c0ef
|
Abstracting networking protocols - Step 3: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup - Next up: Implementing new UDP layer
|
2009-04-09 07:41:30 +00:00 |
|
zicodxx
|
0c36fecb42
|
Abstracting networking protocols - Step 2: Introducing new structure to hold protocol-dependend and -independend information about Netgame and it's Players; Further isolation of the IPX code and renaming the netdrv_* code to ipxdrv_* as this is now actually IPX-only; Next up: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup
|
2009-03-20 12:10:38 +00:00 |
|
zicodxx
|
0fc0fff7f1
|
Abstracting networking protocols - Step 1: Renaming network-related files; Removing net_ipx.h (former network.h) includes from as much files as possible to make isolation of IPX-related functions easier in Step 2; Version defines Cleanup - needed later for good Version-Checking
|
2009-03-04 21:04:43 +00:00 |
|
kreatordxx
|
f149ace782
|
Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
|
2009-03-03 12:55:27 +00:00 |
|
zicodxx
|
abf43c66f8
|
Small positional correction for homing-warning bitmap
|
2009-02-23 10:21:25 +00:00 |
|
zicodxx
|
80debdb4d5
|
Made our Cockpit-Transparency decoding function a bit safer for current and possibly new code flow
|
2009-02-23 10:15:23 +00:00 |
|
zicodxx
|
43190e625e
|
Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object
|
2009-02-22 10:53:10 +00:00 |
|
zicodxx
|
d7a8f5ad84
|
Made Max_used_objects an absolute defined value; Made num_objects globally available; Restricted Weapon drops to MAX_USED_OBJECTS; When dropping Secondary weapon, drop 4-pack if possible
|
2009-02-17 11:34:16 +00:00 |
|
zicodxx
|
5618f08d2d
|
Added list to keep trace of received PDATA packets so receiver won't interpret them several times
|
2009-02-15 19:03:57 +00:00 |
|
zicodxx
|
30590cf3b1
|
When creating new player, make sure string is long enough for use with players dir
|
2009-02-09 10:59:59 +00:00 |
|
zicodxx
|
e6b7867b27
|
Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
|
2009-02-09 10:52:42 +00:00 |
|
zicodxx
|
4ee0b415ad
|
Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field
|
2009-02-08 12:55:50 +00:00 |
|
zicodxx
|
ecbcec78d3
|
Fixed connect-state mess in order of kmatrix flow
|
2009-02-08 12:49:27 +00:00 |
|
zicodxx
|
177a49ac63
|
Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
|
2009-02-06 09:40:00 +00:00 |
|
zicodxx
|
5c566411e1
|
Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
|
2009-02-03 10:56:22 +00:00 |
|
zicodxx
|
39ce196542
|
Removed MULIT_POS_* hanldings as these signals are not created anymore
|
2009-02-02 10:56:12 +00:00 |
|
zicodxx
|
21d9308934
|
Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
|
2009-02-02 09:02:29 +00:00 |
|
zicodxx
|
5ca2103453
|
Mea culpa - last revision - unwanted printf in netdrv_udp.c corrected
|
2009-02-02 08:52:59 +00:00 |
|
zicodxx
|
fd8b425243
|
Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera
|
2009-02-02 08:49:58 +00:00 |
|
zicodxx
|
f84a267dd1
|
Added Packet-loss prevention code for Netgames
|
2009-01-31 23:47:15 +00:00 |
|
zicodxx
|
be596fbbdd
|
Fixing bug with incorrect/missing UDP port termination
|
2009-01-31 14:52:06 +00:00 |
|
kreatordxx
|
cb9afb9bdf
|
Last track is endgame track for any audio CD, endgame track not played when a level is started, jukebox/redbook works in game even if no MIDI songs
|
2009-01-31 06:37:43 +00:00 |
|
zicodxx
|
b63f988d37
|
New level render order for better seperation and blending between transculent level geometry and sprites
|
2009-01-30 11:50:25 +00:00 |
|
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 |
|
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
|
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
|
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 |
|
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 |
|
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 |
|
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
|
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 |
|
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
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2008-12-13 04:05:30 +00:00 |
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zicodxx
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73dd8e0962
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Added /KillReactor command to blow up the reactor in Multiplayer games
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2008-12-12 15:57:00 +00:00 |
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zicodxx
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39b54f1686
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Added /KillReactor command to blow up the reactor in Multiplayer games
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2008-12-12 15:53:13 +00:00 |
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zicodxx
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616ddc6c45
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Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
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2008-12-12 02:05:30 +00:00 |
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zicodxx
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53efe6c01a
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Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking)
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2008-12-12 01:36:34 +00:00 |
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zicodxx
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c87b860595
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Made MULTI_D1X_PROTO use D1X-IVER so no different releases can play together with Version checking enabled
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2008-12-08 15:45:12 +00:00 |
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kreatordxx
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f257e48ddc
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Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
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2008-12-07 12:26:43 +00:00 |
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zicodxx
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58734beacb
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Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes
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2008-12-01 09:31:21 +00:00 |
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zicodxx
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8466399451
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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.
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2008-11-22 00:43:59 +00:00 |
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zicodxx
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c19aa8c19a
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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)
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2008-11-21 16:09:41 +00:00 |
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zicodxx
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c5c4870573
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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
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2008-11-21 00:12:41 +00:00 |
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zicodxx
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d09569b56c
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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
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2008-11-20 18:02:42 +00:00 |
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zicodxx
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58d1871199
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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
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2008-11-20 02:09:01 +00:00 |
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zicodxx
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335543283e
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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
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2008-11-19 15:52:07 +00:00 |
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zicodxx
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2e5cd378d3
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Actually demand ANY valid key to abort the Death sequence
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2008-11-19 12:34:50 +00:00 |
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zicodxx
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8702e9517a
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Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
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2008-11-18 14:43:30 +00:00 |
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zicodxx
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1cbb44a897
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Fixed Cheats
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2008-11-18 14:34:52 +00:00 |
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zicodxx
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076e466009
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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
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2008-11-17 23:38:43 +00:00 |
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zicodxx
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53a15a829a
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When printing Gamelog, make sure canvas is NULL
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2008-11-17 23:28:59 +00:00 |
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zicodxx
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be02298290
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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
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2008-11-15 20:49:54 +00:00 |
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zicodxx
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aee0198f2e
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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
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2008-11-14 16:56:40 +00:00 |
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zicodxx
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9424a5be86
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Small Cleanup: Using timer_delay for credits timer as timer_delay2 would respect VSync and change speed of the Credits scrolling; Cleaned that Start/Join Netgame cases up a bit; Removed the excessive use of atexit in newmenu... more to come
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2008-11-09 23:51:19 +00:00 |
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zicodxx
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76002c1775
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Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision
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2008-11-09 14:46:31 +00:00 |
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zicodxx
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15d25cc54a
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Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself
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2008-11-09 14:31:30 +00:00 |
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zicodxx
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87f6ecce75
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Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen
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2008-11-03 11:39:56 +00:00 |
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zicodxx
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483a981d2f
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I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it
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2008-11-01 15:40:00 +00:00 |
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zicodxx
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4b0041d815
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Fixed possible overflows in Jukebox Path; Menu GUI improvements: Correct inputbox scaling for font widths, a little performance boost when determinating string-part to show in inputbox, make it possible to flip over from first/last menu entry to last/first even if it's a ScrollBox, Scrolling via Maousebutton now works with delay; Made reading for Piggy data always break up in loops when reached end of file instead of provoking possible error if *data-count < max-data-count*
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2008-11-01 01:19:52 +00:00 |
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zicodxx
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ab0524f95b
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Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability
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2008-10-31 16:57:36 +00:00 |
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zicodxx
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85b303e5e1
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Add a messagebox informing to restart the game if either VSync or 4x Multisampling has been (de)selected
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2008-10-30 15:00:32 +00:00 |
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zicodxx
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d53a475a58
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Show debug help screen options in release build as well as some might be actually useful for players
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2008-10-30 10:45:13 +00:00 |
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zicodxx
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a23ee70d37
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Cast LINE_SPACING to integer for menu Scrollbox usages - fixing scrolling issues with non-integer-scaled font sizes
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2008-10-29 11:50:15 +00:00 |
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zicodxx
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cf147bcd4c
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Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed
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2008-10-29 11:03:31 +00:00 |
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zicodxx
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7e1141a881
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Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args
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2008-10-28 17:04:35 +00:00 |
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zicodxx
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7d91cc91f8
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Fixes for my last revisions: More reliable check for cockpit_decode_alpha, more reliable check is newmenu sub-bitmap needs to be re-created, call gr_set_mode() in change_res() with correct Game_screen_mode
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2008-10-28 15:32:12 +00:00 |
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zicodxx
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92cec5ced3
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Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI
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2008-10-28 13:28:10 +00:00 |
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zicodxx
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a7cc0c79ec
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Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry
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2008-10-23 09:17:54 +00:00 |
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zicodxx
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a26e5e3284
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Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously
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2008-10-22 15:31:24 +00:00 |
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