zicodxx
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ee56fead58
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For new player, set ReticleSize to 0 which is the smallest size
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2011-01-23 18:21:13 +01:00 |
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zicodxx
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0fac02ecee
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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
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2011-01-23 11:59:48 +01:00 |
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zicodxx
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169df35455
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Taking out one Int3 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; Also removed one conditional size_check which was meant for one mprintf we removed long ago
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2011-01-23 09:57:52 +01:00 |
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zicodxx
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4e3eeee326
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Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day
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2011-01-22 21:43:21 +01:00 |
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zicodxx
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37f59aa896
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in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
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2011-01-22 18:46:08 +01:00 |
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zicodxx
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da43cc7d37
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Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw)
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2011-01-22 18:14:16 +01:00 |
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zicodxx
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78569ea1bc
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Fixed small issue parsing killreactor command in Multiplayer
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2011-01-22 17:56:25 +01:00 |
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zicodxx
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5eb05548c3
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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, marker messages and orb counts
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2011-01-22 13:30:20 +01:00 |
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zicodxx
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3046fcf7dd
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Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
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2011-01-21 17:45:29 +01:00 |
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zicodxx
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33d3b1c6a8
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Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
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2011-01-20 12:17:30 +01:00 |
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zicodxx
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e60a7e1bca
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Additional commit for last revision - didn't selected all files properly
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2011-01-19 21:52:01 +01:00 |
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zicodxx
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9f6cbc8c6c
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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
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2011-01-19 21:35:14 +01:00 |
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zicodxx
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fd53a1264b
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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
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2011-01-19 19:55:38 +01:00 |
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zicodxx
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16f2b23fe2
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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
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2011-01-19 12:22:01 +01:00 |
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zicodxx
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a1f7da133e
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Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>
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2011-01-19 02:19:17 +01:00 |
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zicodxx
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931d134357
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Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
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2011-01-19 00:07:10 +01:00 |
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zicodxx
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9cace92b4e
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In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
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2011-01-18 19:43:07 +01:00 |
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zicodxx
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ab79094700
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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
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2011-01-18 15:53:28 +01:00 |
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zicodxx
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c0864b71a9
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Fixed small bug in net_udp_list_join_poll() which was introduced when I reorganized the events for making console render global
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2011-01-18 14:37:19 +01:00 |
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zicodxx
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59344482e3
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Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
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2011-01-17 21:00:52 +01:00 |
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zicodxx
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65aeb5a291
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opengles variable in SConstruct could be activated by command-line argument opengl
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2011-01-17 19:27:55 +01:00 |
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Chris Taylor
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eca34c30f5
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Rename ui/window.c to ui/dialog.c to avoid confusion with arch/sdl/window.c, also rename UI_WINDOW to UI_DIALOG, rename all associated functions, constants, parameters, local variables etc too; make a window when making a UI_DIALOG (does nothing yet)
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2011-01-17 22:42:18 +08:00 |
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zicodxx
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d5ac0af494
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Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries; Incrementing defines SHIELD_GAUGE_Y, SHIP_GAUGE_Y for HIRESMODE to fit these gauges pixel-correct in Cockpit mode
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2011-01-17 15:00:26 +01:00 |
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Chris Taylor
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335a99eedc
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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()
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2011-01-17 16:11:24 +08:00 |
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Chris Taylor
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7651a43b70
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No referring to non-existent ogl_maxanisotropy for non-OGL build
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2011-01-17 12:38:32 +08:00 |
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Chris Taylor
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b64794e1b4
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Still send idle events when receiving SDL joystick events, fixing possible joystick issues
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2011-01-17 12:17:21 +08:00 |
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zicodxx
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acb1494124
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in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps
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2011-01-16 19:33:41 +01:00 |
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zicodxx
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af651ac749
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Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
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2011-01-16 11:55:31 +01:00 |
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zicodxx
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a4e07c142b
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For more consistency to original game, show descent(b).pcx before pilot selection if available; Generally use PATH_MAX for filename arrays in titles code
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2011-01-16 11:39:46 +01:00 |
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zicodxx
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e5fc130b82
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When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
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2011-01-16 02:09:47 +01:00 |
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zicodxx
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025a6c3951
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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
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2011-01-16 01:50:42 +01:00 |
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zicodxx
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a52875f96e
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Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
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2011-01-15 20:51:17 +01:00 |
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zicodxx
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5b899ad0fd
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main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
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2011-01-15 13:51:21 +01:00 |
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zicodxx
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c0dfe46173
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Fixed some compiler warnings
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2011-01-15 00:33:13 +01:00 |
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zicodxx
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0d997ed81a
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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
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2011-01-14 22:56:00 +01:00 |
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zicodxx
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3b60012a2d
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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
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2011-01-14 21:32:53 +01:00 |
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zicodxx
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8a10ec4238
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Added feature to optionally disable friendly fire in Team and Coop games
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2011-01-14 19:48:48 +01:00 |
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zicodxx
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ba74b14753
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When displaying kill goals in game rules, value must be multiplied by 5 to show the correct limit
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2011-01-14 17:54:31 +01:00 |
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zicodxx
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2ba4206e15
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Using timer_query() instead of clock() in InitPlayerPositions(); Also decreasing check value für closest_dist to D1-level to actually make it less likely to start at total random unchecked location where another player could be
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2011-01-14 17:15:30 +01:00 |
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zicodxx
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c8f4140bd6
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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
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2011-01-14 15:13:29 +01:00 |
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zicodxx
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eeecf4016e
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Fixing code used for capping powerups in multiplayer - it was not correctly conting 4pack powerups; Cleaned up this code a bit and added more consistent naming convention for functions to maybe make it more understandable; Removed MULTI_PROTO_D2X_VER define as it's not needed
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2011-01-14 14:29:08 +01:00 |
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Chris Taylor
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030aef43e3
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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)
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2011-01-14 17:51:13 +08:00 |
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zicodxx
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aca6890bd4
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Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1
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2011-01-11 01:26:14 +01:00 |
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zicodxx
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02c5c1bda9
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Reverted most of the last commit - didn't work well when timer was updated too frequently
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2011-01-11 00:37:45 +01:00 |
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zicodxx
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4026c8a73a
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In timer_update() use i2f and fixdiv for SDL_GetTicks() to get more accurate values to F64_RunTime; Added rollover check for SDL_GetTicks() to timer_delay2()
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2011-01-10 22:59:00 +01:00 |
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zicodxx
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4b008cece1
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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
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2011-01-10 20:40:55 +01:00 |
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zicodxx
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39e956e2bc
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Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator and Guided Crosshair; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
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2011-01-10 16:12:04 +01:00 |
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zicodxx
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09da4f9f51
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Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY
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2011-01-09 19:45:14 +01:00 |
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zicodxx
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adad856f38
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Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum function
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2011-01-09 17:51:48 +01:00 |
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zicodxx
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eac593a047
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Fix for rev968: my_pnum must be defined static
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2011-01-09 17:09:29 +01:00 |
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