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Torr_Samaho avatarTorr_Samaho
changed some default values:
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0.97d-beta1
Torr_Samaho avatarTorr_Samaho
- increased version to 0.97d-beta1
Phillip Cohen avatarPhillip Cohen
Added support for the mapinfo f1 entry, which selects a custom help screen for a level.
Phillip Cohen avatarPhillip Cohen
Added a minor line that I forgot to add when I included time in saved user info that clears the value on deconstruct.
Phillip Cohen avatarPhillip Cohen
Finished game-sensitive F1 references for all gamed modes.
Torr_Samaho avatarTorr_Samaho
deactivated spawning of 3D floors
Phillip Cohen avatarPhillip Cohen
- When a player leaves, in addition to his frags and wins, his playing time is saved and restored. This means you do not start at 0 if you reconnect.
Phillip Cohen avatarPhillip Cohen
Two changes:
Phillip Cohen avatarPhillip Cohen
Added support for game-sensitive F1 help. Most modes are supported at the moment.
Phillip Cohen avatarPhillip Cohen
Fixed weapon name display bug for the other direction. I haven't seen this sine ZDoomGl was dumped, but it should still be there.
Torr_Samaho avatarTorr_Samaho
Generalized the way key letters are handled, which are used to spawn frequently spawned actors. At the moment this is only used for "BulletPuff" and "Blood" to retain network compatibility.
Torr_Samaho avatarTorr_Samaho
CSkullBot::AddEventToQueue ignores additional events, if the queue is full, since the queue fills easily in timefreeze mode. This should fix the "Event queue size exceeded" bug.
Torr_Samaho avatarTorr_Samaho
- the player health is now displayed properly, if the give health cheat is used online
Torr_Samaho avatarTorr_Samaho
- added functions SERVER_GetPlayerIndexFromName and SERVER_GiveInventoryToPlayer
Torr_Samaho avatarTorr_Samaho
set svn:eol-style to native
Torr_Samaho avatarTorr_Samaho
numerous minor changes to make the code compile under Linux with Winelib (crashes during linking)
Torr_Samaho avatarTorr_Samaho
G_SerializeLevel doesn't call StatusBar->Serialize anymore on the server. This fixes a server crash.
Torr_Samaho avatarTorr_Samaho
numerous changes to attain MinGW compatibility, should not affect the behavior with VC++
Torr_Samaho avatarTorr_Samaho
minor changes to improve MinGW compatibility
Torr_Samaho avatarTorr_Samaho
added/updated/deleted some files according to ZDoom 2.1.7 (necessary for MinGW compatibility)
Torr_Samaho avatarTorr_Samaho
- fixed a server crash, when a monster exits a level
Torr_Samaho avatarTorr_Samaho
The server doesn't parse the dynamic light definitions anymore and therefore doesn't try to spawn them. This seems to fix server crashes, when DOOMDEFS is present. Happened on Alien Vendetta Survival Coop.
Torr_Samaho avatarTorr_Samaho
Metalhead fixed the terminator sphere and tuned the grenades
Torr_Samaho avatarTorr_Samaho
Changed the position of the win message the server sends in P_UpdateSpecials() to the clients. This should fix that the win message is not printed centered after a map is ended, when the timelimit is hit.
Torr_Samaho avatarTorr_Samaho
- client_UpdatePlayerExtraData now limits the view pitch, if the software renderer is used. This fixes problems when a GL player is spectated by a software player.
Torr_Samaho avatarTorr_Samaho
- added cvars sv_nokickvote, sv_nomapvote, sv_nochangemapvote, sv_nofraglimitvote, sv_notimelimitvote, sv_nowinlimitvote, sv_noduellimitvote and sv_nopointlimitvote. This way each vote type can be deactivated individually.
Torr_Samaho avatarTorr_Samaho
deactivated the GL texture precaching code to prevent crashes, if trying to host a server with gl_precache=true
Torr_Samaho avatarTorr_Samaho
GLSprite::Process respects thing->lFixedColormap. This way a player using a doom sphere is rendered red for the other players (should work for all spheres).
Torr_Samaho avatarTorr_Samaho
Due to Carn's request I removed the 1 frame delay between when the BFG10K shot explodes and the damages is dealt. This probably breaks the obituaries of the 10K online. The delay causes a huge problem with time freeze spheres: Turns out if you fire it a bunch and run up to the explosions, once the time freeze wears off you kind of die unexpectedly.
Torr_Samaho avatarTorr_Samaho
Moved the camera != NULL check from gl_RenderPlayerView to D_Display. This hopefully fixes the "tried to render NULL actor" in GL once and for all.
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