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2012.08.22.Log0597.txt

📄SVN 📅2012-08-22 💾2,2 KB 5 Parsed entries BUILD

Revision r2956

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

For example, if the first one is underwater.

Revision r2955

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.

Revision r2954

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.

Revision r2953

Don't clear loogie tint transiently on changing palette.

Revision r2952

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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Raw Content
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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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------