Commit Graph
7396 Commits
Author SHA1 Message Date
GreaseMonkey adcf56ed34 Handle cases for Counter-Op where certain local players can be missing; Don't support 2.x controls for Counter-Op
I'm not sure if this happens in practice in the port itself, but with a bit of temporary hackery one can force certain players to be absent.
This handles that case cleanly.
2024-02-11 13:25:35 +13:00
GreaseMonkey 63a9a26908 set_chr_team(CHR_ANTI, *) now sets all counter-op player teams
The easiest-to-test effect of this is that counter-op players will no longer attempt to auto-aim against one another (p2 vs any other).

Maps where this was necessary: Villa, Chicago, Rescue, Air Base, Air Force One
(Other maps stick to the default of `TEAM_ENEMY`, and so this doesn't really affect it.)
2024-02-10 14:17:22 +13:00
GreaseMonkey f4530633d6 Replace "Counter-Operative" player selection with "Main Player" + extend to 4 entries 2024-02-10 11:20:01 +13:00
GreaseMonkey 94e244a236 Report correct ending success/failure when any counter-op player aborts 2024-02-09 16:15:09 +13:00
GreaseMonkey 92d3a9f564 Add macros for counter-op player determination; Handle some missing checks 2024-02-09 13:44:04 +13:00
GreaseMonkey 44a67e60e8 net: Use LOCALPLAYERCOUNT() for UI size determination 2024-02-09 09:10:33 +13:00
GreaseMonkey 634eecb35d Use vertical-split versions of menus in 3+-player main missions
These work fine in the 2x2 split arrangement.
2024-02-09 08:40:02 +13:00
GreaseMonkey a0db91a0c9 Preliminary 4-player counter-op mode
Here's some things that will be needed off the top of my head:

- Handling the half-screen-width case for the pause menus
- Changing the player select menu to select the not-counter-op player instead, then extending that to 4 players
- Thorough testing of each level for any weird counter-op-specific features
2024-02-09 08:40:02 +13:00
fgsfds 6b105d0be0 Merge pull request #381 from iamgreaser/gm/net/broadcast-queries-001
query.py: Allow broadcast queries and wait for all replies
2024-02-06 10:49:58 +01:00
GreaseMonkey 11febd7ace port-net: query.py: Print reply source addresses 2024-02-06 12:16:05 +13:00
GreaseMonkey dface4696c port-net: query.py: List all server query replies
This is for when one provides a broadcast address to query.
2024-02-06 12:14:20 +13:00
GreaseMonkey 0669ce5668 port-net: query.py: Allow querying broadcast
This waits for the first reply and then exits.
2024-02-06 12:05:17 +13:00
fgsfds 6d3ea5b0fd Update README.md 2024-01-29 22:14:06 +01:00
fgsfds 409e955883 Merge pull request #376 from abgrac/readme-links-titles
Updated title & links titles for consistency with Master
2024-01-29 22:10:06 +01:00
Adriano Bini f006f9ba7b Updated title/link titles for consistency with MST
Some people are not being able to properly download/play because of Github's always defaulting to master's README.MD. This includes netplay links in the master branchg README as well.
2024-01-29 17:16:07 -03:00
fgsfds 6a03e8d9cf port: net: unify console and join address input routines 2024-01-28 19:28:51 +01:00
fgsfds a1af5b655a Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net 2024-01-28 18:46:13 +01:00
fgsfds 33cc89e8fd Merge pull request #371 from Calinou/add-crosshair-health-option
Add an option to color crosshair according to player health + shield
2024-01-28 18:39:05 +01:00
fgsfds cc6df47eed Merge pull request #372 from Calinou/crosshair-hide-when-dead
Always hide crosshair when dead
2024-01-28 18:37:50 +01:00
Hugo Locurcio 02d7efb87f Add an option to color crosshair according to player health + shield
Shield is taken into account and is added to health for the calculation,
as the vast majority of damage types are fully blocked by a shield.

3 modes are available:

- Off (default)
- On (Green): Goes through a red-yellow-green-cyan gradient,
  closer to vanilla.
- On (White): Goes through a red-yellow-white-green gradient,
  closer to games like Xonotic.

When set to either of the On modes, the crosshair color setting
is ignored but the crosshair alpha setting is still used.
2024-01-27 19:21:05 +01:00
Hugo Locurcio 1f4d9c8cdc Always hide crosshair when dead
Previously, the crosshair would show up during the death animation
if Always Show Target is enabled or if aiming just before dying.
2024-01-27 19:19:06 +01:00
fgsfds edeafa596d Merge pull request #373 from abgrac/port-net
Changed server footer color to more readable green
2024-01-27 14:51:30 +01:00
Adriano Bini b954e3ce80 Changed server footer color to more readable green 2024-01-27 02:17:48 -03:00
fgsfds bfa4035642 port: net: bump protocol version 2024-01-16 01:59:01 +01:00
fgsfds 35be4d589e Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net 2024-01-16 01:57:15 +01:00
fgsfds 474a6df3d4 port: add spawn with weapon mp option
unfortunately it does not fit in the save buffer and won't save
2024-01-16 01:56:30 +01:00
fgsfds 884a30f970 port: net: bump protocol version 2024-01-16 01:27:22 +01:00
fgsfds 7288947390 port: net: handle UCMD_ACTIVATE as a press 2024-01-16 01:27:03 +01:00
fgsfds c444e76ecb port: net: skip intro cutscene if netgame requested on command line 2024-01-15 13:10:57 +01:00
fgsfds c4b1a8d4a2 port: net: fix --maxclients 2024-01-15 13:01:13 +01:00
fgsfds 7c8b1176c7 Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net 2024-01-15 12:58:35 +01:00
fgsfds 9cde121b52 port: don't call rumble function if rumble strength is 0 2024-01-15 12:58:00 +01:00
fgsfds c5a088e7b8 Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net 2024-01-15 11:40:30 +01:00
fgsfds e53f26f3eb port: fix #347
patch submitted by Ryan Dwyer

The patch allows all humans/bots to be selected regardless of team. It also adds a check to make sure a bot is not given a command to attack itself.
2024-01-15 09:47:52 +01:00
fgsfds 81313f0c4e port: ifdef around sight scale changes 2024-01-14 21:21:19 +01:00
fgsfds cf5588478b Merge pull request #332 from Calinou/add-crosshair-size-option
Add a crosshair size option
2024-01-14 21:21:03 +01:00
fgsfds d9cb850848 Merge pull request #333 from AXDOOMER/port
Always use high detail weapon models
2024-01-14 21:20:36 +01:00
fgsfds 8e443d4830 port: ifdef around sight scale changes 2024-01-14 21:13:31 +01:00
fgsfds 2cb52b749c Merge pull request #332 from Calinou/add-crosshair-size-option
Add a crosshair size option
2024-01-14 21:11:58 +01:00
fgsfds de14f90daf Merge branch 'port-net' into add-crosshair-size-option 2024-01-14 21:11:44 +01:00
fgsfds 9afc7e113e Merge pull request #333 from AXDOOMER/port
Always use high detail weapon models
2024-01-14 20:49:20 +01:00
fgsfds fbfe4b4564 port: net: allow up to 120fps in netgames 2024-01-14 20:48:22 +01:00
fgsfds 4cb99506cb port: net: replace useless checksum with slightly more useful crc16 2024-01-14 20:36:03 +01:00
fgsfds 562e763fbd tools: add server query client example 2024-01-14 20:03:16 +01:00
fgsfds 952de6e82b port: net: allow connectionless server info queries 2024-01-14 19:59:00 +01:00
fgsfds 7ec54e6d0b port: net: fix team/handicap menus with 5+ players 2024-01-14 17:54:16 +01:00
fgsfds e6df6014c7 port: net: bump protocol version 2024-01-14 17:40:02 +01:00
fgsfds e688a1c6e6 port: net: do not assume contiguous player slots 2024-01-14 17:36:19 +01:00
fgsfds e44298d0c2 port: net: fix player options not working in SP 2024-01-14 17:15:43 +01:00
fgsfds 31cd8fc28a port: net: fix #328 2024-01-14 15:49:18 +01:00