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2012.08.16.Log0590.txt

📄SVN 📅2012-08-16 💾5,3 KB 19 Parsed entries CON BUILD

Revision r2914

Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.

Classic HUD now has correct aspect in widescreen modes, so with the full status
bar, there may be patches of free room left to the left and right.

Revision r2913

In setaspect_new, determine the aspect with {x,y}dim again except for showview.

setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice.  Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.

Revision r2912

Clear the screen first in some non-in-game places, also in classic.

Compare with revision 2584.

Revision r2911

Factor out Polymost's widescreen bit handling code and use it in classic, too.

This means that classic and the GL modes now look the same as far as e.g.
hud_bgstretch or HUD weapons are concerned.

Revision r2910

polymost.c: rewite widescreen bit code, part 2.

Use integer math; both args to setaspect are constant.

Revision r2909

Clean up classic's and Polymost's dorotatesprite functions (triv. changes only)

Revision r2908

polymost.c: rewrite dorotatesprite's widescreen bit handling (256,512,1024).

Instead of setting and resetting the [xy]dim globals, use them as locals
in a block (shadowing the globals).  Also, do some common subexpression
elimination for clarity.

Revision r2907

splitscreen: use updatesector instead of *z.

When shrunk, the player position is below the floor for some weird reason.
Updatesectorz would set the sector to -1, and the view would not be drawn.

Revision r2906

splitscreen: remove weapon item drawing code.

Revision r2905

fake multi: draw weapons for both players.

Revision r2904

splitscreen: remove HUD drawing code, draw view from EVENT_DISPLAYROOMS.

Revision r2903

In fake multi, never draw the screen rotated.

Revision r2902

Splitscreen hack: draw status bar for both players.

Revision r2901

Always draw the frag bar in fake multi.

Revision r2900

In fake multi-mode, always draw the original mini status bar.

Revision r2899

splitscreen: update to modified version posted at the Duke4.net forums.

Revision r2898

Add original splitscreen mod by Bloodclaw for reference.

Revision r2897

Fake multi-mode: better -q* messages, make surplus APLAYER sprites invisible.

Also, change type of g_numPlayerSprites (global and mapstate) from inconsistent
uint8_t/char to int8_t.

Revision r2896

Clean up build.h and status bar drawing code in game.c.
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Raw Content
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r2915 | helixhorned | 2012-08-16 14:49:01 -0700 (Thu, 16 Aug 2012) | 1 line

splitscreen: rewrite special weapons cycling, don't cycle to foot.
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r2914 | helixhorned | 2012-08-16 14:48:58 -0700 (Thu, 16 Aug 2012) | 4 lines

Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.

Classic HUD now has correct aspect in widescreen modes, so with the full status
bar, there may be patches of free room left to the left and right.
------------------------------------------------------------------------
r2913 | helixhorned | 2012-08-16 14:48:56 -0700 (Thu, 16 Aug 2012) | 6 lines

In setaspect_new, determine the aspect with {x,y}dim again except for showview.

setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice.  Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.
------------------------------------------------------------------------
r2912 | helixhorned | 2012-08-16 14:48:52 -0700 (Thu, 16 Aug 2012) | 3 lines

Clear the screen first in some non-in-game places, also in classic.

Compare with revision 2584.
------------------------------------------------------------------------
r2911 | helixhorned | 2012-08-16 14:48:50 -0700 (Thu, 16 Aug 2012) | 4 lines

Factor out Polymost's widescreen bit handling code and use it in classic, too.

This means that classic and the GL modes now look the same as far as e.g.
hud_bgstretch or HUD weapons are concerned.
------------------------------------------------------------------------
r2910 | helixhorned | 2012-08-16 14:48:46 -0700 (Thu, 16 Aug 2012) | 3 lines

polymost.c: rewite widescreen bit code, part 2.

Use integer math; both args to setaspect are constant.
------------------------------------------------------------------------
r2909 | helixhorned | 2012-08-16 14:48:44 -0700 (Thu, 16 Aug 2012) | 1 line

Clean up classic's and Polymost's dorotatesprite functions (triv. changes only)
------------------------------------------------------------------------
r2908 | helixhorned | 2012-08-16 14:48:41 -0700 (Thu, 16 Aug 2012) | 5 lines

polymost.c: rewrite dorotatesprite's widescreen bit handling (256,512,1024).

Instead of setting and resetting the [xy]dim globals, use them as locals
in a block (shadowing the globals).  Also, do some common subexpression
elimination for clarity.
------------------------------------------------------------------------
r2907 | helixhorned | 2012-08-16 14:48:38 -0700 (Thu, 16 Aug 2012) | 4 lines

splitscreen: use updatesector instead of *z.

When shrunk, the player position is below the floor for some weird reason.
Updatesectorz would set the sector to -1, and the view would not be drawn.
------------------------------------------------------------------------
r2906 | helixhorned | 2012-08-16 14:48:36 -0700 (Thu, 16 Aug 2012) | 1 line

splitscreen: remove weapon item drawing code.
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r2905 | helixhorned | 2012-08-16 14:48:33 -0700 (Thu, 16 Aug 2012) | 1 line

fake multi: draw weapons for both players.
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r2904 | helixhorned | 2012-08-16 14:48:31 -0700 (Thu, 16 Aug 2012) | 1 line

splitscreen: remove HUD drawing code, draw view from EVENT_DISPLAYROOMS.
------------------------------------------------------------------------
r2903 | helixhorned | 2012-08-16 14:48:28 -0700 (Thu, 16 Aug 2012) | 1 line

In fake multi, never draw the screen rotated.
------------------------------------------------------------------------
r2902 | helixhorned | 2012-08-16 14:48:26 -0700 (Thu, 16 Aug 2012) | 1 line

Splitscreen hack: draw status bar for both players.
------------------------------------------------------------------------
r2901 | helixhorned | 2012-08-16 14:48:23 -0700 (Thu, 16 Aug 2012) | 1 line

Always draw the frag bar in fake multi.
------------------------------------------------------------------------
r2900 | helixhorned | 2012-08-16 14:48:21 -0700 (Thu, 16 Aug 2012) | 1 line

In fake multi-mode, always draw the original mini status bar.
------------------------------------------------------------------------
r2899 | helixhorned | 2012-08-16 14:48:18 -0700 (Thu, 16 Aug 2012) | 1 line

splitscreen: update to modified version posted at the Duke4.net forums.
------------------------------------------------------------------------
r2898 | helixhorned | 2012-08-16 14:48:16 -0700 (Thu, 16 Aug 2012) | 1 line

Add original splitscreen mod by Bloodclaw for reference.
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r2897 | helixhorned | 2012-08-16 14:48:13 -0700 (Thu, 16 Aug 2012) | 4 lines

Fake multi-mode: better -q* messages, make surplus APLAYER sprites invisible.

Also, change type of g_numPlayerSprites (global and mapstate) from inconsistent
uint8_t/char to int8_t.
------------------------------------------------------------------------
r2896 | helixhorned | 2012-08-16 14:48:08 -0700 (Thu, 16 Aug 2012) | 1 line

Clean up build.h and status bar drawing code in game.c.
------------------------------------------------------------------------