Alan Trulock [Thu, 4 Aug 2011 14:07:21 +0000 (16:07 +0200)]
Don't use sdlmain in the pak tool
On Mac OS X, compiling pak from the command line works as expected but
compiling in Xcode results in bus errors when running the program. By patching
pak.h and linking only to libz within Xcode, pak compiles and runs as expected.
Alan Trulock [Thu, 4 Aug 2011 14:01:12 +0000 (16:01 +0200)]
Incorrect reference to SDL_FRMEWORK
There are two references to SDL_FRAMEWORK that should have been written
FRAMEWORK_SDL. In CGame.cpp, I think the section should be removed in it's
entirety as there is really no need for it and correcting the define results in
failure when compiling. In init.cpp, correcting the define allows Mac OS X
builds to assign a custom icon. If this is not fixed, the icon gets replaced
every time the game is run.
Guus Sliepen [Mon, 28 Feb 2011 12:09:40 +0000 (13:09 +0100)]
Update credits for the song Herbs, originally Claustrophobia from LizardKing.
LizardKing is the original composer of the song "Claustrophobia", which was
only slightly modified by Ambick and redistributed as "Herbs". LizardKing has
given permission to use his song under the CC-BY-SA 3.0 license, which allows
Ambick's version, but it does require proper attribution.
Hans de Goede [Mon, 14 Feb 2011 11:58:50 +0000 (12:58 +0100)]
Add doc/samples which more accurately tracks samples origin
doc/samples more accurately lists the origin of various samples, including
things like original filenames or full URL-s where possible. It also notes
if changes were made to the original and which changes were made.
This commit also adds the .sfxr files which can be opened in sfxr to edit
the sfxr generated effects.
Hans de Goede [Mon, 14 Feb 2011 11:22:07 +0000 (12:22 +0100)]
Fix -Wunused-result compiler warnings
Fedora uses -Wunused-result when building packages, combined with the -Werror
from the makefile, this causes compile errors in various places because
of not properly error checking various file io actions. This patch fixes this.
Guus Sliepen [Fri, 24 Dec 2010 12:34:56 +0000 (13:34 +0100)]
Add DFSG compliant music.
Big thanks to DJ Sjors, Ambick and SinQ, who have created the music that is now
used in Blobwars and have licensed it under the Creative Commons BY-SA 3.0 and
BY 3.0 licenses.
Remove bogus Exit LINEDEF in BioMech Communications.
This LINEDEF prevents the player from going into the small alcoves in the right
wall of the tank. However, it is buggy, and in some cases the LINEDEF can be
triggered in such a way that the player cannot back out of it anymore. After
removing, the bug is gone, and the player can enter the alcove a little bit,
but this is harmless.
Apply patch from Bas Wijnen preventing the player from getting the Jetpack too early.
From: Bas Wijnen <wijnen@debian.org>
Attached is a version of data/hub which implements the level order as I
consider it appropriate. I reorganized and reindented the file, because
it wasn't clearly readable to me. The actual changes aren't large
though. What I did:
- Set the requirement for "Ancient Tomb #4" from "BioMech Assimilator"
to "Stages 18"
- Set the requirement for "BioMech Assimilator" from "Stages 15" to
"Ancient Tomb #4".
I have tested this using cheat mode, pressing F3 to finish all levels,
and it works as expected.
According to callgrind, a lot of time was spent drawing the same text over and
over to a surface. A caching version of Graphics::drawString has been added,
that keeps the surface around when the text hasn't changed.
Do not fill in comboString when we are not using it.
According to callgrind, blobwars was spending 4% of its time in
enemyBulletCollisions(), calling snprintf() to fill in comboString. However,
this string was only used when an enemy was killed to check against objectives.
So now snprintf() has been moved to where it actually is being used, dropping
time spent in that function by 3.8%.
Show music credits during start of a level and when showing the map.
The title, album and artist are shown briefly in the lower right corner of the
screen 5 seconds after a level has been started, along with an icon
representing the license under which the level music is available. The same
information is also shown when the level map is viewed.