Age | Commit message (Collapse) | Author |
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on the waiting screen, and improve the waiting screen appearance.
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for his investigation into this behavior.
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does play sounds of any sample rate, but the sound effects in
Scientist 2 are corrupted. Add some tests to check that the sound
effect header is correct, and generic sound rate conversion code.
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NET_WaitForStart function to wait for a start signal in network games.
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loop while waiting for the game to start, to avoid affecting the original
code too much. Move some _gui variables to net_client.c.
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when quitting the game. Print the IP of the server correctly when
connecting.
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ease of use.
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bits of loading disk are not visible on the initial screen melt.
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the pointer to their struct. Listen for IP connections as well as
loopback connections.
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Code to disconnect clients from the server side.
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to read a new event from the event queue.
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loop to avoid interfering with the main game code too much.
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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.
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Makefile.am.
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behave exactly like the original executables.
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and set compatibility options accordingly.
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of the same sprite in a PWAD (fixes Scientist 2)
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is not 11025 or 22050Hz. This is to "fix" a bug in Scientist 2:
however, it does not fix the playing of sounds, only silence
them. I tested Vanilla Doom and this is how it behaves when it
receives sound effects with odd sample rates. The bug here is
actually in the Scientist 2 WAD, which has sound effects that
have the wrong sample rate.
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functions
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to the WAD loading code
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using the ammo cheats.
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values, God mode health value
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armor classes
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and bfg cells/shot are supported.
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screen clear at startup.
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Create a function to find the filename for a savegame slot. Store
savegames in the config dir.
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Subversion-revision: 202
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