kreatordxx
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f149ace782
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Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
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2009-03-03 12:55:27 +00:00 |
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zicodxx
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b63f988d37
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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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cf8981eb76
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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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6ba4be9e2b
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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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e6c160ca85
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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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cf5c44321c
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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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e04250e266
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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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c37285c217
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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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kiplingw
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70fd9452f1
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Added: Better support for non-free compiler... (patch from Damjan Cvetko <zobo@lana.krneki.org>)
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2009-01-14 19:54:45 +00:00 |
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zicodxx
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6038280726
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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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81de582264
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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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kreatordxx
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b7a0db130b
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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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kreatordxx
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410707171e
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Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
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2008-12-21 08:59:17 +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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c11f203abd
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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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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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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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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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804ac4c683
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Only read UNICODE values from 31 to 254 to make sure we do not read any non-printable characters and prefer the keysym that way; Added left and right Command Key for MAC Keyboards
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2008-11-07 11:09:29 +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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b2213b6f2e
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Make sure that if we use UNICODE, we always take non-control type chars and - as we only want lowercase letters - convert chars if shift is pressed
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2008-11-01 02:49:29 +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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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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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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69c66b9afb
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Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive
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2008-10-19 12:53:30 +00:00 |
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zicodxx
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03e026756e
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Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free
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2008-10-16 17:27:02 +00:00 |
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kreatordxx
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87d3f3522d
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Keep Xcode project up-to-date, look in 'SDL' directory for SDL.h
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2008-10-04 11:50:16 +00:00 |
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zicodxx
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6054bf7e90
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Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
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2008-09-30 00:18:39 +00:00 |
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zicodxx
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63d2c4a2cf
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Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
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2008-09-30 00:07:07 +00:00 |
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zicodxx
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e54992a974
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Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
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2008-07-19 22:28:31 +00:00 |
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kreatordxx
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ea58e300f0
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Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs
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2008-07-01 11:09:46 +00:00 |
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kreatordxx
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16cfedcccd
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tidy up music keys, ALT-SHIFT-F9 ejects audio CDs
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2008-06-15 08:50:05 +00:00 |
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zicodxx
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db87da1ac5
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Setting GameArg.SndNoSound to true if SDL_mixer init fails
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2008-06-12 08:01:00 +00:00 |
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zicodxx
|
051acd3e18
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Small doc update; Improved SDL_mixer / Jukebox handling if no resource (sound) is available
|
2008-06-05 16:30:11 +00:00 |
|
zicodxx
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26502298d9
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Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer
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2008-06-04 19:30:43 +00:00 |
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zicodxx
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f710bdd0f4
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Only stop music at jukebox_stop() if MIDI jukebox_loaded - otherwise user can stop Jukebox with keys but not start it again
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2008-06-01 22:33:21 +00:00 |
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zicodxx
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885074607c
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Using Windows code to play HMP files on Windows build; Fixed Jukebox keys in help screen; Allow -noredundancy in Singleplayer; Fixed processing of Console keys if Console is not active; Added Multiplayer hints to README; Made INI wrapping safer and more accurate
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2008-06-01 12:53:03 +00:00 |
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kreatordxx
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decaf3cc6d
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allow an audio CD to be played if it's inserted after DXX is launched, hopefully find the first audio CD if multiple CDs are inserted
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2008-05-28 10:38:30 +00:00 |
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zicodxx
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a9057c7c06
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Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 5000
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2008-05-25 08:19:31 +00:00 |
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kreatordxx
|
565ea29e05
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Add audio CD support to D1X, fix associated bugs
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2008-05-24 08:59:35 +00:00 |
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zicodxx
|
5789de6531
|
Reverting screenshot stuff - error prone
|
2008-05-21 21:59:16 +00:00 |
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zicodxx
|
6b230b82bf
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Make Screenshots over backbuffer; Implmented filtered mouse delta reading
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2008-05-21 14:06:44 +00:00 |
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zicodxx
|
d6e16c54d4
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Make Screenshots over backbuffer; Implmented filtered mouse delta reading
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2008-05-21 13:58:27 +00:00 |
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zicodxx
|
9af74225ed
|
Decreasing divisor for mouse axis reading - making mouse sensitivity practically much higher
|
2008-05-19 21:58:49 +00:00 |
|
zicodxx
|
2de6240191
|
Added -nomusic ability for SDL_mixer API; Added -gl_fontfixwidth to scale fonts with fixed aspect on widescreen resolutions, scaled to height
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2008-05-19 19:28:27 +00:00 |
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zicodxx
|
519e3dacb2
|
Some code improvements and small fixes
|
2008-05-08 18:29:52 +00:00 |
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zicodxx
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a356b4351d
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Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention
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2008-05-07 14:11:30 +00:00 |
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zicodxx
|
91e2934ca1
|
Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention
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2008-05-07 14:02:01 +00:00 |
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zicodxx
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039b8b551e
|
Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well
|
2008-05-01 21:40:34 +00:00 |
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