- Jan 15, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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- Jan 14, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Netcode shit
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https://github.com/LJSonik/SRB2LJ Sonic authored
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LJ Sonic authored
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Alam Arias authored
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- Jan 13, 2017
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LJ Sonic authored
*takes the cookie*
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LJ Sonic authored
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https://github.com/LJSonik/SRB2LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
-Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size -If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded -Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases -File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic -The reason is now properly shown when the server refuses connection -Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1) -Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
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- Jan 12, 2017
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Alam Ed Arias authored
CMake: Fix nasm Linux builds When compiling under Linux with CMake and nasm/yasm enabled, the operation would fail during linking with undefined symbols related to the tmap files. This commit adds support for passing flags to the assembler and passes ```-DLINUX``` in order to compile. After this change, binaries are successfully compiled with either nasm or yasm on Linux systems. Tested on Ubuntu. See merge request !153
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Monster Iestyn authored
Added transmaps to non modifying lump list.
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- Jan 11, 2017
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Alam Arias authored
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Tasos Sahanidis authored
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Monster Iestyn authored
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Monster Iestyn authored
CMake: split inline ASM code from vid_copy.s code See merge request !151
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frozenLake authored
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Tasos Sahanidis authored
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- Jan 09, 2017
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frozenLake authored
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- Jan 08, 2017
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Monster Iestyn authored
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Inuyasha authored
Update Code::Block project See merge request !145
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- Jan 07, 2017
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Monster Iestyn authored
Savegame hotfixes Yes, this another netgame related fix! Named this "savegame hotfixes" rather than "ERCZ hotfix" or the like in advance of the fact we probably need a general branch for other $$$.sav fixes? Anyway, fixes included in by this branch: * ERCZ's lava falls now act as expected rather than being stuck in place for the map's duration, fixing all other known desynchronisation issues known in the map for the time being (yay) * Changing sector tags in a map no longer causes joiners to netgames to have their SRB2 application stop responding etc * Player names should no longer turn red in the console in gametypes outside of CTF/Team Match if a resynch occurs (not $$$.sav related, but it's related to netplay so I lumped it in anyway) See merge request !150
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Monster Iestyn authored
Eggshield laser fix Fix for http://mb.srb2.org/showthread.php?t=42250 See merge request !152
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Monster Iestyn authored
Fix egg guard shields being endlessly killed by lasers. Simply make sure they have health first before killing them!
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Monster Iestyn authored
One Eggscalibur fix Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about. See merge request !148
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Monster Iestyn authored
Software plane rendering fixes/cleanup This is mostly cleanup, with the exception that polyobject planes should now behave somewhat better than they do in 2.1 currently (translucent polyobj planes should now always be actually translucent regardless of where you view them from, for instance). I can't claim I've fixed their rendering once and for all though, there may still be bugs for all I know... See merge request !136
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Monster Iestyn authored
Some texture-related fixes Bugs fixed in this branch: * upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort... * animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195) * the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures. See merge request !144
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- Jan 06, 2017
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Alam Ed Arias authored
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Monster Iestyn authored
Flat changing hotfix This should fix how Lua scripts that change flats in levels, particularly to flats that don't already exist in the level, cause SRB2 to crash for anyone who joins a netgame afterwards. (I'm not sure if it's a consistent thing or not though) Probably needs a good test to verify the issue is completely fixed before being merged in. Maybe there are other minor things I didn't account for in this fix? I don't know! See merge request !141
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- Jan 03, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Fix player colors mysteriously turning red if a resynch occurs outside of CTF/Team Match. Not technically a $$$.sav fix, but still netplay related of course At least, I assume this is how it's happening for some, I haven't been able to get the full info since WHERE IS EVERYBODY?
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Monster Iestyn authored
Dunno who thought it was a good idea to lump tag, nexttag and firsttag together in $$$.sav, but that meant changing sector tags caused SRB2 to stop responding since it lead to the tag lists being broken
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Monster Iestyn authored
This fixes ERCZ's lava falls not moving after joining a netgame at that stage. Possibly explains other various floor/ceiling related netgame quirks that haven't been noticed until now, maybe even in multiplayer levels.
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Monster Iestyn authored
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Monster Iestyn authored
Remove secplanes This is just removing SSNTails's old port of ZDoom's secplane code and math, from back when he attempted slopes himself. The slopes we've had since 2.1.15 however do not need these, so we can pretty much toss the code for them out now (nothing uses them anyway). See merge request !149
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- Jan 02, 2017
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Logan Aerl Arias authored
Netcode shit
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Logan Aerl Arias authored
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