Louis-Antoine
4e89c03b0f
Node and player isn't the same thing !#^&*%^:'\[[^!#^$4&@(é@*(&$*@#à$%@
2017-12-12 23:08:18 +01:00
Louis-Antoine
16b8265c6e
F stands for Fun. You want more Fun, don't you?
2017-12-12 22:48:08 +01:00
Louis-Antoine
67aba2648c
Fix download freezes (well, most of them)
2017-11-03 22:58:47 +01:00
Monster Iestyn
bfca420f47
Merge branch 'master' into gametype-strings
2017-10-30 21:34:16 +00:00
Monster Iestyn
3e595b8f1b
Merge branch 'master' into ports-chopping-block
2017-10-14 20:47:04 +01:00
toasterbabe
844416855f
Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo!
2017-10-02 14:08:58 +01:00
Monster Iestyn
302d0425e0
Incinerated WinCE
2017-09-29 23:25:34 +01:00
Monster Iestyn
49542cdaa1
Remove XBOXSTATIC and FILESTAMP, since only the XBOX port needed them
2017-09-29 19:46:23 +01:00
Monster Iestyn
5a16c39af0
XBOX was eXecuted
2017-09-29 19:27:17 +01:00
Monster Iestyn
de4ea022c0
Merge branch 'public_next'
2017-09-29 17:23:47 +01:00
Monster Iestyn
ea372fae53
Merge branch 'master' into next
2017-09-29 17:15:57 +01:00
Monster Iestyn
c90ddbca36
Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
...
Makefile ports tweaks cleanup etc
See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
f1a347e55f
Merge branch 'public_next' into master
2017-09-28 11:01:20 -04:00
Alam Ed Arias
ec125628ab
Merge branch 'master' into next
2017-09-28 10:16:35 -04:00
Alam Ed Arias
2ccd397d11
Build: kill GCC 7's implicit-fallthrough warning
2017-09-28 09:39:47 -04:00
toaster
3cc14e3985
Merge branch 'directionchar' into 'master'
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Autobrake & decoupling player sprite angle from camera angle
See merge request !69
2017-09-19 07:56:22 -04:00
toasterbabe
f90d595332
* cv_directionchar and cv_autobrake, and their secondplayer versions (both on by default) now exist.
...
* cv_useranalog is now hidden from the menu.
* Directionchar now attempts to face the camera direction when you're standing still, and handles a few other states with more decorum.
* Tailsbot is now slightly more capable of keeping up with Sonic.
* pflags rearranged/adjusted, combining a few non-simulstaneous ones and turning PF_NIGHTSFALL into CR_NIGHTSFALL.
* [unrelated to branch] all ground-impact based abilities now happen more consistently with quicksand.
2017-09-16 20:25:14 +01:00
Monster Iestyn
900bab9b13
Fix includes for SDL 1.2-only ports' files
2017-09-14 21:15:38 +01:00
Monster Iestyn
9c4e2eeeef
Merge branch 'next' into netcode-fixes-the-sequel
2017-08-23 19:17:25 +01:00
Monster Iestyn
9805b82fec
Disable "connect self" due to being broken, cleaned up ip+port part
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Anyone know if "connect any" work at all? Would have disabled that too but apparently the game uses it if "-connect" is given with no params
2017-08-18 18:14:03 +01:00
Monster Iestyn
025891d2aa
Merge branch 'master' into gametype-strings
2017-07-25 19:10:38 +01:00
toasterbabe
6250266af5
Preparatory work for the contestesque implementation.
2017-07-17 23:26:24 +01:00
toasterbabe
9bd10fb0d2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-07-17 16:44:10 +01:00
Monster Iestyn
023d91a02e
Merge branch 'public_next'
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# Conflicts:
# src/y_inter.c
2017-07-08 17:49:54 +01:00
Monster Iestyn
f0ffd691f4
Merge branch 'master' into next
2017-07-07 22:47:34 +01:00
Monster Iestyn
4752109233
Some more tweaks of my own:
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*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
toasterbabe
9a1e1180ff
Also account for bans, pff.
2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab
Don't kick Tails!
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Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
toasterbabe
50496970d1
Fix weird visual artifacting caused by restarting the level in co-op, which was a direct result of my code being messy. This is significantly better to deal with, anyways.
2017-07-03 15:43:29 +01:00
toasterbabe
ca76dd41f8
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
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# Conflicts:
# src/p_user.c
2017-07-03 15:41:00 +01:00
Monster Iestyn
a4cd7b7f38
Added the Gametype_Names array and G_GetGametypeByName for ease in converting gametype nums to strings and vice versa
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gametype_cons_t is now initialised using the Gametype_Names array, like how Color_cons_t is initialised using Color_Names
2017-06-25 17:28:07 +01:00
Monster Iestyn
e3f627120f
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
# src/p_mobj.c
2017-06-23 17:19:06 +01:00
Monster Iestyn
02c098574c
ah, turns out the TIC n debugfile print is a remnant of when Doom Legacy printed the consistancy return value... which we'll do here now too, in that case
2017-06-10 17:09:08 +01:00
Monster Iestyn
b9828f78e8
Fix stupid lack of newline with this message
2017-06-09 23:22:27 +01:00
toasterbabe
51f0d6f2e2
Import some NiGHTS stuff from some-more-nights-fixes, so I can delete that old branch.
2017-06-01 22:20:36 +01:00
Monster Iestyn
2e42c9621c
Eck, potted another node/player confusion for clients reciving PT_PING
2017-06-01 20:46:44 +01:00
Monster Iestyn
fe15305df0
Merge the two NEWPING parts of NetUpdate into one block
2017-06-01 20:43:24 +01:00
Monster Iestyn
3d86e7135d
Fix confusion between nodes and players in ping updating code and PT_PING packet sending code
2017-06-01 19:01:57 +01:00
Monster Iestyn
3f9bebd05e
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
# src/lua_thinkerlib.c
2017-05-31 15:18:05 +01:00
Monster Iestyn
806b101984
Merge branch 'master' into next
2017-05-27 20:10:48 +01:00
Monster Iestyn
d20efa5a74
Entirely ignore PT_ASKINFOVIAMS packets, since it turns out it's not even sent by the MS anyway
2017-05-27 19:06:46 +01:00
Monster Iestyn
11d57fba1b
Merge branch 'master' into next
2017-05-26 23:02:06 +01:00
Monster Iestyn
ab5835cd3b
Remove cruft from my initial days of fumbling with this branch
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textcmd[0] for PT_NODETIMEOUT can't hold anything < 0 anyway, and you'd probably have to really try to get >= MAXNETNODES
2017-05-26 15:26:00 +01:00
Monster Iestyn
aecc97ded3
PT_REQUESTFILE checking:
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* if you sent it to a client rather than the server, game over, your connection is closed
* if files that don't exist or are too large are requested are listed, game over, your connection is closed (they should have been checked on YOUR side beforehand, silly)
* if the server has downloading disabled anyway, ...yeah, you get the idea
Don't worry, I made sure Got_RequestFilePak cleaned up the full file request list for the node in case of failure
2017-05-26 13:39:54 +01:00
Monster Iestyn
a23e9bc32b
Fix size_t printing
2017-05-25 18:10:20 +01:00
toasterbabe
47e171250f
* Prevent joining a server if you have too many files loaded to add the remainder.
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* Made the check in Got_RequestAddfilecmd more comprehensive, since I might as well. Just something to tweak a little later in internal.
2017-05-25 16:06:39 +01:00
Monster Iestyn
c92aaa74a4
I think PT_CLIENT2MIS was meant to do this too, probably
2017-05-23 18:46:34 +01:00
Monster Iestyn
7147e0fcaf
Improve previous PT_TEXTCMD/PT_TEXTCMD2 check, add another one to ignore zero size textcmds!
2017-05-23 17:35:32 +01:00
Monster Iestyn
0b0b738a6f
Don't allow non-servers to receive PT_RESYNCHGET
2017-05-23 16:34:56 +01:00
Monster Iestyn
ff1cc07a1d
Implemented toaster's suggestion to make a macro here
2017-05-23 16:29:09 +01:00
Monster Iestyn
9e3bdc5ee2
Prevent bad PT_TEXTCMD/PT_TEXTCMD2 textcmd[0] sizes?
2017-05-23 16:13:42 +01:00
Monster Iestyn
fdfd6e1c0b
Whoops don't do that for PT_REQUESTFILE
2017-05-22 22:20:08 +01:00
Monster Iestyn
c70839334e
Added a bunch of missing checks to prevent non-server players from sending other non-server players stuff
2017-05-22 22:17:51 +01:00
Monster Iestyn
3784d765e4
Remove extra whitespace I added
2017-05-22 20:47:38 +01:00
Monster Iestyn
28444c12dd
Some more things I overlooked in this fix
2017-05-22 16:54:39 +01:00
Monster Iestyn
247ed56e17
Don't allow nonsense PT_ASKINFOVIAMS packets, nor any at all if offline
2017-05-22 16:44:50 +01:00
Monster Iestyn
5a1fc6098e
Attempts to prevent stupid stuff from happening
2017-05-19 11:25:28 +01:00
Monster Iestyn
c4e7bef01a
Merge branch 'public_next'
2017-05-01 17:38:35 +01:00
Monster Iestyn
93efb3084e
Merge branch 'mi-a-bit-of-cleanup' into 'master'
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MI's unimportant code cleanup
Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).
See merge request !71
2017-04-17 14:43:50 -04:00
toasterbabe
ddf8db12af
Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
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*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
2017-03-22 18:51:30 +00:00
toasterbabe
096921cbbf
Added a bit of a fun limitation.
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* Made it so (player->availabilities & 1 << skinnum) is only true if skins[skinnum] DOES have an availability method, and always false otherwise.
* This means that setting your availabilities to INT32_MAX is no longer the equivalent of having gotten all skins.
* This means we can detect and kick cheat engine script kiddies who try to fool the server that they can use everything.
* This means availabilities of 0x00 is now valid, so make it all F's for an invalid not-in-game.
2017-03-18 13:03:29 +00:00
toasterbabe
ced6cd4349
Why do we want to end Ian, anyways? Action Man is a good boy. #deepcut
2017-03-18 10:12:14 +00:00
toasterbabe
0060caaf1a
Fixed synchronisation of skin changes and forceskin.
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There's an outstanding issue - you can set forceskin to whatever you want to as the host. This needs to be fixed, but I'm commiting my successes first.
2017-03-17 23:11:32 +00:00
toasterbabe
3fdb8a3181
this video game is haunted because it was built on an abandoned endian preservation
2017-03-16 20:55:41 +00:00
toasterbabe
60a2e26569
First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary.
2017-03-16 18:57:42 +00:00
Monster Iestyn
6f2f244aef
Remove "playerdeadview" variable; it's not been used for its stated purpose for who knows how long now
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Besides rankings popping up when you die just sounds weird anyway, maybe I'm just used to SRB2 not doing it I guess
2017-02-22 21:07:29 +00:00
Monster Iestyn
6efb15c6e8
Fix Ban_Add usage for NONET
2017-02-20 21:36:05 +00:00
Monster Iestyn
7424df8180
Make sure I_Ban and Ban_Add are only used by the server
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Also make sure the server actually uses Ban_Add if an admin banned someone
2017-02-20 19:58:29 +00:00
Monster Iestyn
8a421a05d9
admin bans with custom ban messages should now be recognised by the server properly
2017-02-10 20:31:58 +00:00
toasterbabe
c04ee6bfb7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
2017-02-04 15:19:02 +00:00
Monster Iestyn
1935a2ffa6
Merge branch 'public_next'
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# Conflicts:
# src/d_clisrv.c
# src/doomdef.h
# src/p_map.c
2017-01-19 16:54:47 +00:00
Monster Iestyn
ba3f001a09
I dun goofed, THIS is why FuriousFox disappears like that
2017-01-15 22:24:38 +00:00
Monster Iestyn
691d368434
if this is what caused resynching to randomly turn some people spectators then welp
2017-01-15 18:36:38 +00:00
Monster Iestyn
c0fb3fce73
Merge branch 'master' into next
2017-01-14 19:23:31 +00:00
Louis-Antoine
8298ed3559
DEBUGMODE -> _DEBUG =)
2017-01-14 19:24:22 +01:00
Louis-Antoine
e9cb6d0331
-Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size
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-If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded
-Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases
-File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic
-The reason is now properly shown when the server refuses connection
-Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1)
-Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
2017-01-13 20:53:52 +01:00
toasterbabe
38c7436565
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
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# Conflicts:
# src/d_clisrv.c
2017-01-09 11:10:47 +00:00
Monster Iestyn
166c6746cd
Merge branch 'public_next'
2017-01-08 16:05:32 +00:00
Monster Iestyn
12ae6bb22a
Merge branch 'public_next'
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# Conflicts:
# src/d_clisrv.c
# src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
f2a58a74ef
Stupid me
2017-01-03 22:48:06 +00:00
Monster Iestyn
4d8ca41e65
Fix player colors mysteriously turning red if a resynch occurs outside of CTF/Team Match. Not technically a $$$.sav fix, but still netplay related of course
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At least, I assume this is how it's happening for some, I haven't been able to get the full info since WHERE IS EVERYBODY?
2017-01-03 22:43:46 +00:00
Louis-Antoine
04747ff79e
Fixed a memory leak on client side
2017-01-02 20:02:49 +01:00
Louis-Antoine
478da43660
Cooked another cookie
2017-01-01 23:52:27 +01:00
Louis-Antoine
4373afcdb2
Cooked a cookie
2017-01-01 23:27:06 +01:00
Louis-Antoine
b347b818e7
-Fixed broken net commands, thus fixing (or at least greatly improving) chat/commands/joins/leaves and possibly other annoying bugs
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-Updated packet name list so the debug file no longer shows garbage packet names
-Replaced byte values with actual net command names in the debug file. Only the first net command in a packet will be shown though
-Added a MOBJCONSISTANCY define that makes the game takes all revelant mobjs to be counted in the synch seed
-Added a PACKETDROP define that adds two console commands "drop" and "droprate" to simulate bad internet by dropping packets
-Added/changed comments here in there in the netcode
-Fixed a minor error that would ignore one of the urgent ack slots
-Added a space between the map name and "zone" for the messages shown in a joiner's console
2017-01-01 23:07:34 +01:00
Louis-Antoine
d4f153d3ca
Random changes in the netcode lol
2016-12-31 19:26:33 +01:00
toasterbabe
877065250e
Some NiGHTS change oversights I forgot to correct before.
2016-12-25 19:56:33 +00:00
Prisima the Fox
6733152651
No more magic numbers
2016-10-21 16:16:54 -04:00
Prisima the Fox
89e8766b77
"PlayerQuit" hook
2016-10-20 22:30:11 -04:00
Monster Iestyn
0fb89c620d
Merge branch 'master' into damage-control
2016-09-30 21:05:44 +01:00
toasterbabe
be0e898bae
* Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
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* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
toasterbabe
2cee8c1a8d
SORRY, I SHOULDN'T HAVE PUSHED THE PREVIOUS THING
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Revert "Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.""
This reverts commit 58f815ddbc
.
2016-09-03 16:05:58 +01:00
toasterbabe
58f815ddbc
Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead."
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This reverts commit 0852a20014
.
2016-09-03 15:51:38 +01:00
toasterbabe
0852a20014
Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.
2016-09-02 18:12:46 +01:00
toasterbabe
64ef2798a2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
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# Conflicts:
# src/d_clisrv.c
# src/d_clisrv.h
2016-07-07 01:08:51 +01:00
Monster Iestyn
9007904a72
Merge branch 'master' into damage-control
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# Conflicts:
# src/p_inter.c
# src/p_mobj.c
2016-05-25 15:33:09 +01:00
Alam Ed Arias
032313260a
Merge branch 'public_next' into master
2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
fbd9cb73c3
Merge branch 'public_next' into private
2016-04-27 16:54:37 -04:00
Monster Iestyn
be7b866e4f
resynch_pak changes
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* add skidtime, which we forgot before 2.1 release apparently
* change tics from INT16 to INT32
* change eflags from UINT8 to UINT16
* change actionspd/mindash/maxdash from INT32 to fixed_t
2016-04-16 18:40:14 +01:00
Inuyasha
3117a6a16e
Splitscreen fixes
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initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Monster Iestyn
f9c4b877ca
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into damage-control
2016-03-13 20:37:43 +00:00
Monster Iestyn
67b92d7273
Went and fixed the dashmode variable hack nonsense once and for all myself
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would have gone for "dashtime", but then I was reminded that was already a name for something to do with spindash. Oh well
2016-01-25 11:47:33 +00:00
Monster Iestyn
6bc1a5fdef
Okay, major overhaul time!
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*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched
Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though
Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
Sryder13
e054f4b6c6
Drawfills and Console
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All relevant DrawFills had colours changed.
Console background colour changed.
Text colourmapping changed.
2015-07-23 18:56:05 +01:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00
Alam Ed Arias
7cb77075d1
SRB2 2.1.11 release
2014-08-26 23:56:30 -04:00
Alam Ed Arias
d6c29e19ab
SRB2 2.1.10 release
2014-08-05 19:59:40 -04:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
Alam Ed Arias
32de698f5e
SRB2 2.1.6 release
2014-03-24 22:17:59 -04:00
Alam Ed Arias
15bd266cac
SRB2 2.1.5 release
2014-03-23 12:00:29 -04:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
Alam Ed Arias
2fed5d1270
SRB2 2.1.3 release
2014-03-18 13:56:54 -04:00
Ronald Kinard
15b177ebbb
Fix state compression for 64-bit hosts
2014-03-17 13:23:16 -05:00
Alam Ed Arias
a03da73115
SRB2 2.1.2 release
2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00