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
|
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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zicodxx
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1f70e1dd23
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Updated docs and fixed some typos
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2011-05-20 00:14:40 +02:00 |
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zicodxx
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29580f9823
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Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls
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2011-05-19 23:49:01 +02:00 |
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zicodxx
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1a97660653
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for fix_illegal_wall_intersection() try using the distance we moved to move out from the wall. Just in case it's a sane value, i.e. > 0 and <= obj->size/2
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2011-05-19 11:49:47 +02:00 |
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zicodxx
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bc47c43c36
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Reset new_Bounty_target after using it and let host add a number on how often Bounty is reassigned. Both additions should help keeping target correct no matter how if multiple packets of the same type are disordered, delayed or both
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2011-05-19 02:34:06 +02:00 |
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zicodxx
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6f4ad8eef3
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Improvement for fix_illegal_wall_interesection(): Move away from wall in right angle - not towards center. This improves the bumping in many situations and prevents ship getting stuck in small segments. Simplified and optimized code as well and removed check for degenerated Segments as not needed with this approach; Fixed some compiler warnings regarding set but unused variables
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2011-05-19 01:25:36 +02:00 |
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zicodxx
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4a99054425
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for debug build ignore player Highest_level_index when starting a mission, making *Load Level* entry in main menu obsolete; Fixed two compiler warnings regarding set but unused variables
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2011-05-16 01:46:23 +02:00 |
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zicodxx
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eb893f6369
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Added more info: M3U-support, GCC 4.6 warnings, more tracker infos
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2011-05-15 12:15:35 +02:00 |
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zicodxx
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cac2946f34
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Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variables
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2011-05-15 11:59:11 +02:00 |
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zicodxx
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408d2abf90
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Send player position also when multi_send_player_explode() is called so powerups drop at the right spot in case the respawn packet arrives first
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2011-05-13 22:21:10 +02:00 |
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zicodxx
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456bf90d81
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Don't call automap_process_input() if autmap_key_command() returns 1 preventing input mess; Fixed two compiler warnings regarding set but unused variables
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2011-05-07 13:29:21 +02:00 |
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zicodxx
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836cae5456
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Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variables
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2011-05-07 12:25:03 +02:00 |
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zicodxx
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81f4e63f0c
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Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs
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2011-05-07 02:51:18 +02:00 |
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zicodxx
|
72dde06f59
|
Enabled Tracker support for Mac OS
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2011-05-07 00:53:52 +02:00 |
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zicodxx
|
0b7548b6c8
|
Correctly handle light computation of objects with render_type RT_LASER
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2011-05-05 20:45:22 +02:00 |
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zicodxx
|
e6091eae9d
|
Update for Debian packaging stuff
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2011-05-05 01:31:07 +02:00 |
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zicodxx
|
ca4d5b4263
|
When using PC Shareware pigfile do not show key icons in CM_FULL_SCREEN since pigfile does not have these icons
|
2011-05-05 01:07:08 +02:00 |
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zicodxx
|
f2fb5c462a
|
Host can now decide (again) if players are allowed to display enemy names on HUD
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2011-05-05 00:16:35 +02:00 |
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zicodxx
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5f5b5b415f
|
Due to increased size of MAX_SEGMENTS old savegames became incompatible. To compensate added MAX_SEGMENTS_ORIGINAL with the original segment amount and read certain savegame info with this info when dealing with standard-sized levels and use Highest_segment_index when dealing with larger levels which are incompatible with older versions of the game anyways. Makes savegame site more efficient and still maintain backwards compability
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2011-05-04 15:07:53 +02:00 |
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zicodxx
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cdbf6c0485
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To compensate fewer FVI runs in lower FPS and wall penetration caused by strong forces allowed fix_illegal_wall_intersection() to move an object out of the wall half it's size improving the collisions once more
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2011-05-04 13:06:27 +02:00 |
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zicodxx
|
be253a37f2
|
mipmapping was always on for fonts due to changed filtering code in ogl.c
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2011-05-04 12:18:23 +02:00 |
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zicodxx
|
adc53702ff
|
Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL
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2011-05-04 12:05:43 +02:00 |
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zicodxx
|
02a29235a9
|
Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
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2011-05-04 02:22:17 +02:00 |
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zicodxx
|
609bd15fd1
|
Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels
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2011-05-04 02:15:07 +02:00 |
|
Chris Taylor
|
4efbd0d9c4
|
Check if a menu closed in a subfunction before setting it's return value, fixing crash when levels are mismatched in multiplayer; Small tidy up for Xcode project
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2011-04-24 12:20:52 +08:00 |
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zicodxx
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defdf0090f
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Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only
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2011-04-22 17:14:27 +02:00 |
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zicodxx
|
43dd6f062e
|
Fixes for RLE- and Texture-cache modifcations: Before freeing now must check if bitmap is already allocated
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2011-04-22 17:10:31 +02:00 |
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zicodxx
|
53d48e005e
|
When reading ingame controls only flush mouse delta timer-based since reading is event-based already, allowing high precision no matter the game speed; Removed Mouse smoothing/filtering as it's now unnecessary due to event-based motion handling
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2011-04-22 13:02:03 +02:00 |
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zicodxx
|
7890015efd
|
Expanded possibilities for level authors: RLE- and Texture-cache accepts textures bigger than 64x64, only limit being Texture width must be equal height; Increased maximum amount of Segments from 900 to 9000 - not dynamically allocating them, yet
|
2011-04-22 10:33:03 +02:00 |
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zicodxx
|
a5db1fd476
|
Added SDLK_WORLD_** symbols to keyboard array to enable layout specific keys and make the game more flexible
|
2011-04-21 21:22:44 +02:00 |
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