EDuke32 Changelog Unofficial archive

Build 2957

22 August 2012 · 6 commits by 1 author · SVN

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Original log file · 20120822-2957.txt
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r2957 | helixhorned | 2012-08-22 15:51:38 -0700 (Wed, 22 Aug 2012) | 1 line

Pack how many players fake multi was started with into g_fakeMultiMode.
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r2956 | helixhorned | 2012-08-22 15:50:32 -0700 (Wed, 22 Aug 2012) | 3 lines

splitscreen: don't wrongly change pitch for sounds originating from 2nd player.

For example, if the first one is underwater.
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r2955 | helixhorned | 2012-08-22 15:49:27 -0700 (Wed, 22 Aug 2012) | 5 lines

splitscreen: tweak base palette application, remove resp. code from splitscr.con.

Basically, base palettes with lower indices trump higher ones.  For example,
when one player is underwater and the other above, the normal palette takes
precedence.
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r2954 | helixhorned | 2012-08-22 15:48:21 -0700 (Wed, 22 Aug 2012) | 9 lines

Generalize fullscreen tint application to more than one tint.

Currently, the only kinds of tint that can be applied simultaneously are
one "palfrom" per player, plus one loogie tint per player.  Each palfrom
still overrides the preceding one.  However, this is not a big problem IMO
since palfroms decrease at the same rate (loogie tint decreases at half the
speed).  This change is especially good for the splitscreen mod, since now
the tints of the two players won't compete with each other.  See the comment
in the source for some properties of the blending formula.
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r2953 | helixhorned | 2012-08-22 15:47:16 -0700 (Wed, 22 Aug 2012) | 1 line

Don't clear loogie tint transiently on changing palette.
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r2952 | helixhorned | 2012-08-22 15:46:09 -0700 (Wed, 22 Aug 2012) | 4 lines

Keep full-screen tints through palette changes again.

A debug macro to test tints being stuck at the least intense non-zero value
is provided in engine.c.
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tweak base palette application, remove resp. code from splitscr.con.

Philipp Kutin (Helixhorned) 22 Aug 2012, 15:49 UTC−7 r2955

Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence.

Generalize fullscreen tint application to more than one tint.

Philipp Kutin (Helixhorned) 22 Aug 2012, 15:48 UTC−7 r2954

Currently, the only kinds of tint that can be applied simultaneously are one "palfrom" per player, plus one loogie tint per player. Each palfrom still overrides the preceding one. However, this is not a big problem IMO since palfroms decrease at the same rate (loogie tint decreases at half the speed). This change is especially good for the splitscreen mod, since now the tints of the two players won't compete with each other. See the comment in the source for some properties of the blending formula.

Engine

Keep full-screen tints through palette changes again.

Philipp Kutin (Helixhorned) 22 Aug 2012, 15:46 UTC−7 r2952

A debug macro to test tints being stuck at the least intense non-zero value is provided in engine.c.