Chris Taylor
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285531c4e0
|
Fix a nasty bug where pressing 'Alt' to explore the editor menubar would split the window stack in two, rendering the editor unresponsive
|
2012-04-09 17:12:01 +08:00 |
|
Chris Taylor
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8a437a759c
|
Get the clock, 'keypad' info, texture choosing page and object choosing page to draw (latter two just show black squares for ogl)
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2012-04-09 10:12:58 +08:00 |
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zicodxx
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999e008dc6
|
in software rendering scale savestate thumbnail to correct size
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2012-04-09 00:19:11 +02:00 |
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zicodxx
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9825e264d5
|
plasma fire can ignite bombs which are dropped while firing. to compensate added a timed check where at least one projectile must be older than 200ms to trigger a possible collision. this fixes this issue if the player is moving away from the bomb
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2012-04-08 16:59:50 +02:00 |
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zicodxx
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ba75f1237e
|
added specification for Descent: Destination Saturn briefing screen to properly show briefings; added different briefing structure for Descent 1 Shareware which has a slightly different order of the usual briefings
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2012-04-08 15:47:50 +02:00 |
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zicodxx
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d39d58a585
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record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on
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2012-04-07 16:13:10 +02:00 |
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zicodxx
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9ca56e4039
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fixed glitch when reappear and explode packets are misordered, rendering player invisible
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2012-04-07 12:32:22 +02:00 |
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zicodxx
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513bd4b231
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removed redundant definitions of FILENAME_LEN
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2012-04-07 11:41:14 +02:00 |
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zicodxx
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51b6b4e271
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made code more similar to D2X-Rebirth by introducing open_font which allows to keep track of font_data and free it properly
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2012-04-07 11:35:38 +02:00 |
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zicodxx
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abb2c08af3
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made choose_drop_segment more similar to D2X-Rebirth and let fallback correctly check for reactor segment
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2012-04-07 10:57:55 +02:00 |
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zicodxx
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4f8a60983e
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Introduced fixmul64 returning fix64 type to use with check_point_to_face() and prevent fix overflow with very large faces; on the way cleaned up NO_FIX_INLINE remnants and replaced QLONG with fix64
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2012-04-05 02:41:56 +02:00 |
|
Chris Taylor
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09a37b623a
|
Make the editor draw the same for the non-ogl build as the ogl build, since I just made it draw the grey background over everything in the last commit. If you want to see what it's *supposed* to look like, go to yesterday's commit :P
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2012-03-31 20:11:39 +08:00 |
|
Chris Taylor
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801e989a66
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Use correct coordinates for dialog border (still doesn't draw fully)
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2012-03-31 19:47:39 +08:00 |
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Chris Taylor
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00245bccdc
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Make the main stuff (gadgets, two viewers) draw for the editor in ogl, still more tweaking required
|
2012-03-31 18:35:06 +08:00 |
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Chris Taylor
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2d8c86eaf1
|
Make all drawing in the editor single buffered, since the whole screen is double buffered. Fixes crash - but only shows a black screen and the menu for ogl
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2012-03-31 12:27:10 +08:00 |
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Chris Taylor
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c75f1d3937
|
Make sure the ogl font code recognises the editor font is fixed width, fixing a crash; take the plunge and make D1X Rebirth compile with editor for Mac OpenGL build (won't work yet)
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2012-03-31 11:36:56 +08:00 |
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zicodxx
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24d0849125
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Changed declaration of event_get_idle_second() from int32_t to fix since Windows does not know it without pstypes.h. Included maths.h for this but should now work flawlessly on all platforms
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2012-03-30 16:29:03 +02:00 |
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Chris Taylor
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1237649a99
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Make 2d/font.c more similar between d1x-rebirth and d2x-rebirth
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2012-03-30 20:35:39 +08:00 |
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zicodxx
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0dae4f8206
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Fixed Redbook playback which was not repeating the CD after finishing
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2012-03-29 14:49:44 +02:00 |
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zicodxx
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1a76d33345
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Immediately relay pdata packets from clients to others which should reduce artificial delay; allow sending of pdata packet when firing if enough time has passed since last update; only answer full game info requests 2 times per second and lite info 8 times per second
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2012-03-29 10:15:58 +02:00 |
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zicodxx
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0e55ac91da
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Added forgotten D2 powerup capping code when starting level which hopefully fixes massive powerup loss
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2012-03-28 21:45:40 +02:00 |
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zicodxx
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6251eb2eb0
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Dynamically allocate line to read from descent.cfg and ensure a safe length
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2012-03-28 13:43:31 +02:00 |
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zicodxx
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32ebfab29d
|
Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
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2012-03-28 12:26:19 +02:00 |
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zicodxx
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4ddf79e16f
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Since the kicked message is shown after player is technically removed from the game we do not know hosts name anymore. Message changed accordingly
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2012-03-28 12:09:19 +02:00 |
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zicodxx
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d583415cfb
|
in netgame info screen some setting-descriptions were interchanged and displayed wrong toggles
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2012-03-28 12:02:15 +02:00 |
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zicodxx
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945d50ec76
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Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusive
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2012-03-28 11:02:30 +02:00 |
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zicodxx
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f4dfae832f
|
properly disable cheats when loading a saved game so only cheats that were stored are re-enabled
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2012-03-28 10:07:12 +02:00 |
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zicodxx
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766f48084c
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Allow .flac to be a filename extension for sng file and jukebox
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2012-03-28 10:03:18 +02:00 |
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zicodxx
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3554fd442c
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Fix compile-time error when building without editor
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2012-03-28 09:56:31 +02:00 |
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Chris Taylor
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e7048d09ae
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Fix bug where pad buttons would disappear when clicking on them, after opening then closing a dialog
|
2012-03-24 17:50:37 +08:00 |
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Chris Taylor
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ea454664d0
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Draw in response to EVENT_UI_DIALOG_DRAW, uncomment medlisp_update_screen call and use gr_box instead of gr_rect in some places. You can now see what you're doing
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2012-03-24 17:18:03 +08:00 |
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Chris Taylor
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8b757570d5
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Update the canvas data pointers for all windows after changing the screen mode, so the main menu draws properly after leaving the editor
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2012-03-24 14:43:08 +08:00 |
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Chris Taylor
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cd0213122c
|
Draw the editor menubar properly - by drawing in response to EVENT_WINDOW_DRAW and initialising the screen canvas properly. The latter fixes a lot of other editor drawing issues as well
|
2012-03-24 13:26:51 +08:00 |
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Chris Taylor
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05722dec97
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Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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2012-03-19 14:08:25 +08:00 |
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Chris Taylor
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15a6a81176
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The editor now falls back to the main event loop in inferno.c, File->Exit now works as intended and get closer to making the editor and game work together
|
2012-03-19 13:48:35 +08:00 |
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Chris Taylor
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b94d8f127e
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Remove redundant ui_event_process and duplicate mouse.c in ui/. All editor input is now event-based.
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2012-03-18 18:04:16 +08:00 |
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Chris Taylor
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6983a906a3
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Make editor_handler into a proper callback, iron some problems out. Seems to draw a different bunch of stuff now (still erroneous)
|
2012-03-18 16:01:53 +08:00 |
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Chris Taylor
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f98753fa38
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Do a bit of a tidy up for the editor, dump code from editor() within the loop into new editor_handler()
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2012-03-18 12:11:55 +08:00 |
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Chris Taylor
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c960c868f3
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Make do_wall_window into a proper callback. Only one dialog left - the main one.
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2012-03-17 21:33:59 +08:00 |
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Chris Taylor
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303a9f6858
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Make do_robot_window and do_object_window into proper callbacks, doing both in the same commit because of global recycling
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2012-03-17 19:42:08 +08:00 |
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Chris Taylor
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6ceb7d560f
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Make do_trigger_window into a proper callback
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2012-03-17 17:38:21 +08:00 |
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Chris Taylor
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46a816572d
|
Make do_hostage_window into a proper callback (seems to be unused for now)
|
2012-03-17 16:38:45 +08:00 |
|
Chris Taylor
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45415324c3
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Make do_centers_window into a proper callback, iron out some problems that have become apparent
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2012-03-12 10:31:48 +08:00 |
|
Chris Taylor
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cdfd06bbd6
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Use the gadget-sent events in the dialogs in ui
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2012-03-05 19:07:57 +08:00 |
|
Chris Taylor
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6068bf961d
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All gadgets now send events
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2012-03-03 20:12:25 +08:00 |
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Chris Taylor
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e05a2d3483
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Actually add editor data files and make sure DXX can find them
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2012-03-03 16:02:16 +08:00 |
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Chris Taylor
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6124b1affc
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Increment version to 0.57.2 for Mac and RELEASE-NOTES
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2012-03-03 13:36:17 +08:00 |
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Chris Taylor
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a4be50fdfe
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Give the last use of a dialog in ui, in PopupMenu, a callback
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2012-01-09 23:06:29 +08:00 |
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Chris Taylor
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9c686ce92a
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Give the dialog in MessageBoxN a callback
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2012-01-03 17:23:42 +08:00 |
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Chris Taylor
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200e66a839
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Give the dialog in (also presently unused) MenuX a callback
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2012-01-03 16:22:17 +08:00 |
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Chris Taylor
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fdef129f7e
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Give the dialog in (presently unused) GetKeyCode a callback
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2012-01-03 13:24:45 +08:00 |
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Chris Taylor
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a5c4992c58
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Give ui_get_filename a callback for its dialog. Happy new year
|
2012-01-02 15:49:08 +08:00 |
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Chris Taylor
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1c6ecbece0
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Make editor menubar and associated menus into windows; either remove or make event-based all the B1_* macros
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2011-12-31 17:10:40 +08:00 |
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Chris Taylor
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ff3f419c31
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Remove redundant canvas, next and prev members in the UI_DIALOG struct
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2011-12-18 20:33:51 +08:00 |
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zicodxx
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b4bf4e8c75
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break out of loop in event_send() in case window_send_event() closed the window to prevent invalid read on memory
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2011-11-27 21:35:58 +01:00 |
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zicodxx
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1a89c345a8
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Just as in Descent 2, let flares die in lava
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2011-11-25 22:45:40 +01:00 |
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zicodxx
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b3329c6c86
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Fixed forgotten MALLOC in g3_draw_morphing_model crashing game when rendering morphing robot (created from matcen for example)
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2011-11-25 11:40:41 +01:00 |
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zicodxx
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49649ab697
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calling scrape_object_on_wall in each case of HIT_WALL more reliable to properly do hazard surface damage and prevent weapon objects from possibly sliding against walls
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2011-11-24 11:30:29 +01:00 |
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zicodxx
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84b60ab017
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Smoothed disabling of friendly fire to re-enable splash damage possible when friendly fire is disabled
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2011-11-24 11:04:43 +01:00 |
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zicodxx
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517bc77692
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Sliders can now be operated with Numpad arrows if numlock if off
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2011-11-14 22:14:52 +01:00 |
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Chris Taylor
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d1a995ef6d
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Make ui_userbox_do fully event-responsive
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2011-11-14 19:27:04 +08:00 |
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Chris Taylor
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33b1b6118d
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Make ui_scroll_do fully event-responsive, make sure scrolling actually works by calling all controls' ui_*_do functions (like before)
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2011-11-12 12:46:29 +08:00 |
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Chris Taylor
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1c305434f4
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Make ui_radio_do fully event-responsive
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2011-11-06 20:05:43 +08:00 |
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Chris Taylor
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d8a1aaff32
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Make ui_listbox_do fully event-responsive
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2011-11-06 11:05:45 +08:00 |
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Chris Taylor
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744e51c877
|
Say when the event was handled for ui_inputbox_do (was already event-responsive)
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2011-11-05 20:11:48 +08:00 |
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Chris Taylor
|
ee05f99a3c
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Fix implicit function declaration in last commit, make ui_icon_do fully event-responsive
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2011-11-05 19:43:54 +08:00 |
|
Chris Taylor
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d2d68bc4ee
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Make ui_checkbox_do fully event-responsive
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2011-11-05 17:45:10 +08:00 |
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Chris Taylor
|
b15bbb982d
|
Fix crash on exit for non-Linux, when it tries to show an editor warning (unfreed blocks) but doesn't have the images to render it
|
2011-11-05 17:23:20 +08:00 |
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Chris Taylor
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89b36e8be0
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Make B1_JUST_PRESSED event-based, leave ui_dialog_do_gadgets early if a key makes another gadget current, make ui_button_do fully event-responsive (but won't *send* events yet)
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2011-11-05 17:07:25 +08:00 |
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zicodxx
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2b6a62a5b9
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Do not attempt to check for MULTI_PROTO_VERSION when requesting lite_info
|
2011-11-03 14:26:43 +01:00 |
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zicodxx
|
1371874e0d
|
Introduced extra short based on MULTI_PROTO_VERSION for version-independent Multiplayer-compability-check; Changed version to 0.57.2 to make new version checking not cause problems with stable release 0.57.1; Removed old version_major/minor variables from netgame and player structures since DXX handles this independently; Cleaned up old version stuff and copyright messages
|
2011-11-02 01:04:38 +01:00 |
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Chris Taylor
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1200f8017b
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Return 1 (event handled) in ui_dialog_handler for mouse button events if the mouse was in the dialog
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2011-10-30 19:08:02 +08:00 |
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Chris Taylor
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91e0f976f7
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Pass the event to the individual gadgets' 'do' functions, fix compile warnings introduced in last commit
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2011-10-25 09:38:12 +08:00 |
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Chris Taylor
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5d6c06c723
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Pass the event to ui_dialog_do_gadgets and use it in that immediate function
|
2011-10-23 17:07:18 +08:00 |
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Chris Taylor
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87c8c25580
|
Move calls to ui_dialog_do_gadgets to the dialog event handler, making sure ui_event_handler gets called beforehand
|
2011-10-09 20:30:31 +08:00 |
|
Chris Taylor
|
8e0579c4a6
|
Fix comparison is always false warning
|
2011-10-09 20:07:21 +08:00 |
|
Chris Taylor
|
3121fb4990
|
Add support for 'modeless' windows - windows that will allow events to be passed on to the underlying window. Intended for the editor
|
2011-10-09 18:31:44 +08:00 |
|
Chris Taylor
|
5f87108ba4
|
Initialise dyn_light using memset, fixing a warning
|
2011-10-09 18:25:33 +08:00 |
|
zicodxx
|
fb775b35c3
|
Fixed set but unused variables
|
2011-09-27 01:31:17 +02:00 |
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zicodxx
|
bcdbff0665
|
Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables
|
2011-09-26 23:00:23 +02:00 |
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zicodxx
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aafc5ec877
|
Gave throttle it's own sensitivity and deadzone settings; Added patch by Hans de Goede to let Slide-On and Bank-On settings use invert settings from Slide- and Bank-axes
|
2011-09-26 20:22:35 +02:00 |
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zicodxx
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d8263a85b6
|
Made the .desktop file follow the official specifications; Added explicit link to libmath for newer versions of binutils; Fixed crash using PhysFS 1.x in PHYSFSX_addArchiveContent()
|
2011-09-26 19:15:39 +02:00 |
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zicodxx
|
c2b3c64314
|
Code consistency checks by _Tyr_; Fixed set but unused variables
|
2011-09-26 19:03:12 +02:00 |
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zicodxx
|
22316fa5d6
|
Code consistency checks by _Tyr_; Fixed set but unused variables
|
2011-09-26 18:58:06 +02:00 |
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zicodxx
|
80e69421d8
|
Fixed misuse of gr_bitblt_find_transparent_area() caused rear view to be shifted on some cockpits
|
2011-09-25 01:01:51 +02:00 |
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zicodxx
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0df7146226
|
Reworked wall_toggle() to work with index for segnum instead of a pointer, hopefully making the consistency check less error prone
|
2011-09-24 22:03:33 +02:00 |
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zicodxx
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4e299e4f83
|
Consistency check for segment number in find_vector_intersection() and obj_create(); Added more debug output for invalid segment numberin get_seg_masks()
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2011-09-24 11:15:24 +02:00 |
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zicodxx
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7a4d7e3bc4
|
When restoring Coop players and make turn them into ghosts perform a check if this player is actually a valid player so we do not just blindly use any object number from a possibly uninitialized player structure
|
2011-09-23 19:48:45 +02:00 |
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zicodxx
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8f483e690b
|
Added wrapper functions dxx_sendto and dxx_recvfrom to collect simple statistics about amount and size of packets sent/received per second; Actually fixed packet scheduling in main UDP frame - was sending more than intended - stupid me
|
2011-09-21 20:03:41 +02:00 |
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zicodxx
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60f8606813
|
Streamlined joining, rejoining, disconnecting players and timeouts, getting rid of unwanted rejoin messages and let host remove a player for good without rejoining it via pdata packet to really get rid of lossy or unwanted players; Care for rollover of pkt_num of stored mdata packets
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2011-09-21 12:04:09 +02:00 |
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zicodxx
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5f17f6a40b
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Removed saving/restoring the state of Packet Loss Prevention from Netgame profiles
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2011-09-19 13:41:58 +02:00 |
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zicodxx
|
3cad8885d4
|
Reworked Packet Loss Prevention: If an important packet could not be recovered until it timed out, dump player who failed sending/receiving it; Noloss queue can proces spackets until a certain traffic has been reached; In main UDP frame schedule different types of packets depending on PPS to decrease traffic produced in one frame, hopefully preventing too much loss in high-traffic situations; Small code cleanups; Added new dump signal for loss of important packet; When dumping player also disconnect that one in case the dumped player does not accept the signal
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2011-09-19 13:01:08 +02:00 |
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zicodxx
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6fdf44035e
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Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
|
2011-09-15 10:45:45 +02:00 |
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zicodxx
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7638390173
|
Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability
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2011-09-14 01:15:20 +02:00 |
|
Chris Taylor
|
5e17460eb6
|
Define USE_TRACKER for Mac OS X, remove reference to deleted cfile.h
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2011-09-13 09:41:08 +08:00 |
|
Chris Taylor
|
05d02b49ed
|
Mention Mac command keys
|
2011-09-13 09:26:47 +08:00 |
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Chris Taylor
|
67b94d08b9
|
Put back the instructions for installing the PC data
|
2011-09-13 09:22:25 +08:00 |
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Chris Taylor
|
3f5506ee72
|
Move EVENT_MOUSE_DOUBLE_CLICKED support from ui/mouse.c to arch/sdl/mouse.c for tidiness and to possibly use it outside the editor
|
2011-09-12 11:02:30 +08:00 |
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zicodxx
|
d1a471dedc
|
Due to conversion from fix64 to fix Boss_dying_start_time was not 0 when saving even if boss was not dead - fixed; Fixed warning about set but unused variable
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2011-08-26 18:56:18 +02:00 |
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zicodxx
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a2bdb63149
|
Added Polygon model viewer and GameBitmaps viewer in non-Release build for debugging, messing around, DXX-Redrawn, etc.
|
2011-07-20 14:44:46 +02:00 |
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zicodxx
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25060a4441
|
Changed my eMail address
|
2011-07-19 22:00:25 +02:00 |
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zicodxx
|
43e3be131c
|
Keep copyright information up to date
|
2011-07-19 11:36:12 +02:00 |
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zicodxx
|
d850bcc14e
|
Properly call multi_leave_game() when host leaves multi game to let clients exit smoothly
|
2011-07-19 11:30:21 +02:00 |
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zicodxx
|
23c04c17e1
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Changed version to 0.57.1; Updated release notes
|
2011-07-16 21:21:11 +02:00 |
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zicodxx
|
c8b7f65809
|
Fixing Redbook hooks: Initialize last_check_time in RBACheckFinishedHook(); Execute RBACheckFinishedHook() during EVENT_WINDOW_DRAW in standard_handler() as EVENT_IDLE rarely happens if you have a shivering Joystick connected for example
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2011-07-16 16:02:20 +02:00 |
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zicodxx
|
5c660b3a2d
|
Correctly proceed to new Redbook track if songnum != Song_playing (hopefully - to confirm); Using songs_stop_all() in songs_uninit() to clear redundancy; added some notes to functions to shine a bit light on the mess of some functions
|
2011-07-16 11:36:36 +02:00 |
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zicodxx
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497dfd0b09
|
properly check and fix viewMatrix in free flight auotmap
|
2011-07-15 16:01:37 +02:00 |
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zicodxx
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632f001f16
|
Fixed typo in Packets per sec. in GAME_RULES screen; Reduced max amount of games shown on netlist to 900 to reduce RAM usage... as if we'd ever reach this
|
2011-07-15 11:46:04 +02:00 |
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zicodxx
|
77f0edf8ac
|
Bail out of hmp_reset() if midiOutOpen fails and return error with -debug set; execute hmp_reset() before first song plays; renamed digi_win32_stop_current_song() to digi_win32_stop_midi_song() to keep naming convention; Fixed some compiler warnings
|
2011-07-15 10:43:01 +02:00 |
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zicodxx
|
83f64ec080
|
When colliding with robot not controlled by us in Multi-Robot game do not apply force or damage - wait until the robot is under our control - preventing juggeling robots back and forth between players and creating massive damage
|
2011-07-14 13:36:24 +02:00 |
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zicodxx
|
cf23e6bb24
|
Stability fixes: avoid somfusions with same named variables in one function; Properly sort out players from player list that use too long filenames; Removed call for gr_set_fontcolor in kconfig where no canvas is set, causing crashes when trying to reassign a button, key or axis
|
2011-07-13 23:26:42 +02:00 |
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zicodxx
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8bc5fd54a1
|
Fixed uninitialized bytes in multi_do_create_robot_powerups() and two set but unused variables
|
2011-07-12 15:34:47 +02:00 |
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zicodxx
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387645f7c8
|
Add fallback routine from D2 source in wall_frame_process() to automatically set open-flag if wall state is set to opened
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2011-07-12 00:08:55 +02:00 |
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zicodxx
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c4c93e5cf1
|
Added complex error output if illegal segnum passed to get_seg_masks(); Fixed warning about set but unused variables
|
2011-07-10 01:09:40 +02:00 |
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zicodxx
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e8a1f903f9
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Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one
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2011-07-09 21:39:19 +02:00 |
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zicodxx
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72073d7ed6
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Make sure hmp_reset() is only executed if a song was playing
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2011-07-08 01:46:27 +02:00 |
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zicodxx
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dbdf7e27dc
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Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the list
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2011-07-08 01:23:41 +02:00 |
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zicodxx
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1bc5378f78
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Only call show_netplayerinfo() if GM_MULTI is set and reset netplayerinfo_on in game_setup()
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2011-07-04 11:23:50 +02:00 |
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zicodxx
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53fca9dd44
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When initializing ai object correctly initialize Ai_local_info to prevent glitches like random submodel angles
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2011-07-02 22:48:10 +02:00 |
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zicodxx
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2da37871b8
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Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed
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2011-07-01 01:01:06 +02:00 |
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zicodxx
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4fcfe5618c
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changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
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2011-06-30 12:23:38 +02:00 |
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zicodxx
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66978064d1
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Due to design issue in demo system initial recording of doors could place same texture on front and back sides of doors - fixed as good as possible (wish I could expand the demo format)
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2011-06-29 14:53:42 +02:00 |
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zicodxx
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3be8070aa5
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Correctly disable/initialize Multiplayer features not supported by IPX games for compability; Removed show_games_rules as there isn't much useful to show there; Some more code simplicity
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2011-06-28 22:00:41 +02:00 |
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zicodxx
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13fe431c7b
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Fixed possible memory corruption when saving Current_mission_filename which is not necessarily a 9 byte long allocated string; Bit safer string handling with snprintf; Fixed set but unused variables like a boss
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2011-06-28 09:16:21 +02:00 |
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zicodxx
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8c0c5d4d81
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when entering secret level reset Control_center_destroyed when we start the level and not in between as it will break sending endlevel packets
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2011-06-27 18:17:04 +02:00 |
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zicodxx
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71caea4ee2
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Fixed object sync for latecoming clients which was broken due to a very, very, VERY stupid mistake...
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2011-06-24 13:09:39 +02:00 |
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zicodxx
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a605c03076
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For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion
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2011-06-23 09:50:14 +02:00 |
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zicodxx
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e26a5bb354
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PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine
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2011-06-23 09:23:53 +02:00 |
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zicodxx
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ad850557ca
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in compute_light_emission() handle RT_NONE for delayed explosion fireballs
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2011-06-20 11:30:11 +02:00 |
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zicodxx
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fa85aa820d
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By using fixed distance bumping for fix_illegal_wall_intersection making the whole process much more reliable on sharp edges
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2011-06-17 00:33:42 +02:00 |
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zicodxx
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df59103290
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Condition for sound sample number for SOUND_CHEATER was reversed between Shareware and Full Release content
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2011-06-13 17:22:13 +02:00 |
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zicodxx
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24b8426dd5
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Saturate colored dynamic light just like normal one - makes the hwole thing a bit less colorful but makes for better balanced color mixing (theoretically) and does not reduce static light
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2011-06-09 10:28:55 +02:00 |
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zicodxx
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425eef904d
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Definition of dynlight_time should have been static to archive timed light calculations
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2011-06-07 17:31:45 +02:00 |
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zicodxx
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96c6458eb8
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For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf
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2011-06-06 21:17:16 +02:00 |
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zicodxx
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ed5cefb117
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For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf
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2011-06-06 16:33:10 +02:00 |
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zicodxx
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856ac49a7b
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for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more
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2011-06-04 22:50:35 +02:00 |
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zicodxx
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5d1cf695e2
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Fix weapon selection sounds fpr pc shareware and do not allow selecting weapons not available in this content (i.e. if obtained by cheat)
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2011-06-04 13:17:54 +02:00 |
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zicodxx
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bc7089fd7e
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Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the player
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2011-06-04 10:04:35 +02:00 |
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zicodxx
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852d9d0334
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Added proper colored lighting handling for RT_POWERUP which I not noticed was wrong before ... darn dim glowing powerups
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2011-06-01 15:49:03 +02:00 |
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zicodxx
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fc985c3ccb
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Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccurate
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2011-06-01 15:06:14 +02:00 |
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zicodxx
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dcc964817e
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:51 +02:00 |
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zicodxx
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21082c6db2
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Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup
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2011-05-30 02:17:42 +02:00 |
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zicodxx
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75af2aa90c
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Made netgame setup menu more flexible towards (constant or temporary) changes in available game modes
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2011-05-28 12:07:36 +02:00 |
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zicodxx
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b9995f3e34
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In event_process() if a window closes while being drawn and there isn't a previous window we can get the next from just finish processing for this frame
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2011-05-26 09:41:26 +02:00 |
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zicodxx
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af7c22faa2
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Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info; Introduced /move commend from Descent2 to move players between teams
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2011-05-25 15:25:06 +02:00 |
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zicodxx
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6628a6efbe
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When restoring Coop setting from netgame profile don't forget to fix max players variable
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2011-05-22 20:04:40 +02:00 |
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zicodxx
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6fe57317cc
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Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable
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2011-05-22 19:54:44 +02:00 |
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zicodxx
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bfad1aac59
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Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds
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2011-05-20 16:15:04 +02:00 |
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zicodxx
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06c0311a7a
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Made Automap Free Flight controls an optional feature which can be set in MISC OPTIONS; Fixed possible path string issue in plyr_read_stats_v() and fixed compiler warning regarding set but unused variable
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2011-05-20 12:23:22 +02:00 |
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zicodxx
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bbe0ccb64f
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Rearranged code to check for netgame-closed flag and refuse-players flag so they are updated correctly if another part of the code changes the menu item without activating it
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2011-05-20 11:48:17 +02:00 |
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