fgsfds
0d0de5b0d4
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-03-09 17:43:11 +01:00
fgsfds
4baae8de0b
port: add extra sleep calls to busy loops; separate sleep into system.c
2024-03-09 17:39:41 +01:00
fgsfds
d11b5705a2
port: add missing configRegisterUInt decl
2024-03-09 17:03:06 +01:00
fgsfds
7667d37ff0
Merge pull request #388 from iamgreaser/gm/net/counterop-4player
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port-net: Extend counter-op mode to 4 players
2024-03-09 16:58:31 +01:00
fgsfds
cf7c4d4239
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-02-13 01:17:45 +01:00
fgsfds
839143550f
port: fix potential crash in handInflictMeleeDamage
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pointers can be little endian, so there might be a problem
2024-02-13 01:16:57 +01:00
GreaseMonkey
adcf56ed34
Handle cases for Counter-Op where certain local players can be missing; Don't support 2.x controls for Counter-Op
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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
fgsfds
5e65e84210
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-02-11 00:59:18 +01:00
fgsfds
fe0d9b3cfd
port: fix blur shader on some older cards
2024-02-10 16:56:54 +01:00
fgsfds
935cd1faa9
port: gl: dump shader source when compilation fails
2024-02-10 14:07:20 +01:00
GreaseMonkey
63a9a26908
set_chr_team(CHR_ANTI, *) now sets all counter-op player teams
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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
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These work fine in the 2x2 split arrangement.
2024-02-09 08:40:02 +13:00
GreaseMonkey
a0db91a0c9
Preliminary 4-player counter-op mode
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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
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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
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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
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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
36f8494ebf
Update README.md
2024-01-29 22:11:34 +01:00
fgsfds
fcb1dbb298
Merge pull request #375 from abgrac/readme-links-netplay
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Add port-net/netplay build links to default README
2024-01-29 22:10:14 +01:00
fgsfds
409e955883
Merge pull request #376 from abgrac/readme-links-titles
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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
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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
Adriano Bini
815c75c6a8
Add port-net/netplay build links to default README
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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 17:08:27 -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
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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
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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
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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
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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
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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
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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
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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
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Add a crosshair size option
2024-01-14 21:21:03 +01:00
fgsfds
d9cb850848
Merge pull request #333 from AXDOOMER/port
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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