wmcoolmon
7cd75811db
More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix
2005-11-08 01:04:02 +00:00
taylor
f19b013589
same basic cleanup and self-sanity changes
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split up WinMain() and main() so it doesn't resemble ifdef hell
rename WinMainSub() to game_main() and move anything that should have been in WinMain() to WinMain()
2005-10-30 20:00:22 +00:00
wmcoolmon
78fab0c331
Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes
2005-10-30 06:45:00 +00:00
taylor
dd21fa57f2
some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about
2005-10-23 20:34:30 +00:00
wmcoolmon
ab64770625
mission-set-nebula fixage; remainder of python code
2005-10-22 20:17:19 +00:00
taylor
44ddf3545c
dynamically allocate object collision pairs
2005-10-17 05:48:18 +00:00
taylor
73d4f0878d
properly handle cases where bm_make_render_target() might have failed
2005-10-15 20:53:29 +00:00
taylor
79296221d5
fix memory freakage from dynamic spawn weapon types
2005-10-11 08:30:38 +00:00
wmcoolmon
6adc96626d
Topdown updates
2005-10-11 07:43:10 +00:00
taylor
e04af2c55c
remove NO_NETWORK
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whether multi is disabled or not is now determined at runtime
clean out some crap and old debug messages that were littered about
2005-10-10 17:16:22 +00:00
wmcoolmon
0dbb5e657c
New SEXP stuff
2005-10-09 08:03:21 +00:00
taylor
0a7dea55ee
remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it
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add -cache_bitmaps and have bitmap caching between levels off by default
when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise
2005-09-30 09:47:06 +00:00
Goober5000
556bf806d5
initial commit of basic IFF code
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--Goober5000
2005-09-27 05:25:19 +00:00
Goober5000
8efd3812ac
okay, this should all be working :)
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--Goober5000
2005-09-26 02:15:03 +00:00
taylor
299b2d0330
fix Subsys_status leak, wasn't a problem in game but can be touchy on exit
2005-09-25 18:44:51 +00:00
Goober5000
6a3c8e79ff
Okay, everything should now work again. :p Still have to do a little more with the asteroids.
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--Goober5000
2005-09-25 08:25:16 +00:00
Goober5000
81784bfa63
hopefully complete species upgrade
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--Goober5000
2005-09-25 05:13:07 +00:00
wmcoolmon
b954e00155
Fixed silly i variable placement mistake
2005-09-18 20:41:10 +00:00
Kazan
d9f82bda6f
fixed a bug related to multiplayer table validation and modular tables
2005-09-06 00:32:20 +00:00
taylor
af1df76849
merge of OSX tree
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a lot of byte swaps were still missing, will hopefully be fully network compatible now
2005-09-05 09:38:19 +00:00
taylor
bf90cfdfdc
send out multi pings during level load to prevent timeouts on slower computers (does not break network compatibility with older, or retail, clients/servers)
2005-08-26 00:56:17 +00:00
taylor
2a97e46c9b
basic cleaning, removing old/useless code, sanity stuff, etc:
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- very minor performance boost from not doing stupid things :)
- minor change to 3d shockwave sizing to better approximate 2d effect movements
- for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
- removed extra tcache_set on OGL spec map code, not sure how that slipped in
2005-08-25 22:40:04 +00:00
taylor
99dab0fc7d
some bmpman and render_target function name changes so that they make sense
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always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly
save the original gamma ramp on OGL init so that it can be restored on exit
2005-08-20 20:34:51 +00:00
Kazan
cbf139d3a3
diabled NEW_MALLOC on windows - it was causing crashing - must have been corrupting it's own heap
2005-08-14 17:20:56 +00:00
taylor
12a4369650
don't do any ambient sound or music stuff in game_pause()/unpause() on options screens when in mission so we can
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avoid having mainhall ambient sounds and music start playing and then not stop until you exit the mission
2005-08-11 12:22:26 +00:00
Goober5000
79f5b6bff9
forgot this
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--Goober5000
2005-07-25 05:55:40 +00:00
Goober5000
2a307d099a
CVS header tweaks
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--Goober5000
2005-07-22 10:18:41 +00:00
taylor
5e33a5ce59
better "is_640x480" detection, 800x600 res was using GR_1024 where it should have used GR_640
2005-07-18 14:09:03 +00:00
taylor
34ca40fc63
cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well)
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more non-standard res fixing
- I think everything should default to resize now (much easier than having to figure that crap out)
- new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later
- lots of little cleanups which fix several strange offset/size problems
- fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down)
2005-07-18 03:44:01 +00:00
wmcoolmon
509089ce82
Unlike my previous commit, this one does not cause a segmentation
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fault. :)
2005-07-16 07:03:49 +00:00
wmcoolmon
61fb21b60d
I can't compile the source to test this, but this should switch the
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hi-res check to "2_ChoosePilot-m" rather than sparky_hi_fs2.
2005-07-15 23:19:10 +00:00
Goober5000
12c90e780d
remove PreProcDefine #includes in FS2
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--Goober5000
2005-07-13 02:50:53 +00:00
Goober5000
7eaf5dbbf3
removed autopilot #define
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--Goober5000
2005-07-13 02:30:54 +00:00
Goober5000
76d05268fd
improved species support and removed need for #define
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--Goober5000
2005-07-13 00:44:24 +00:00
taylor
4bc11a4191
make sure to tack on a / on the dot dir so that recursive directory making will work properly (code thought it was a file rather than a dir)
2005-07-09 04:34:43 +00:00
taylor
1fbb41b020
add value of GL_vertex_data_in to OGL card memory usage
2005-07-07 16:33:39 +00:00
taylor
9bf2e719da
make sure we only have one extension on mission names
2005-06-22 15:16:40 +00:00
taylor
2e61bf2d41
minor sanity checking for geometry_batcher
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make particle batchers allocate dynamically
handle cases where a particle graphic couldn't be loaded
2005-06-19 09:00:09 +00:00
taylor
d12a2fb8b4
add a _fast version of bm_unload() to be used in modelinterp and future graphics API code
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clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer)
NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer)
fix jumpnode code to catch model errors and close a memory leak
make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise
don't show hardware sound RAM when using OpenAL build, it will always be 0
print top-right memory figures in debug builds slighly further over when 1024+ res
2005-06-19 02:28:56 +00:00
taylor
f46a6295f7
better audio pause/unpause support when game window loses focus or is minimized
2005-06-03 06:39:27 +00:00
wmcoolmon
6b1733aa00
Small extern fix
2005-06-03 02:28:54 +00:00
taylor
38f432110e
make sure we stop mission in the redalert case too
2005-05-30 05:30:02 +00:00
phreak
436e9ddb86
custom loading screen fixage.
2005-05-15 21:40:31 +00:00
phreak
918d3e30f5
possible fix for seeing suns through ships. shouldn't break anything.
2005-05-13 20:55:19 +00:00
taylor
2a94ce514a
use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
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fixes various problems and is past time to make the switch
use correct GL VRAM texture number in OGL mode rather than the D3D number
2005-05-12 17:40:48 +00:00
Goober5000
2ef771f4da
whoops
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--Goober5000
2005-05-12 03:51:17 +00:00
phreak
6ec85ab59c
clean out some old code
2005-05-11 02:16:17 +00:00
phreak
fd5eafc9a6
fix the problem where the fade in/out doesn't work if looking at a sun.
2005-05-11 02:15:07 +00:00
wmcoolmon
7d687d2840
Code betterness
2005-05-08 20:39:10 +00:00
wmcoolmon
0e21d7a7ed
Turret debugging code; Medals stuff; GUI_system change
2005-05-08 20:33:42 +00:00