zicodxx
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ec28629cc3
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Small positional correction for homing-warning bitmap
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2009-02-23 10:21:25 +00:00 |
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zicodxx
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984e0c053f
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Made our Cockpit-Transparency decoding function a bit safer for current and possibly new code flow
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2009-02-23 10:15:23 +00:00 |
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zicodxx
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6d018dc5fc
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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
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2009-02-22 10:53:10 +00:00 |
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zicodxx
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03db82be7d
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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
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2009-02-17 11:34:16 +00:00 |
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zicodxx
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084295bf96
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Made connect-state handling in kmatrix flow even more failsafe
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2009-02-15 19:12:16 +00:00 |
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zicodxx
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80084bb032
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Added list to keep trace of received PDATA packets so receiver won't interpret them several times
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2009-02-15 19:03:57 +00:00 |
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zicodxx
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1ec572c7d1
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When creating new player, make sure string is long enough for use with players dir
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2009-02-09 10:59:59 +00:00 |
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zicodxx
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487fed2fbd
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Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
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2009-02-09 10:52:42 +00:00 |
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zicodxx
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256a60b1ce
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Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field
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2009-02-08 12:55:50 +00:00 |
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zicodxx
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33e2375db3
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Fixed connect-state mess in order of kmatrix flow
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2009-02-08 12:49:27 +00:00 |
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zicodxx
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eea393c935
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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
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2009-02-06 09:40:00 +00:00 |
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zicodxx
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8d5657b472
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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
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2009-02-03 10:56:22 +00:00 |
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zicodxx
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98fe14c6d8
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Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
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2009-02-02 09:02:29 +00:00 |
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zicodxx
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8e7fe53610
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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
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2009-02-02 08:49:58 +00:00 |
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zicodxx
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4d59723cc2
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Added Packet-loss prevention code for Netgames
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2009-01-31 23:47:15 +00:00 |
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zicodxx
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b8ae980f86
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New level render order for better seperation and blending between transculent level geometry and sprites
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2009-01-30 11:50:25 +00:00 |
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kreatordxx
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3995cb9d05
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Update version to 0.55.1 for Mac
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2009-01-26 05:41:45 +00:00 |
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zicodxx
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3217f39990
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Changed function naming convention in netdrv and below to general Descent code convention
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2009-01-26 05:01:18 +00:00 |
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zicodxx
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7b48d47be4
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Removed some old code to smooth FrameTime we don't need anymore
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2009-01-24 22:44:57 +00:00 |
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zicodxx
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3531adace7
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New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all
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2009-01-22 12:30:32 +00:00 |
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zicodxx
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265ff9ed28
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Took out old missile tracking code to be selectable over command-line to preserve consistency
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2009-01-17 11:11:07 +00:00 |
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zicodxx
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4f535cff23
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Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
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2009-01-17 11:02:59 +00:00 |
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zicodxx
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85f46e5862
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Error handling while dumping TGA file - (partially) Patch by v66r
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2009-01-16 00:12:04 +00:00 |
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zicodxx
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ac3f773883
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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
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2009-01-15 23:58:36 +00:00 |
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zicodxx
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6f7e70bb82
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Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup
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2009-01-15 20:55:35 +00:00 |
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zicodxx
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3fc96bf046
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Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
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2009-01-15 01:03:26 +00:00 |
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zicodxx
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fb939d8abb
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Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
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2009-01-15 01:00:19 +00:00 |
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zicodxx
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e0a87df7ee
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Added some randomness to collision sound delays and synced robot-player collision sprites to same steps
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2009-01-13 16:53:10 +00:00 |
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kreatordxx
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26a648365c
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Use a 2D array to allow playing of songs by track number in future
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2009-01-13 12:39:03 +00:00 |
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zicodxx
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8c4d0f62df
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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
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2009-01-13 01:19:19 +00:00 |
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zicodxx
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680a1527a7
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Fixed condition for protocol version checking when joining a game - must be allowed for both original and D2X version
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2009-01-08 01:20:05 +00:00 |
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md2211
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f176bd23da
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Debian packaging scripts
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2008-12-30 22:14:06 +00:00 |
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kreatordxx
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30f05a912f
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Increment Mac version number, update project for latest Xcode
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2008-12-27 09:19:19 +00:00 |
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kiplingw
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3420d76931
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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...
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2008-12-27 04:23:56 +00:00 |
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kreatordxx
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3d10deeb20
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Make Redbook the default for Mac, because MIDI is buggy
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2008-12-23 10:05:23 +00:00 |
|
kreatordxx
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765ac4ecfe
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Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
|
2008-12-21 08:59:17 +00:00 |
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kreatordxx
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45801a75d8
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Fix Mac OS 9 compile issues, update Xcode project
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2008-12-21 08:54:03 +00:00 |
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zicodxx
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4bf841f3c9
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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
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2008-12-13 12:58:57 +00:00 |
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zicodxx
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85f7a49177
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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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7ebffe4dc7
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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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e2834e4efb
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Implemented MULTI_D2X_PROTO by using D2X-IVER for strict Version-checking in UDP/IP
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2008-12-08 15:46:45 +00:00 |
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kreatordxx
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777f76aedf
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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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0e164e20b9
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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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308ea4e888
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Fixed the Birthday Bug: Correctly re-compute static_light when restoring a game - finally
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2008-11-29 11:17:20 +00:00 |
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zicodxx
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15582a707c
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Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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2008-11-26 01:24:58 +00:00 |
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zicodxx
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4974579254
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Fixed logical code flow error when player dies in a secret level entered after base level destroyed which is also the last level
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2008-11-26 01:19:26 +00:00 |
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zicodxx
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77b534035f
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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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76d59ae9d3
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Completly forgot to make mouse axis values static so they can be used in intervals - shame on me
|
2008-11-21 23:59:22 +00:00 |
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zicodxx
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606eb97467
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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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ee5dff5c41
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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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