zicodxx
|
2232433860
|
Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused
|
2011-02-06 14:25:31 +01:00 |
|
zicodxx
|
3f17b47fe8
|
fix to rev 1038 - not completely there today...
|
2011-02-03 01:19:27 +01:00 |
|
zicodxx
|
2b1550fa2e
|
Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without end
|
2011-02-03 01:05:01 +01:00 |
|
zicodxx
|
728442ff96
|
Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining
|
2011-02-02 23:51:29 +01:00 |
|
zicodxx
|
284ca0809d
|
Small correction for last commit - key handler of automap was reacting to non-key events as well
|
2011-02-02 02:08:21 +01:00 |
|
zicodxx
|
5aa0939b73
|
Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
|
2011-02-02 01:36:43 +01:00 |
|
zicodxx
|
7683527726
|
Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls
|
2011-01-24 21:51:07 +01:00 |
|
zicodxx
|
54097a9a3e
|
Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop
|
2011-01-24 20:45:59 +01:00 |
|
zicodxx
|
273d0b0dbe
|
Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop
|
2011-01-24 20:37:45 +01:00 |
|
zicodxx
|
6263db8521
|
Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, too
|
2011-01-24 15:26:06 +01:00 |
|
zicodxx
|
b624e51c35
|
For new player, set ReticleSize to 0 which is the smallest size
|
2011-01-23 18:22:10 +01:00 |
|
zicodxx
|
5b6c028c60
|
Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement
|
2011-01-23 11:59:46 +01:00 |
|
zicodxx
|
e5c1c4f963
|
Taking out one Assert in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that
|
2011-01-23 09:57:46 +01:00 |
|
zicodxx
|
b35fd6e3d7
|
Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day
|
2011-01-22 21:43:20 +01:00 |
|
zicodxx
|
e133e6e764
|
in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
|
2011-01-22 18:46:05 +01:00 |
|
zicodxx
|
bed51f2f4d
|
_POLYOBJ_H definition was not terminated at end of file causing compiling to fail with WORDS_NEED_ALIGNMENT define
|
2011-01-22 18:06:42 +01:00 |
|
zicodxx
|
4b1faafc15
|
Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer
|
2011-01-22 17:56:23 +01:00 |
|
zicodxx
|
13faad1855
|
Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages
|
2011-01-22 13:30:12 +01:00 |
|
zicodxx
|
41a3d3971e
|
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
|
2011-01-21 17:45:26 +01:00 |
|
zicodxx
|
c7038983d5
|
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
|
2011-01-20 12:17:24 +01:00 |
|
zicodxx
|
45d8b82ab6
|
Additional commit for last revision - didn't selected all files properly
|
2011-01-19 21:51:59 +01:00 |
|
zicodxx
|
c124b0883f
|
Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
|
2011-01-19 21:35:14 +01:00 |
|
zicodxx
|
96a350e97f
|
On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
|
2011-01-19 19:55:32 +01:00 |
|
zicodxx
|
20cf4c5228
|
Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed; Made Bounty sound play a bit louder
|
2011-01-19 12:21:59 +01:00 |
|
zicodxx
|
493f1cff34
|
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho
|
2011-01-19 02:19:15 +01:00 |
|
zicodxx
|
0177a6f2ae
|
Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
|
2011-01-19 00:07:06 +01:00 |
|
zicodxx
|
61a5524e4e
|
Correction for rev1009: Do not need to delete object Dead_player_camera since it's a new level with new objects to begin with
|
2011-01-18 20:02:02 +01:00 |
|
zicodxx
|
3c744c9b91
|
In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
|
2011-01-18 19:43:05 +01:00 |
|
zicodxx
|
b5adb1838a
|
Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
|
2011-01-18 15:53:26 +01:00 |
|
zicodxx
|
fc92651eb2
|
Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
|
2011-01-17 21:00:45 +01:00 |
|
zicodxx
|
55463ae08b
|
Reverting change from r1004 in automap.c code - was not meant to be commited - whoops
|
2011-01-17 15:02:33 +01:00 |
|
zicodxx
|
587938363e
|
Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
|
2011-01-17 15:00:13 +01:00 |
|
Chris Taylor
|
b4f7151ac8
|
Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
|
2011-01-17 16:09:07 +08:00 |
|
Chris Taylor
|
9f76c83802
|
No referring to non-existent ogl_maxanisotropy for non-OGL build
|
2011-01-17 12:37:04 +08:00 |
|
zicodxx
|
76514d8ba1
|
in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps; Small text correction for sound menu to fit better on screen
|
2011-01-16 19:33:30 +01:00 |
|
zicodxx
|
f5f7435439
|
Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
|
2011-01-16 11:55:26 +01:00 |
|
zicodxx
|
8c5f76a2aa
|
Generally use PATH_MAX for filename arrays in titles code
|
2011-01-16 11:38:35 +01:00 |
|
zicodxx
|
ee3a1b6189
|
When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
|
2011-01-16 02:09:45 +01:00 |
|
zicodxx
|
a8f3f4764f
|
Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES
|
2011-01-16 01:50:28 +01:00 |
|
zicodxx
|
e77fc51656
|
main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
|
2011-01-15 13:51:13 +01:00 |
|
zicodxx
|
ae194bf7a6
|
Fixed some compiler warnings
|
2011-01-15 00:33:10 +01:00 |
|
zicodxx
|
eb1ad2655f
|
Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console
|
2011-01-14 22:55:55 +01:00 |
|
zicodxx
|
79e57e679a
|
Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layouts
|
2011-01-14 21:32:53 +01:00 |
|
zicodxx
|
ce50e7d4e7
|
Added feature to optionally disable friendly fire in Team and Coop games
|
2011-01-14 19:48:36 +01:00 |
|
zicodxx
|
4e5e3fa604
|
Added Descent2 Multiplayer features: Kill goals, Allowed play time; Bright players, Invulnerable when reappearing
|
2011-01-14 17:56:14 +01:00 |
|
zicodxx
|
03fbd12ac9
|
Using timer_query() instead of clock() in InitPlayerPositions(); Also check up distance up to 10 segments
|
2011-01-14 16:38:06 +01:00 |
|
zicodxx
|
c918f54d56
|
In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE; Fixed small compiler warning in gamesave.c due to last commit
|
2011-01-14 15:12:39 +01:00 |
|
zicodxx
|
6e0ea332de
|
Removed D1X implementation of multiplayer powerup capping and added D2X code to replace this (UDP-only); Added a bunch of D2X code for general and multiplayer powerup dropping to make codes more consistent to each other; Removed MULTI_PROTO_D1X_VER and MULTI_PROTO_D1X_MINOR defines since they are not needed anymore
|
2011-01-14 14:29:36 +01:00 |
|
Chris Taylor
|
80597ad64f
|
Fix compile errors introduced when merging
|
2011-01-14 17:49:33 +08:00 |
|
Chris Taylor
|
2bd3385abd
|
For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
|
2011-01-13 12:36:19 +08:00 |
|
zicodxx
|
010f7fb6d6
|
Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1
|
2011-01-11 01:25:47 +01:00 |
|
zicodxx
|
35570bb2d5
|
Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the code
|
2011-01-10 20:40:53 +01:00 |
|
zicodxx
|
31d17380ec
|
Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
|
2011-01-10 16:12:00 +01:00 |
|
zicodxx
|
7305f3d51e
|
Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY
|
2011-01-09 19:45:09 +01:00 |
|
zicodxx
|
10e4fc3274
|
Fix for rev959: my_pnum must be defined static
|
2011-01-09 17:09:26 +01:00 |
|
zicodxx
|
38df3322e3
|
Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all)
|
2011-01-09 14:19:00 +01:00 |
|
zicodxx
|
f0d75e5689
|
Draw FlightSim Reticle on Automap display, too
|
2011-01-06 14:56:12 +01:00 |
|
zicodxx
|
28bf026158
|
Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
|
2011-01-06 12:43:55 +01:00 |
|
zicodxx
|
6d665fbb10
|
Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature
|
2011-01-04 11:43:30 +01:00 |
|
zicodxx
|
8c75bd0957
|
Added feature to disable D2-style Prox. Bomb Gauge; Moved NoRedundancy and MultiMessages toggles from GameArg to PlayerCfg to be set via Misc Options
|
2011-01-03 02:01:09 +01:00 |
|
zicodxx
|
919470db2f
|
Added Cycle Primary/Secondary to the config panels for keyboard and joystick like in D2X-Rebirth and store them in the designated key/button arrays; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key values
|
2011-01-03 01:08:52 +01:00 |
|
zicodxx
|
80cf3fd308
|
Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus
|
2011-01-02 18:07:37 +01:00 |
|
zicodxx
|
70bf7e8694
|
Mouse wheel now can scroll through menu/listbox items; Right mouse button closes a menu (without the need of these ugly close boxes); Also added mouse-closing capabilities to credits, scores and kconfig menus; While being in UDP Netgames list, override keycode at PAGEUP/DOWN keypress to only flip pages without modifying citem also added messagebox showing TXT_INVALID_CHOICE when invalid netgame was chosen
|
2011-01-02 12:25:43 +01:00 |
|
zicodxx
|
21adec7f5c
|
Fixed glitch in scroll arrow position; Added newmenu_scroll which can scroll through all kind is menu structures including automatically handling NM_TYPE_TEXT items as well as automatically updating scroll_offset; PageUp/Down now scrolls by 10 items, Home/end will select first/last/items of menu creating consistency to listbox behaviour; Fit text for GrabInput to be more understandable
|
2010-12-30 23:36:35 +01:00 |
|
zicodxx
|
05236e9c45
|
Added Sensitivity/Deadzone menu with sliders for each movement based action seperated for joystick and mouse to support all kinds of configuration - regardless the amount of joystick axes and whatnot; SDL_WM_GrabInput does not only capture mouse but also focus keyboard input - changed code to respect this fact and made grabbing a menu option which is enabled by default
|
2010-12-28 19:11:06 +01:00 |
|
Chris Taylor
|
0557c8bb43
|
Copy lots of editor stuff from d2x-rebirth to d1x-rebirth, getting it to work on Mac OS X
|
2010-12-24 12:26:24 +08:00 |
|
zicodxx
|
e15bd60656
|
Align timer_delay for credits so the song (midi or redbook) should at least be heard once
|
2010-12-23 23:38:27 +01:00 |
|
zicodxx
|
9f138fbf2a
|
Reworked object sending/receiving to work without unnecessary type casting and a bit less error prone; Also increased UDP max packet size to 2048 so we can send 7 objects per frame
|
2010-12-23 22:42:06 +01:00 |
|
zicodxx
|
401a546bb2
|
in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds
|
2010-12-22 14:53:23 +01:00 |
|
zicodxx
|
858aa603e6
|
added hitobj_list to struct laser_info to get a bit cleaner code
|
2010-12-22 10:41:15 +01:00 |
|
Chris Taylor
|
e9fba443ef
|
Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes
|
2010-12-22 17:38:52 +08:00 |
|
Chris Taylor
|
4f6199f40a
|
Use game_init_render_buffers for editor (for now), fixing crash
|
2010-12-22 17:21:32 +08:00 |
|
zicodxx
|
4b265301a0
|
Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion
|
2010-12-22 01:17:49 +01:00 |
|
zicodxx
|
ffc73ed4f2
|
Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next)
|
2010-12-11 00:18:03 +01:00 |
|
zicodxx
|
970fd72eae
|
When calling do_game_pause do not allocate msg in Game mod GM_MULTI as it's not used nor freed
|
2010-12-04 16:51:40 +01:00 |
|
Chris Taylor
|
f4ec76d74d
|
When setting a bogus sound in gamedata_read_tbl, don't let piggy_close free it. Fixes freeing of non-malloc'd pointer for PC shareware data
|
2010-12-04 13:44:09 +08:00 |
|
zicodxx
|
f0c4d80f48
|
Made resent_delay for net_udp_noloss_process_queue() a bit longer depending on the player's ping
|
2010-12-03 01:09:22 +01:00 |
|
zicodxx
|
822ffc543f
|
When Quitting is called in standard_handler disable Autodemo if active
|
2010-11-30 23:44:47 +01:00 |
|
Chris Taylor
|
c34763b070
|
Turn fullscreen off when showing a messagebox for Mac; move songs_play_song(SONG_TITLE) from inferno.c to titles.c
|
2010-11-30 23:40:27 +08:00 |
|
zicodxx
|
427fb6d6b5
|
Add support for Windows native error/warning boxes; Only print to stdout on Linux/other *nix; Fixed redundant printing of Error and Warning via stdout
|
2010-11-30 13:46:10 +01:00 |
|
zicodxx
|
ce2fb8db90
|
Large improvement for _WIN32 native MIDI code by TURRICAN0: supprt for HMP track loop, seamless song looping, GS reset, pausing/resuming midi, volume control for each MIDI channel; Set GameArg.SndDisableSdlMixer automatically if compiled without SDL_mixer support; On _WIN32 play HMP natively again
|
2010-11-28 16:49:32 +01:00 |
|
zicodxx
|
0c10299a5f
|
Fix for r936 - re-added playing titles song when titles are about to show
|
2010-11-28 15:50:50 +01:00 |
|
Chris Taylor
|
be82a68e77
|
Add support for OS native error/warning boxes, only implemented for Mac for now
|
2010-11-28 20:02:38 +08:00 |
|
zicodxx
|
8f349cfdc5
|
in do_powerup added check for distance of other players to powerup object to make redundant pickups less likely
|
2010-11-28 12:08:14 +01:00 |
|
zicodxx
|
2b02639bd2
|
In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs)
|
2010-11-28 01:02:04 +01:00 |
|
zicodxx
|
e2730faa5b
|
If -verbose or -debug is set, write gamelog.txt unbuffered for a higher chance to get messages there in case of a crash; Totally supress messages in stdout/err.txt on _WIN32
|
2010-11-26 13:15:44 +01:00 |
|
zicodxx
|
365def54ed
|
Implemented PHYSFSX_checkSupportedArchiveTypes to check if essential archive types are supported. Print warnings if not and stop program if necessary. Also added PHYSFSX_listSearchPAthContent to print out search path contents (figures) each time the function is called. Doing this before main HOG inits as well after sucessfully adding archives. Made PHYSFSX_addArchiveContent a bit more verbose as well.
|
2010-11-26 12:50:01 +01:00 |
|
zicodxx
|
5a6fb73ed2
|
When verifying objects, do not necessarily check for controlcen as it's not necessarily there in some anarchy missions
|
2010-11-23 16:16:22 +01:00 |
|
zicodxx
|
83d746151a
|
changing max UDP size again - increasing to 576 - should still be safe
|
2010-11-23 16:12:00 +01:00 |
|
zicodxx
|
9e9063901e
|
reducing max buffer size of an UDP packet from 1024 to 512 bytes - should prevent possible turncating, especially when sending obejcts where max size is actually used
|
2010-11-23 01:26:44 +01:00 |
|
Chris Taylor
|
a9996b9fe8
|
If it can't find descent.hog, still print some useful info
|
2010-11-22 21:18:43 +08:00 |
|
zicodxx
|
be3b72b316
|
When checking for redundant messages in HUD display, compare new message to most recent one for locking and check whole list only for messages marked with HM_REDUNDANT. This will show all messages in correct order while keeping redundancy-prone messages from looping infinitely
|
2010-11-21 21:19:45 +01:00 |
|
zicodxx
|
21d93e84de
|
For fresh configuration set Redbook music as default for Mac, Builtin music for all others
|
2010-11-21 13:02:45 +01:00 |
|
zicodxx
|
5cd011214f
|
Created function PHYSFSX_isNewPath to check wether given path has already been added to Searchpath or not; Used PHYSFSX_isNewPath for menu browsing code instead it's own implementation; Using PHYSFSX_isNewPath for Jukebox directory, too to make sure Jukebox will not accidentially remove Game content depending on user selection; Also only keep Jukebox directory added until files are stored to prevent any other file present in this path can override or add anything to the game
|
2010-11-21 12:55:08 +01:00 |
|
zicodxx
|
88b5205135
|
In plyr_save_stats setting filename to size of PATH_MAX to have enough space to also hold the player directory prefix which would otherwise create a memory corruption and crash the game
|
2010-11-13 00:46:39 +01:00 |
|
zicodxx
|
19d00e9851
|
In multi_consistency_error check for Game_wind before trying to set it in/visible - just for safety
|
2010-11-09 11:53:14 +01:00 |
|
zicodxx
|
6e1725d4e5
|
Increased buffer for fname2 in load_briefing_screen, preventing buffer overflow in case replacement filenames are longer than DOS-style
|
2010-11-01 17:47:26 +01:00 |
|
zicodxx
|
950eda94ef
|
In case listbox strings are too long for screen, fit box width to screen width, shorten strings and add a scroll effect to selected item
|
2010-11-01 13:42:21 +01:00 |
|
zicodxx
|
a6312c8397
|
Text string for level music was made smaller some time ago so BROWSE_TXT_SHRT basically became obsolete - removed it now and show BROWSE_TXT instead
|
2010-10-30 01:29:44 +02:00 |
|
zicodxx
|
8d1317b8f8
|
Make songs playing at end briefings loop, like they used to in the original game
|
2010-10-30 01:08:52 +02:00 |
|
Chris Taylor
|
541e422611
|
Fix errors for Mac OS 9, Mac OS X 'd1x' target builds again
|
2010-10-16 18:53:05 +08:00 |
|
zicodxx
|
940eaeb3db
|
Finished support for custom textures and robots, fixed some bugs, reformatted code and placed function calls to properly work for designated mission/level
|
2010-10-16 11:13:11 +02:00 |
|
zicodxx
|
4c7879b740
|
Added format arguments to all printf, sprintf and snprintf calls missing them to prevent warnings/errors with some distributions of gcc
|
2010-10-14 16:45:58 +02:00 |
|
zicodxx
|
aa68347028
|
Fixed compilation of menu.c when USE_SDLMIXER is not defined
|
2010-10-14 11:49:37 +02:00 |
|
Chris Taylor
|
499c8e3799
|
Fix errors for Mac OS 9, Mac OS X 'd1x' target builds again
|
2010-10-10 18:42:53 +08:00 |
|
kreatordxx
|
704a4e7be5
|
Add support for M3U playlists, tweak 'Jukebox playing' message so it shows the end of the path when truncating
|
2010-09-26 13:15:20 +00:00 |
|
kreatordxx
|
403169df7e
|
Add 'Data' subdir as a searchpath, so D2X will find descent.pig and to simplify a lot of file opening/checking/closing code
|
2010-09-25 03:35:23 +00:00 |
|
kreatordxx
|
64387a51e6
|
To fix Dravis's head in endgame debriefing, don't remap the colours and read compressed .bbm bitmaps properly (both my bad)
|
2010-09-19 13:33:22 +00:00 |
|
kreatordxx
|
23975df856
|
Pass -1 instead of 255 as the colour to ogl_ubitmapm_cs when drawing savegame previews, to make sure a black rectangle isn't drawn instead
|
2010-09-19 11:53:39 +00:00 |
|
kreatordxx
|
c1a7ffa66d
|
Put in a note that a restart is required when changing the texture filter level (remove later when it isn't)
|
2010-09-17 11:06:48 +00:00 |
|
kreatordxx
|
35a69d5a0f
|
Link to PhysicsFS static library and use header from source for Mac OS X
|
2010-09-17 10:44:21 +00:00 |
|
kreatordxx
|
0a44a68fed
|
Set default Jukebox music paths to original Redbook music in iTunes for Mac OS X
|
2010-09-17 10:14:37 +00:00 |
|
zicodxx
|
2b069acab4
|
Removed Fusion_last_sound_time and made Fusion_next_sound_time static inside FireLaser() with it's own fallback function for bogus timer values - should make this code insusceptible against errors - last but not least: minus two globals
|
2010-09-04 09:22:07 +00:00 |
|
zicodxx
|
78bbd77b35
|
In briefing_init() init robot angles properly because in show_spinning_robot_frame() robot_angles.h is incremented only but not initialized
|
2010-09-04 08:17:54 +00:00 |
|
zicodxx
|
34db780dbf
|
Reset Fusion_next_sound_time in init_player_stats_level() to hopefully fix Fusion not doing damage or playing sounds
|
2010-09-03 21:49:39 +00:00 |
|
zicodxx
|
5e3be36c39
|
Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extension
|
2010-09-02 13:58:06 +00:00 |
|
kreatordxx
|
8a79002f2d
|
On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_t
|
2010-09-02 00:07:37 +00:00 |
|
zicodxx
|
4c5f489d07
|
in pdata communication swap_bytes was set for create_shortpos causing problems on PPC architecture; in multiplayer host menu set citem to START GAME by default
|
2010-09-01 17:01:51 +00:00 |
|
zicodxx
|
445fc76554
|
Added feature to let select_file_reursive() change drive on _WIN32 via CTRL-D; Removed second definition of MEM_K accidentially happened due to bad communication
|
2010-08-31 13:25:45 +00:00 |
|
kreatordxx
|
5f026dfb55
|
In select_file_recursive handle paths relative to the current write directory correctly
|
2010-08-28 02:46:54 +00:00 |
|
zicodxx
|
6d475ad6b8
|
In list_dir_el make sure PHYSFS_getRealDir won't give NULL to strcmp which will happen for files located in a Windows root directory
|
2010-08-27 21:16:43 +00:00 |
|
zicodxx
|
067d54f8e3
|
In select_file_handler properly initialize newpath preventing memory errors and crashes
|
2010-08-27 20:32:05 +00:00 |
|
zicodxx
|
887e8ed22c
|
Moving upwards definition of MEM_K so it's not restricted to \!NDEBUG; Initialized **i in list_dir_el properly to silence gcc when compiling
|
2010-08-27 15:43:24 +00:00 |
|
kreatordxx
|
72c62df583
|
Add path browsing feature to make song file/directory selection easier
|
2010-08-27 14:09:19 +00:00 |
|
zicodxx
|
0bc2257b06
|
Made loading of Hires briefings a bit more simpler (more D2-ish) and not using a new briefing_screen structure; Also perform a check if requested image originates from descent.hog or a third-party mission and do not load a Hires version in the latter case
|
2010-08-25 15:14:28 +00:00 |
|
zicodxx
|
9eb82f312b
|
Overhauled detection of TEX/TXB files for Briefings and Endings
|
2010-08-24 14:02:38 +00:00 |
|
zicodxx
|
010ac80344
|
Moved levelnum-sanity-check in game_param_handler so it will be checked when screen is changed to allow entry of secret levels (which does not work in D2X-Rebirth - it's only done for code similarity); added menu item START GAME for consistency and added proper subtitle for game setup page
|
2010-08-22 09:25:24 +00:00 |
|
zicodxx
|
cafb861bc5
|
For each Music playback system defining own volume scaling definition which was wrong for SDL_mixer
|
2010-08-19 15:54:19 +00:00 |
|
zicodxx
|
2c3d69c82d
|
In demo list help text changed string CTRL+C to CTRL-C for consistency
|
2010-08-19 13:44:31 +00:00 |
|
zicodxx
|
ac92d9c971
|
Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
|
2010-08-19 13:32:33 +00:00 |
|
zicodxx
|
745ce38a4d
|
Renamed MUSIC TYPE options BUILT-IN MUSIC to BUILT-IN/ADDON MUSIC and CUSTOM MUSIC to JUKEBOX; Removed LEVEL-DEPENDENT play order for Jukebox as this is now mainly covered by AddOn packs and future M3U-support
|
2010-08-17 14:59:57 +00:00 |
|
zicodxx
|
f7e009d1c8
|
Moved up PHYSFSX_addArchiveContent() a little inside main() so -debug and -verbose will show us this content which will be helpful for debugging possible problems with AddOn Zips
|
2010-08-16 19:59:41 +00:00 |
|
zicodxx
|
791851ad82
|
When switching from COOP to any other game mode, make sure Netgame.max_numplayers, MaxNumNetPlayers as well as the menu text showing the player limit is updated correctly
|
2010-08-16 11:50:37 +00:00 |
|
zicodxx
|
0a86348aab
|
Added support to automatically load/mount ZIP files at startup, giving option to dynamically override or replace game content; Updated docs
|
2010-08-15 06:57:51 +00:00 |
|
kreatordxx
|
0529a5320b
|
Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug
|
2010-08-14 02:26:18 +00:00 |
|
zicodxx
|
fe198ec06b
|
When picking up laser, game would show generic weapon pickup/already-have messages instead of laser-upgrade/maxed-out messages only - fixed
|
2010-08-12 16:43:37 +00:00 |
|
zicodxx
|
2028abb6d5
|
The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue
|
2010-08-11 16:25:58 +00:00 |
|
zicodxx
|
85d4cbe3d2
|
When updating redundant HUD messages check the for-loop not the start with a negative number - causes too long message display and negative array index
|
2010-08-03 15:03:56 +00:00 |
|
zicodxx
|
f0edc54479
|
Builtin music list now dynamically allocated and not limited to 30 songs; Instead of never loading new level when loading savestate ingame, only do this for Redbook and Custom Music playing order 'continously'; if no endlevel song is specified in Custom Music continue with level music
|
2010-08-01 17:42:38 +00:00 |
|
kreatordxx
|
98cf9b90ca
|
For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion
|
2010-07-31 12:09:38 +00:00 |
|
zicodxx
|
842af496ca
|
Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab
|
2010-07-30 17:59:21 +00:00 |
|
kreatordxx
|
3dd7a7a627
|
Tidy up use of set_screen_mode
|
2010-07-29 08:30:46 +00:00 |
|
zicodxx
|
4a0d15fbcd
|
One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency
|
2010-07-28 17:27:35 +00:00 |
|
zicodxx
|
60e93e4deb
|
Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized
|
2010-07-27 20:42:54 +00:00 |
|
kreatordxx
|
9e4b8db5f6
|
Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
|
2010-07-27 11:41:43 +00:00 |
|
kreatordxx
|
ee4f37903b
|
Fix crash caused by last commit (whoops)
|
2010-07-25 02:43:22 +00:00 |
|
kreatordxx
|
9f9e35689e
|
For menus, only call the user function for closing immediately before closing, fixing memory errors when the user function frees memory
|
2010-07-25 02:30:53 +00:00 |
|
kreatordxx
|
c7f5e7abd4
|
Actually commit d1x-rebirth/main/inferno.h
|
2010-07-25 01:25:19 +00:00 |
|
kreatordxx
|
d1dda5386e
|
Rewrite quit system, fixing *many* bugs with it :P
|
2010-07-25 01:22:44 +00:00 |
|
zicodxx
|
b41faef1d3
|
Fixing crash when joinging game over UDP Netlist: when exiting the menu for any reason, return 0 instead of following the code and possibly lead to drawing text from a newly free'd pointer - D'OH
|
2010-07-21 16:58:38 +00:00 |
|
zicodxx
|
5c2fdc5063
|
Thanks to Marix for hinting me I should not init a pointer with quotes if I plan to allocate/free it... my stupid-level officially broke the record
|
2010-07-20 18:38:29 +00:00 |
|
zicodxx
|
1c6c1b3a9d
|
Fixing some harmless compiler warnings caused by missing includes, missing newlines at end of file; cleaned up strutil.h
|
2010-07-19 18:17:08 +00:00 |
|
zicodxx
|
10c8ace1a2
|
In briefings make sure Current_color cannot exceed possible array bounds
|
2010-07-19 17:30:25 +00:00 |
|
zicodxx
|
bc775b1331
|
Introduced state_quick_item so we can safly check if there is a valid quicksave slot wihtout messing around with state_Default_item which is supposed to always show a valid slot in the first place
|
2010-07-19 17:07:12 +00:00 |
|
zicodxx
|
23660d8040
|
Implenented POBOYS cheat as equivalent to D2's DELSHIFTB
|
2010-07-17 12:08:45 +00:00 |
|
zicodxx
|
4fdbda1689
|
Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to it
|
2010-07-17 11:57:07 +00:00 |
|
zicodxx
|
81baeaeaa4
|
Removed OGL hack to fix overlapping room in D1 lvl19 and rather move vertex a little. Still a hack but now without messing Depth test
|
2010-07-17 11:19:29 +00:00 |
|
zicodxx
|
06cf80ab18
|
If newdemo_start_playback fails if random file is given set -autodemo to 0 to prevent endless loop
|
2010-07-16 13:03:12 +00:00 |
|
zicodxx
|
ac840f306b
|
Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given
|
2010-07-16 11:07:42 +00:00 |
|
zicodxx
|
4b407c62b8
|
Fixing showing options menu in demos - was still called (or rather not) by obsolete variable
|
2010-07-16 06:27:49 +00:00 |
|
kreatordxx
|
8c23459d9e
|
Make sure the right canvas is set for titles and briefings, fixing bug where briefing is shown in the cockpit when using 'freespace' cheat
|
2010-07-15 09:45:25 +00:00 |
|
zicodxx
|
9596e0fcf8
|
Scale tab stops in briefings to font-size correctly
|
2010-07-15 09:22:33 +00:00 |
|
zicodxx
|
2d739a2c46
|
Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
|
2010-07-15 06:09:23 +00:00 |
|
zicodxx
|
2cb3bac259
|
Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
|
2010-07-15 05:40:25 +00:00 |
|
zicodxx
|
280b635dbe
|
Addition for last revision - just screwed up my working copies
|
2010-07-13 06:45:15 +00:00 |
|
zicodxx
|
9933bb81ce
|
Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
|
2010-07-13 06:35:25 +00:00 |
|
zicodxx
|
47770df6ca
|
Fix for last revision - did not compile correctly
|
2010-07-09 13:47:11 +00:00 |
|
zicodxx
|
a8111d203d
|
Trying to improve reliability to find appropriate homing object by using vm_vec_mag/normalize instead of their *quick equivalents; Removed code which supposedly meant to track objects near reticle - don't like that
|
2010-07-09 07:58:48 +00:00 |
|
zicodxx
|
152ed8ea60
|
When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
|
2010-07-08 22:20:39 +00:00 |
|
zicodxx
|
52b57dbd31
|
When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
|
2010-07-08 22:12:53 +00:00 |
|
zicodxx
|
9dbd8ad144
|
Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
|
2010-07-08 09:35:59 +00:00 |
|
zicodxx
|
4c63f57aac
|
Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine
|
2010-07-08 06:37:23 +00:00 |
|
zicodxx
|
ee3856285d
|
Fixing building on Windows if SDL_Mixer is not a target
|
2010-07-05 12:14:49 +00:00 |
|
zicodxx
|
c209b4c319
|
Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems
|
2010-07-05 12:12:12 +00:00 |
|
zicodxx
|
d15778e03c
|
When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly
|
2010-07-05 08:05:32 +00:00 |
|
zicodxx
|
a7497054c3
|
Addition for rev1152: After setting mouse button, reset mouse state properly
|
2010-07-05 07:53:38 +00:00 |
|
zicodxx
|
8a7e7de051
|
Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key
|
2010-07-05 07:31:03 +00:00 |
|
zicodxx
|
d87c4ab289
|
Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup()
|
2010-07-04 13:57:21 +00:00 |
|
zicodxx
|
44d6e096d6
|
Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins
|
2010-07-04 13:12:08 +00:00 |
|
zicodxx
|
7009221170
|
Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff
|
2010-07-04 12:47:30 +00:00 |
|
zicodxx
|
47307bd25b
|
Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL
|
2010-07-04 07:07:51 +00:00 |
|
zicodxx
|
e62d911160
|
Renamed manual_join to direct_join; Aligned letlist tabs a little bit
|
2010-07-01 09:08:30 +00:00 |
|
zicodxx
|
07bdbfe610
|
Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice
|
2010-06-30 15:57:13 +00:00 |
|
zicodxx
|
bff24ced0d
|
Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically
|
2010-06-30 15:26:27 +00:00 |
|
zicodxx
|
e0d95f4f1c
|
If multi_level_sync() fails, restart menu music since level music is playing already
|
2010-06-29 21:14:30 +00:00 |
|
zicodxx
|
47091a3d5e
|
Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside
|
2010-06-29 20:51:38 +00:00 |
|
zicodxx
|
97e20ee74c
|
Added UDP Netlist to join LAN games discovered/announced via broadcast
|
2010-06-29 16:41:08 +00:00 |
|
zicodxx
|
ac8e02e0ce
|
Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use)
|
2010-06-29 06:47:46 +00:00 |
|
zicodxx
|
4e3bf92435
|
When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly
|
2010-06-27 11:28:26 +00:00 |
|
zicodxx
|
ef4e9e1e17
|
Implemented kill_and_so_forth via DEL+SHIFT+B for easier debugging
|
2010-06-25 07:53:15 +00:00 |
|
zicodxx
|
4d688df531
|
rev1134 revisited: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch
|
2010-06-24 17:17:28 +00:00 |
|
zicodxx
|
0fde6445d4
|
When inregulary exiting a level by warp cheat, set canvas to NULL so cockpit canvas will not apply furthermore
|
2010-06-24 14:00:01 +00:00 |
|
zicodxx
|
509e5be5a7
|
Added function to list valid resolutions and build resolutions menu dynamically with the resulting list
|
2010-06-24 09:29:11 +00:00 |
|
zicodxx
|
da3ef28e60
|
main/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type
|
2010-06-23 13:39:52 +00:00 |
|
zicodxx
|
ffa7f639c1
|
If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again
|
2010-06-23 12:57:28 +00:00 |
|
zicodxx
|
f4d8a1e0a1
|
Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist
|
2010-06-23 11:44:12 +00:00 |
|
zicodxx
|
9235a9eda4
|
Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly
|
2010-06-21 21:43:10 +00:00 |
|
zicodxx
|
88ebccab15
|
For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption
|
2010-06-20 20:32:30 +00:00 |
|
zicodxx
|
763f5f42b1
|
Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played
|
2010-06-19 17:03:51 +00:00 |
|
zicodxx
|
75169a184a
|
For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect
|
2010-06-19 16:24:34 +00:00 |
|
zicodxx
|
c3d91ceeca
|
emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped
|
2010-06-18 08:22:45 +00:00 |
|
zicodxx
|
e4a0c20f76
|
Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub cancas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps
|
2010-06-18 07:31:06 +00:00 |
|
zicodxx
|
8a3aeb01e8
|
Fixing regression from rev1038 which broke showing laser level or quadness in cockpit and statusbar
|
2010-06-17 09:46:45 +00:00 |
|
zicodxx
|
e1572135a2
|
If picking up one missile out of a four-pack, use singular description instead of plural
|
2010-06-17 09:45:05 +00:00 |
|
zicodxx
|
5cff370262
|
Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!
|
2010-06-15 18:27:10 +00:00 |
|
zicodxx
|
9b2ea4680c
|
Fixing typo in Netgame help screen
|
2010-06-15 17:20:37 +00:00 |
|
zicodxx
|
3e96a3185b
|
Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
|
2010-06-15 16:24:56 +00:00 |
|
zicodxx
|
c6bb443c63
|
Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
|
2010-06-14 21:59:41 +00:00 |
|
zicodxx
|
4678e1e815
|
Process -nomusic argument again
|
2010-06-14 17:55:25 +00:00 |
|
zicodxx
|
8cb8b6e653
|
Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal
|
2010-06-14 15:17:03 +00:00 |
|
zicodxx
|
36e20a419a
|
Use strrchr instead of strchr for music filename extension in case there are dots in the filename
|
2010-06-14 10:43:30 +00:00 |
|
zicodxx
|
f09a336184
|
Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions
|
2010-06-14 08:13:16 +00:00 |
|
kreatordxx
|
5650b4ce48
|
Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0
|
2010-05-03 08:44:46 +00:00 |
|
kreatordxx
|
e960307bdd
|
Properly specify number of items for do_options_menu, so the options menu actually shows
|
2010-05-03 08:22:50 +00:00 |
|
kreatordxx
|
f5834db6f7
|
Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game
|
2010-04-05 13:48:23 +00:00 |
|
kreatordxx
|
53fc092ebf
|
Actually play endgame music when game is finished, play briefing music instead of hum if appropriate
|
2010-04-05 11:54:23 +00:00 |
|
kreatordxx
|
90e3796f97
|
Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
|
2010-04-04 09:41:53 +00:00 |
|
kreatordxx
|
76b0fb35ef
|
Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box
|
2010-04-04 01:31:48 +00:00 |
|
kreatordxx
|
643c57614b
|
Move copyright drawing to main menu's event handler for tidiness
|
2010-04-03 10:16:53 +00:00 |
|
kreatordxx
|
eb0458ba5f
|
Remove calls to nm_draw_background1 to show newmenus stacked
|
2010-04-03 09:10:20 +00:00 |
|
kreatordxx
|
11edfb2aa6
|
Make main menu persist to streamline redrawing (later)
|
2010-04-03 08:35:56 +00:00 |
|
kreatordxx
|
3ba90f69e0
|
Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
|
2010-04-03 07:24:50 +00:00 |
|
kreatordxx
|
fb53348ddc
|
Keep demo selector just after playing one, for convenience
|
2010-04-02 05:24:47 +00:00 |
|
kreatordxx
|
d749889c89
|
Add a default event handler for screenshots, entering debugger, Redbook repeating etc
|
2010-04-02 05:01:08 +00:00 |
|
kreatordxx
|
8cf06690d7
|
Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
|
2010-03-31 09:18:28 +00:00 |
|
kreatordxx
|
322db66f11
|
Make gamecntl.c more similar between D1X and D2X
|
2010-03-31 06:19:37 +00:00 |
|
kreatordxx
|
00d1d41439
|
D1X: Fix black and white swapping when viewing robots in briefings using Mac data; D2X: For Descent 1 briefings, only change the palette to groupa.256 for brief03.pcx - the robot screen. Improves palette use for sdl build
|
2010-03-30 03:37:29 +00:00 |
|
zicodxx
|
ee6324b3e4
|
For casting light from Player-object, smooth out thrust to prevent flickering on high FPS
|
2010-03-28 09:53:12 +00:00 |
|
kreatordxx
|
d45e67c242
|
Make sure correct palette is loaded for game, fixing swapping of black and white and cockpit/status bar not showing for ogl build, in multiplayer
|
2010-03-27 10:31:34 +00:00 |
|
zicodxx
|
ced670e54a
|
In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080
|
2010-03-27 09:43:27 +00:00 |
|
kreatordxx
|
c0739acdfe
|
Check menus[0], not menus[i] in hide_menus - fixing possible crash
|
2010-03-27 08:00:53 +00:00 |
|
kreatordxx
|
c8b49c8a35
|
Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
|
2010-03-27 04:30:59 +00:00 |
|
kreatordxx
|
71dfec9fdb
|
Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
|
2010-03-27 03:24:14 +00:00 |
|
kreatordxx
|
68a1458abd
|
Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
|
2010-03-27 02:54:41 +00:00 |
|
zicodxx
|
1bdfcc70f1
|
Fixing uninitialized angles for robots in briefings
|
2010-03-26 21:27:55 +00:00 |
|
kreatordxx
|
574bc21e06
|
Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1
|
2010-03-26 14:05:40 +00:00 |
|
zicodxx
|
69e3954d20
|
In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head
|
2010-03-25 23:37:19 +00:00 |
|
kreatordxx
|
962a01cc5d
|
Only show briefing background if we have one, fixing arithmetic crash with SDL Video build
|
2010-03-24 13:59:42 +00:00 |
|
kreatordxx
|
1ff3f56c1c
|
Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing
|
2010-03-24 07:26:52 +00:00 |
|
kreatordxx
|
c62d310c4c
|
Fix error introduced with credits, make title screen a window. Only the editor left now...
|
2010-03-22 04:44:35 +00:00 |
|
kreatordxx
|
db51d60490
|
Make credits screen a window
|
2010-03-22 03:31:02 +00:00 |
|
kreatordxx
|
d83c2e27c4
|
Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen
|
2010-03-21 02:20:07 +00:00 |
|
kreatordxx
|
f5e18cb603
|
Hide game window between levels, fixing bug where many textures are loaded with the wrong palette when advancing to the next multiplayer level
|
2010-03-21 00:54:56 +00:00 |
|
kreatordxx
|
c4171b2f06
|
Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game
|
2010-03-20 13:53:08 +00:00 |
|
kreatordxx
|
9331893332
|
Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
|
2010-03-20 13:21:53 +00:00 |
|
kreatordxx
|
d98bb97c48
|
Make all listboxes fall back to main event loop for flexibility
|
2010-03-18 07:02:38 +00:00 |
|
kreatordxx
|
3e0c8d7f34
|
Make briefing into a window, allowing more flexibility with other windows and tidying code up
|
2010-03-18 04:31:47 +00:00 |
|
kreatordxx
|
5ee9ccd867
|
Show intro movie properly when idle in main menu, including subtitles if on
|
2010-03-18 02:49:02 +00:00 |
|
kreatordxx
|
40ecc65268
|
Fix memory error for listbox when clicking in the region where there are no items
|
2010-03-14 01:54:34 +00:00 |
|
kreatordxx
|
f3ca7b4067
|
Put most local variables in show_briefing in 'briefing' struct, to make briefing a window in future
|
2010-03-10 08:43:47 +00:00 |
|