1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476
|
2001-12-08 Benjamin Bishop <bishop@cs.uga.edu>
* Many new goodies in town.mod
* Mana potions for elf
* Windows import/skin bug squashed
2001-12-03 Benjamin Bishop <bishop@cs.uga.edu>
* Incorporated JT's transparency fix
* Defaulted Alim to skin 2
* Fixedup exitarea object in rogue mod
2001-11-30 Benjamin Bishop <bishop@cs.uga.edu>
* 2.2 STABILITY RELEASE CANDIDATE
* Reverted back to this copy (5 months old) X
for stability
* Incorporated NVIDIA fix from JT X
* Patched particle bugs that JT fix tickled X
* Broke into developer/stable packs X
* Added information to title screen X
* Fixed level icons X
* Made mana-replenish adjustments X
* Deathmatch level
* Fix up town.mod
allow exporting X
add magic book vendor
add sheep/shepard
add guards
* Balanced character items X
* Add identify spellbook
* Clean up wizard.mod
* Zambinis mana pool enough?
2001-06-06 Benjamin Bishop <bishop@cs.uga.edu>
* We're back! CVS now up on pika
2001-03-14 Morgan Aldridge <classic@sover.net>
* fixed GLTexture_LoadA() for big endian processors in
GLTexture.c
2001-03-11 Benjamin Bishop <bishop@cs.uga.edu>
* Fixed MANY things in cartman.
Cartman now works in SDL (without mesh editing)
Can import/export mods
fonts work
kludged in a workaround for big tiles
Lightmap is loaded/saved properly
* Finished up palash.mod
2001-03-10 Benjamin Bishop <bishop@cs.uga.edu>
* Fixed dreaded import/export bug. Import directory was getting
clobbered early in graphic.c
* Updated title bmp for palash
* Removed game title screen (bloated filesize)
* Working on porting cartman to SDL so I can finish fixing
palash
2001-03-09 Benjamin Bishop <bishop@cs.uga.edu>
* Removed big windows zip file from CVS
* Fixed up palash.mod problems (slot conflict and sound bugs in
load_one_wave - some problems remain)
* Fixed up sound files in palash.mod - palash now works
* Removed a bunch of diagnostic crap
2001-03-05 Dan Olson <theoddone@quakefiles.com>
* Fix some building issues for Linux systems.
2001-03-01 Germain Sauv <gersauve@cgocable.ca>
* Added FindClose to win_file.c
* Small fix to configfile.c
2001-02-17 Morgan Aldridge <classic@sover.net>
* fixed a call to the FILENAME() macro in setup_characters() in
char.c
* more work on porting load_mesh() and all the md2 loading code to
big endian processors in game.c
* added a small function for Mac endian conversions in egobootypedef.h
2001-02-07 Morgan Aldridge <classic@sover.net>
* Fixed DirGetNext() in mac-file.c so that it now makes sure the
file matches the type from the search string... that fixed a bunch
of issues with file loading.
2001-02-04 Benjamin Bishop <bishop@cs.uga.edu>
* Looks like timing is working now. Had to uncomment the
allclock line in game.c
* attempted to add pacos elf.mod and crypt.mod levels, but
couldn't get them running. I'll look at this in more detail
later. Pal-ash also seems to be not working.
2001-02-03 Benjamin Bishop <bishop@cs.uga.edu>
* Changed icons to reflect status of modules
* Added boogers dungeon to the cvs
* Mouse buttons work better. Multiple presses are getting
screwed up though.
2001-0203 Daniel Burrows <Daniel_Burrows@brown.edu>
* Turn GL_CULL_FACE and GL_DEPTH_TEST off while rendering text.
This fixes the "mysterious vanishing text messages" bug when you
return to the menu after playing a game.
* draw_wrap_string now calls BeginText() and EndText(). There may be
other things that get fixed, but it at least fixes the end-module text.
2001-0202 Daniel Burrows <Daniel_Burrows@brown.edu>
* Make sure that FRAMESKIP and ONESECOND have reasonable values,
even on non-Windows systems. (I was hoping this would fix the
framerate problems, but it doesn't seem to have; however, it's still
more "correct" than having completely wrong numbers)
2001-02-02 Benjamin Bishop <bishop@cs.uga.edu>
* Did case sanatize of egoboo files, cvs had been ignoring the .obj
extended directories.
* Fixed up a number of things broken by the case change.
* "Fixed" Gnome mod to not depend on rogue for debugging purposes
2001-02-02 Daniel Burrows <Daniel_Burrows@brown.edu>
* Fix the FPS counter. UNIX clocks don't tick at the same rate as
Windows ones! Changed TIMER_TICKS_PER_SECOND to CLOCKS_PER_SEC (the
canonical POSIX define) and added a #define for broken systems.
2001-01-31 Daniel Burrows <Daniel_Burrows@brown.edu>
* Eh, the return type of fgetc is an int, not an unsigned char.
goto_colon in game.c was using a char, which is guaranteed to
miss EOF (gcc was even complaining about it..)
2001-01-28 Morgan Aldridge <classic@sover.net>
* working on converting the md2 loader to work on big endian processors:
* added Endian.h in the Mac includes in egobootypedef.h
* porting rip_md2_header(), rip_md2_frames(), rip_md2_frame_name(),
rip_md2_commands() in game.c
2001-01-27 Daniel Burrows <Daniel_Burrows@brown.edu>
* Changed many upper-case or capitalized filenames to lower-case.
* Fixed a potential format-string problem in char.c
* Added a new global "pending_click", which is set to TRUE when a click
event is emitted by SDL. See menu.c for use. (really, this is a hack,
but it fits better with the rest of the code than doing this the
"right way") It is set by read_input in input.c.
* Changed copy_directory_to_host to copy_directory in menu.c. This will
have to be undone when the network code is ported, but for now it allows
imports to work.
2001-01-27 Morgan Aldridge <classic@sover.net>
* made gHardwareSpec extern so it isn't defined multiple times
2001-01-27 Germain Sauv <gersauve@cgocable.ca>
* Added SLD_PauseAudio before closing the sound system
2001-01-25 Germain Sauv <gersauve@cgocable.ca>
* Added sound options in Setup.txt
* Removed _inline from prthitawall and chrhitawall
2001-01-21 Germain Sauv <gersauve@cgocable.ca>
* Ported most of the sound ( still looping sound to do )
* Fixed sound bug when sound was off
2001-01-16 Christian Laforte <claforte@mailandnews.com>
* Removed all references to particlescale, since we now
do the billboarding in world coordinates.
* Clean-up of graphic.c. Removed most of the D3D code, except for
stuff that hasn't been implemented yet (ground fog and colorkeying
mostly.)
2001-01-17 Germain Sauv <gersauve@cgocable.ca>
* Remove some BeginXDMode ine graphic.c, graphicptr.c and graphicmad.c
* Inverted s and t for reflected particules
2001-01-16 Germain Sauv <gersauve@cgocable.ca>
* Remove the screensize multiplication for particule size
2001-01-16 Christian Laforte <claforte@mailandnews.com>
* Finished porting shadows
(render_shadow doesn't blend correctly though)
2001-01-15 Christian Laforte <claforte@mailandnews.com>
* Fixed and enabled particles. Looks great! ;-)
for more information on OpenGL billboarding:
http://nate.scuzzy.net/docs/billboard.html
* Also fixed particle reflection, started porting shadows.
2001-01-15 Benjamin Bishop <bishop@cs.uga.edu>
* Disabled lighting entirely. This temporarily fixed the
character lighting problems.
* Need to do: Particles
* Need to do: Camera fix
* Need to do: Input (space isn't working, mouse buttons working wrong)
* Need to do: Proper lighting
* Need to do: Sound
2001-01-14 Morgan Aldridge <classic@sover.net>
* fixed more FILENAME() macro calls
2001-01-14 Christian Laforte <claforte@mailandnews.com>
* Checked-in Germain's new setup.txt
* Fudged the projection matrix to look more like D3D version.
2001-01-14 Germain Sauv <gersauve@cgocable.ca>
* Added option the grab and hide the mouse in setup.txt (no more #ifdef )
2001-01-14 Christian Laforte <claforte@mailandnews.com>
* Potential fix for inverted colors on Mac. (in GLTexture.c, inverted
the RGB masks.)
* #ifdef-ed the workarounds for mouse cursors on MacOS and Linux.
2001-01-14 Germain Sauv <gersauve@cgocable.ca>
* Added some cross-platform typedef. ex: typedef Sint32 LONG
2001-01-13 Matthew Fairfax <mfairfa@clemson.edu>
* Tweaked the font code on the Mesa 3.0 drivers and got it working
2001-01-13 Morgan Aldridge <classic@sover.net>
* Working on removing double calls to the FILENAME() macro in
game.c and graphic.c
* Commented out the call to hide the cursor in sdlinit() for
debug reasons (can't use my debugger without a cursor)
* Updated get_module_data() (in module.c) to use the FILENAME()
macro when loading module files
* Took out the calls to the FILENAME() macro in reset_particles()
in particle.c
2001-01-13 Matthew Fairfax <mfairfa@clemson.edu>
* Tweaked font drawing code (hopefully will fix the problem)
* Disabled Alpha test but characters are still rendering transparent correctly!
Someone else must have done something that fixed it?
2001-01-13 Christian Laforte <claforte@mailandnews.com>
* Minor optimizations of make_light_table, Begin/End 2D/3D,
goto_colon. (changed game.c, graphic.c, proto.h, script.c)
2001-01-12 Christian Laforte <claforte@mailandnews.com>
* Minor clean-up of graphic.c
(should have no impact on execution.)
* Additional clean-up of camera.c, egoboo.h, game.c and graphic.c.
Also optimized reading the MD2 file.
2001-1-12 Morgan Aldridge <classic@sover.net>
* converted a couple more variables to BOOL in egoboo.h so they
would work with code in the ConfigFile code
* one line in draw_scene_sadreflection() (graphic.c) was causing
problems (it shouldn't have) so I had to do it the long way
* Updated the CodeWarrior Pro 5 project with all the new files
2001-01-11 Christian Laforte <claforte@mailandnews.com>
* Minor clean-up of graphicmad.c and graphicfan.c
(should have no impact on execution.)
2001-01-11 Matthew Fairfax <mfairfa@clemson.edu>
* Fixed black line in font by adding 0.001 to fx1 and fy1
* Fixed character trasnparency by enabling Alpha test
2001-01-11 Germain Sauv <gersauve@cgocable.ca>
* Created graphicfan.c, graphicmad.c and graphicprt.c
* Ported the water rendering code ( almost )
* Added glcolor to MAD
2001-01-10 Germain Sauv <gersauve@cgocable.ca>
* Remove Begin3DMode form render_fan, render_mad, render_prt and the
like. Put Begin3DMode in draw_scene. Replace Begin3DMode by
glLoadMatrixf(mView.v);
glMultMatrixf(mWorld.v);
2001-01-09 Dan Olson <theoddone@quakefiles.com>
* Fixed perspective and other rendering bugs using Christian's matrix
patch as well as reversing all the glFrontFace calls. We were
previously viewing the back faces of all the polygons, which caused
the rendering bugs.
* Oops, this time I really did break status bars :) Culling Disabled
in Begin2DMode for now.
2000-01-09 Nicholas Vining <mordred@lokigames.com>
* added atexit(SDL_Quit) to graphic.c in the hope that it'll stop
locking my mouse cursor when egoboo crashes.
* Turned off mouse locking. Sucky. At some point we should
have a key to disable it, but for now hopefully it will inspire
somebody to add keyboard input.
* UPDATE: Pulled at Christian LaForte's request, but locking
still isn't a long term solution..
2001-01-08 Dan Olson <theoddone@quakefiles.com>
* Fixed some of the depth buffer things as suggested by Matty Noble
on the mailing list.
2001-01-07 Christian Laforte <claforte@mailandnews.com>
* Got the keyboard working. We can now move the characters!
* Updated the scancode list (scancode.txt) for SDL.
* Temporarily forced networkon to FALSE.
* Temporarily forced autoturncamera to FALSE.
* Minor clean-up of game.c and network.c
2001-01-07 Dan Olson <theoddone@quakefiles.com>
* Partial fix of bad alpha on models
2001-01-07 Benjamin Bishop <bishop@cs.uga.edu>
* Cleaned up Begin3D
* fixed newline compile warning on new headers
* fixed draw_one_bar which fixed character stats
* fixed draw_map
2001-01-07 Christian Laforte <claforte@mailandnews.com>
* Additional cleanup of graphic.c
* Moved enchant functions that were left in graphic.c to enchant.c
2001-01-07 Nicholas Vining <mordred@lokigames.com>
* Put errorlog.txt in the current directory instead of in basicdat.
This created a few amusing filenames in the wrong places on my system.
2001-01-07 Christian Laforte <claforte@mailandnews.com>
* Use the world transformation matrix.
The character models now display at the right position
(at least in advent.mod).
* Cleanup of graphic.c (removed duplicated functions, esthetic changes)
2001-01-07 Christian Laforte <claforte@mailandnews.com>
* Merged in Germain's change to egoboo.dsp and mine.
* Commented-out some unused variables in graphic.c
* Attempt to check-in Germain's new setup.txt
2001-01-06 Germain Sauv <gersauve@cgocable.ca>
* Implemented the ConfigFile in read_setup
* Added egoobootypedef.h so you don't need to include
egoboo.h to have basic type definitions
* Added egoboostrutil
2001-01-06 Dan Olson <theoddone@quakefiles.com>
* Partial porting of render_prt()
* Cleanups to make the code compile under Linux again
* Now grabs mouse cursor, this makes it nice under X11
* fixed up a few commented out things and added an SDL_Quit in
an error function.
2001-01-06 Dan Olson <theoddone@quakefiles.com>
* Modified mouse input code to make the movement sane in-game.
2001-01-06 Christian Laforte <claforte@mailandnews.com>
* Fixed crash when loading MD2 models. It was caused by opening the
file without specifying that it was binary.
* Now call load_all_objects, reset_players and setup_characters
for Little-endian (Intel-based) machines. The MD2 file format
needs some more massaging for big-endian machines.
2001-01-06 Christian Laforte <claforte@mailandnews.com>
* Merged Ben's perspective fix with Germain's latest check-in.
* In main_game(), uncommented the call to update_game.
* In update_game(), commented out the while condition in
the sync loop, so that important functions such as move_characters
get called.
2001-01-06 Germain Sauv <gersauve@cgocable.ca>
* Put Begin3DMode in draw_scene ( was call in render_fan )
2001-01-06 Benjamin Bishop <bishop@cs.uga.edu>
* Fixed perspective call in graphic.c
* Looking at how to rotate the up direction in Begin3D
2001-01-06 Dan Olson <theoddone@quakefiles.com>
* Major updates to graphic.c, render_fan appears to work now, others
should also work including render_texmad and draw_map
* General fixup and some whitespace cleanups in other places
* Addition of GLVERTEX structure for easier porting of rendering
functions.
2001-01-06 Christian Laforte <claforte@mailandnews.com>
* Commented out some unused variables in camera.c, char.c,
game.c and graphic.c
* Changed VC6 project so that it compiles egoboo.exe in the egoboo\
directory.
2001-01-04 Dan Olson <theoddone@quakefiles.com>
* Fixed server takedown on my hardware at program exit. (It wasn't
calling SDL_Quit) If there's a better spot for that let me know.
* Removal of more various /* PORT */ comment blocks in graphics.c,
mostly glEnable's and glDisable's.
2001-01-04 Dan Olson <theoddone@quakefiles.com>
* Fixed up a small function in graphic.c
* Removed (apparently) useless -lXv from the link line
2001-01-03 Germain Sauv <gersauve@cgocable.ca>
* Added a lot of FILENAME() in functions interacting with files. There
is probably a lot of redundant calls to FILENAME but it won't hurt.
* Added #include <math.h> in mathstuff.h
2001-01-03 Nicholas Vining <mordred@lokigames.com>
* Fixes to the Makefile, mathstuff.c, and a few more things
to get this to compile again after Morgan's latest wave of changes.
2000-12-16 Morgan Aldridge <classic@sover.net>
* fixed load_all_menu_images() so it uses the FILENAME()
macro to load directories - now the MacOS Version
loads menus correctly
2000-12-14 Morgan Aldridge <classic@sover.net>
* Moved math stuff from graphics.c, proto.h, egoboo.h
to mathstuff.c and mathstuff.h.
2000-12-13 Benjamin Bishop <bishop@cs.uga.edu>
* DONE: render fan is now getting called, looks
like reasonable data
* now drawing mesh verts to be displayed
* TODO: need to get gluLookAt right
* TODO: why is camera spinning?
2000-12-13 Morgan Aldridge <classic@sover.net>
* Added a ProjectBuilder project in hopes of eventually
getting it to compile under Mac OS X.
2000-12-13 Benjamin Bishop <bishop@cs.uga.edu>
* Finished up _CNV changes
* TODO: render_fan is not getting called
since the camera code is not telling it
to draw anything
2000-12-12 Morgan Aldridge <classic@sover.net>
* Added mac-file.c, still needs work and testing
2000-12-12 Benjamin Bishop <bishop@cs.uga.edu>
* Fixed up load_mesh and mesh init stuff
* Ported most of remaining char.c
* Added _CNV macro for GLMATRIX conversion
* Added show_stats back from oblivion
2000-12-10 Gary A. Clark <clarkg@fireserve.net>
* Fixed proto.h so inline becomes __inline for VisualC
2000-12-08 Germain Sauv <gersauve@cgocable.ca>
* Added configfile.h and configfile.c
TODO: include them in egoboo ( change setup.txt )
=======
2000-12-8 Morgan Aldridge <classic@sover.net>
* UPDATE: ported the texture loading stuff in load_one_object()
to the GLTexture code
* TODO: finish implementing the alpha value for textures and
make it work in the code that uses the texture loader
2000-12-7 Nicholas Vining <mordred@lokigames.com>
* Changed definition of TRUE and FALSE. TRUE is (!FALSE), so that
if you have something like this:
if ((foo & 0x2) == TRUE)
it will work.
* Minor change.log cleanups. Put new entries at the top! :-)
2000-12-6 Benjamin Bishop <bishop@cs.uga.edu>
* Added GLMATRIX and GLVECTOR types
* Wrote in equivalent D3D matrix routines
* Got load_all_objects mostly working
* Now with heavy diagnostic garbage
TODO: Need to load textures in load_one_object
2000-12-5 Benjamin Bishop <bishop@cs.uga.edu>
* Working on draw_blip and bindtexture problem
* UPDATE: got draw_blip workin, looks kinds funny
* Fixed up mouse ordering. Middle and right buttons
were reversed
* Updated comments as to what is working on initialization
* found that its dying on read_wawalite
* fixed up light code in graphic.c now dying on bars
* fixed up (i think) bars pointer check
* Now getting to main game loop
2000-12-1 Gary A. Clark <clarkg@fireserve.net>
* Added change.log :)
* Fonts work on black background, but mouse cursor is alpha-ized
DONE: Use in texture alpha so leters overwrite background
UPDATE: Added a mouse cursor to the font
|