Age | Commit message (Collapse) | Author |
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 704
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 688
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 612
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Loading/saving multiplayer games should all work now.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 593
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 475
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 470
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 404
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players. Allow the menu ticker to run even if the main game ticker
doesn't run. Remove time request/response code (now using game latency).
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 394
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8-bit as opposed to 16-bit. This is used when recording demos without
-longtics enabled. Sync this option between clients in a netgame, so
that if one player is recording a Vanilla demo, all clients record
in lowres.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 378
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 376
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for a given tic. Store received game data in a receive window. Add
send queues for clients and add data from the receive window to
generate complete sets of ticcmds.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 369
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 295
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source file.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 288
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 287
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ticdiffs to packets.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 281
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Add "waiting screen" while waiting for the game to start.
Hook in the new networking code into the main game code.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 235
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