Ian Curtis
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b210636c1c
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Add the netboard stuff to the ini file. Stops crashes when they are missing.
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2018-01-25 21:03:43 +00:00 |
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Ian Curtis
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820f27cea1
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A hack to get spikeout to work (uncomment to enable) (Spindizzi)
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2018-01-25 20:40:05 +00:00 |
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Ian Curtis
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964f08c894
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Disable the netboard if EmulateNet=0 (Spindizzi)
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2018-01-25 20:38:31 +00:00 |
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Ian Curtis
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85a638bc06
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remove extra qualifier
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2018-01-22 21:10:20 +00:00 |
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Ian Curtis
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04758e38b6
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Update make files and fix build for the various options (Harry Tuttle)
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2018-01-22 21:01:35 +00:00 |
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Ian Curtis
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b5bbda67d0
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fix header files
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2018-01-22 18:27:51 +00:00 |
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Ian Curtis
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571d1060ee
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Remove using namespace std from the header files ..
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2018-01-21 15:09:11 +00:00 |
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Ian Curtis
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8266eecabb
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Parse out line of sight position. Only known to be used by scud.
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2018-01-15 21:27:21 +00:00 |
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Ian Curtis
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99b5b9ba1b
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make the logic a bit clearer
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2018-01-15 14:40:59 +00:00 |
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Ian Curtis
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22a6166b82
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fix Ian's bad maths :)
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2018-01-15 13:08:39 +00:00 |
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Ian Curtis
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a1350d95a2
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Update microtexture coordinate logic (Harry Tuttle)
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2018-01-14 12:56:24 +00:00 |
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Ian Curtis
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303c77fbbe
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fix illegal xml character sequence
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2018-01-13 15:49:58 +00:00 |
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Ian Curtis
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863ea95013
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simplify maths
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2018-01-10 20:37:21 +00:00 |
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Ian Curtis
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adb5196625
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comment out unneeded code
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2018-01-10 16:12:33 +00:00 |
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Ian Curtis
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d708ce9ba2
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top/bottom were swapped for off axis projection
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2018-01-10 16:08:02 +00:00 |
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Ian Curtis
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6efa03112e
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Rewrite projection maths based upon previously unknown viewport values. The previous values used roughly worked as the normals for frustum planes. Perhaps they were only used for culling and not actually rendering, as sometimes the values don't work correctly.
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2018-01-08 18:35:42 +00:00 |
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Ian Curtis
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cf7850602b
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fix build
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2018-01-08 00:13:23 +00:00 |
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Ian Curtis
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0b6da91cc0
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add the rest of the network board code (Spindizzi)
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2018-01-07 14:07:59 +00:00 |
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Ian Curtis
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dc3048df24
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use the correct c++ deleters
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2018-01-06 11:19:04 +00:00 |
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Ian Curtis
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19e6aab1fa
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use a few macros to make debugging less painful
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2018-01-06 01:18:14 +00:00 |
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Ian Curtis
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314279ed25
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Add network board emulation. Currently not linked with the rest of the project.
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2018-01-04 19:14:12 +00:00 |
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Ian Curtis
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f7678d918e
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remove using namespace from headers ..
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2018-01-03 17:51:24 +00:00 |
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Ian Curtis
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53c98283aa
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rename to avoid clash with a #define
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2018-01-03 16:19:10 +00:00 |
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Ian Curtis
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3ab93cf6ee
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add asynchronous sending functions
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2018-01-02 18:54:34 +00:00 |
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Ian Curtis
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58dc18cd11
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remove dead variable
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2017-12-29 11:46:38 +00:00 |
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Ian Curtis
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78ae00faf1
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Add basic networking files to supermodel. Currently these are win32 specific but can port to SDL or whatever later.
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2017-12-29 11:42:03 +00:00 |
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Ian Curtis
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080acd08c2
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Fix the smallest texture lods (Harry Tuttle)
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2017-12-21 11:14:06 +00:00 |
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Ian Curtis
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a772dd32fc
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fix array out of bounds
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2017-12-20 18:47:17 +00:00 |
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Ian Curtis
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4702fef33e
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remove debug code
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2017-12-19 11:43:17 +00:00 |
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Ian Curtis
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429d6cbb02
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mark as static
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2017-12-17 23:02:25 +00:00 |
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Ian Curtis
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cc28d5f00e
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Implement sub 8x8 tile encoding. Fixes incomplete mipmap chains which previously only went down to 8x8 pixels before. It wasn't known these textures existed before. (Harry Tuttle)
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2017-12-17 22:25:50 +00:00 |
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Ian Curtis
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cede67468c
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Fix some bad/missing textures in fighting vipers. The game is referencing totally illegal texture sizes. The real h/w was just handling it somehow, whilst we were returning null for the textures. This might produce junk textures for the lower mipmaps, but this can be clamped in a later update.
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2017-12-13 01:21:25 +00:00 |
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Ian Curtis
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62d9584b0d
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Shift fog maths to fragment shader to fix bug in virtua on.
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2017-11-23 17:51:51 +00:00 |
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Ian Curtis
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bddc86aba9
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The vertex shader is run before clipping is done. If fogging values are calculated and clamped in the vertex shader it can interpolate bad values, since the range has been truncated. This happens if the polys overlap the near plane. The solution to clamp the values in the fragment shader. This fixes a bunch of fogging errors I long thought were transparency related errors in the ocean hunter.
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2017-11-20 22:21:15 +00:00 |
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Ian Curtis
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bc7f1e9fac
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Fixed shading also works with untextured polys. Fixes some shading issues in La machineguns. (Harry Tuttle)
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2017-11-07 00:15:57 +00:00 |
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Ian Curtis
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df44ad458b
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Update step 1.5 luminous logic with Harry's findings. Fixes various shading issues.
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2017-11-05 13:25:33 +00:00 |
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Ian Curtis
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8e13c3bbb9
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Finish the hash function (Harry Tuttle)
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2017-10-19 20:48:53 +00:00 |
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Ian Curtis
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7f6df0cc84
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Remove fixed shading check from specular.
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2017-10-07 12:39:30 +00:00 |
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Bart Trzynadlowski
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4d685e0750
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Makefile fixes: Moved Windows-specific source files out of Makefile.inc, using 'bin' and 'obj' when bits are not explicitly set, and changed output file to Supermodel rather than Supermodel.exe, which works on all platforms.
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2017-10-06 01:04:49 +00:00 |
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Ian Curtis
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eb798ed15e
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Star wars is the only game to pass unsigned fixed shaded values (per vertex brightness) to the renderer. Originally we thought that the specular flag would turn on unsigned values since it's the only game to set specular with these polys, but this logic turned out to be incorrect. The JTAG interface seems to config the GPU to turn on this functionality. (Harry Tuttle)
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2017-10-05 19:15:00 +00:00 |
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Ian Curtis
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7c84bc6aeb
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update visual studio project
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2017-10-05 18:54:36 +00:00 |
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Ian Curtis
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43cf6b3bbf
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update spotlight code (Harry Tuttle)
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2017-10-05 18:49:08 +00:00 |
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Bart Trzynadlowski
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cee468b2bc
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Harry's patch: add dirtdvlsj and change "Star Wars Trilogy" to "Star Wars Trilogy Arcade"
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2017-10-05 02:17:48 +00:00 |
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Bart Trzynadlowski
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2397b8225a
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New, saner Makefiles. They still require some customization but share a core Makefile include with auto-generation of dependencies. Multi-threaded building (e.g., make -j6) is supported now.
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2017-10-05 02:14:02 +00:00 |
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Ian Curtis
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9bac7836ed
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add missing header
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2017-09-30 19:05:04 +00:00 |
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Bart Trzynadlowski
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3ca37089ca
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Get rid of unused variable warning
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2017-09-27 13:20:09 +00:00 |
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Ian Curtis
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0afd9026dc
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Fix the sky in one of the levels in virtua on. The problem was caused by the fact we didn't split the mesh by the fog % burn through, so all the polys had the same value. We could use a vertex attrib, but % burn through fog is so rarely used and when it is, normally every poly in the mesh has the same value.
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2017-09-26 00:30:08 +00:00 |
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Bart Trzynadlowski
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1eac755bc3
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Fix tiny memory leak
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2017-09-25 00:05:10 +00:00 |
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Ian Curtis
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18f460db6f
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2017-09-24 22:49:20 +00:00 |
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Ian Curtis
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da1342b5d9
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update project files
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2017-09-24 22:39:53 +00:00 |
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