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Offline zico

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    • DXX-Rebirth
DXX-Rebirth v0.58 released
« on: July 27, 2013, 12:13:08 PM »
Hey folks! Today DXX-Rebirth v0.58 stood in front of my door and asked where I’ve been for so long. So we had a drink or two and decided it’s time to bring the new release out today. And here it is. This release is mainly fixes and improves some things but also holds a few new features.

Here are the most important changes:
* Several fixes and improvements for Multiplayer - especially Coop savestates
* Sensitivity/Ramping sliders for keyboard input
* More efficient postional data for Multiplayer, making ship positions more accurate and require less traffic (Thanks to v66r)
* New file extension for AddOns (.dxa)
* Key combination ALT+ENTER will not work ingame anymore to not interrupt player input
* Command-line option to disable mouse cursor without disabling the mouse altogether
* Support for Raspberry Pi by derhass
* HUD style "no HUD"
* Fixes for lighting code which wasn't updating correctly all the time
* Improvement for transparency effects that won't make certain sprites disappear in front of bright surfaces
* Support for hmp tempo setting (Thanks to Yarn)
* Improvements and fixes for Shareware/Demo data
* Improvements for firing mechanism, keeping fire rate accurate at all FPS
* More fixes and improvements

As stated above, the filename extension for AddOns changed. You either need to re-download your AddOns or simply rename them from .zip to .dxa.

Also please note that right now there is not a Mac OS X release, yet. This will be released in a few days.

IMPORTANT NOTE:
There is something seriously wrong with the Windows release. This is not - as far as I can tell - a bug in the code but a fault which was caused when compiling the game itself. It's *not* a virus or such - I checked that already. However the Windows version seems to misbehave radically. Soon as I fixed this, the Windows release will be updated.
« Last Edit: July 27, 2013, 07:32:04 PM by zico »
The greatest pleasure in life is to do what people say you cannot do.
Uhm... Honey, there's a head in the toilet!

Offline mc

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Re: DXX-Rebirth v0.58 released
« Reply #1 on: July 27, 2013, 03:57:05 PM »
WOOHOO!  Thanks so much for your hard work, zico! 

It's so nice to get Alt+Enter back.  As for the keyboard sensitivity, I've been struggling with it for so long now that I'm almost used to it and, most times, I prefer the speed.  With the help of your new code, maybe I'll try to add a mod to temporarily slow down L-R slide a little when I hold down a key, for when I need sharp-shooting.

Thanks again!

mc

Offline (LoD)Tylosaurus

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Re: DXX-Rebirth v0.58 released
« Reply #2 on: July 27, 2013, 04:26:18 PM »
Awesome job Zico and the rest of the DXX-Rebirth team!  ;D 8) 8)

I have passed the news at these places:

Descent Task Force:
http://dtaskforce.forumotion.com/t208-dxx-rebirth-058-launched-today#1388

Descent Task Force Facebook page:
https://www.facebook.com/groups/187607681368240/359161624212844/?ref=notif&notif_t=group_comment

Planet Descent  8)
http://www.planetdescent.net/index.php/topic,1258.msg17475.html#new

Celestial has updated the DTF Dedicated Servers with 0.58 also ;)
« Last Edit: July 27, 2013, 04:29:14 PM by Tylosaurus »
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Offline Kp

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Re: DXX-Rebirth v0.58 released
« Reply #3 on: July 27, 2013, 04:43:10 PM »
For those who want a slightly more detailed list of changes in this release:

Code: [Select]
$ git diff -w --shortstat 0.57.3-d1x..0.58-d1x
 342 files changed, 5370 insertions(+), 8053 deletions(-)
$ git diff -w --shortstat 0.57.3-d2x..0.58-d2x
 347 files changed, 5785 insertions(+), 9325 deletions(-)
For the git shortlog, note that zico committed under two different names, so his per-commit count needs to be manually summed.  This should be a side effect of the migration to git, and will not be an issue going forward.
D1X:
Code: [Select]
$ git shortlog 0.57.3-d1x..0.58-d1x
Chris Taylor (21):
      No calling piggy_dump_all() when EDITOR is defined, it causes a failed Assert and causes it to exit when the PC Shareware descent.pig is used
      Increment version number for Mac files (should have committed this ages ago)
      Fix warnings (add d_splitpath prototype, no checking ubyte 'id' is < 0, fix say_totals prototype, include d_strdup prototype for radio.c and make sure that 'text' gets freed)
      Don't draw objects with a modelnum of -1, improving stability when a third party mission is played with shareware data
      Use new D1XMAJORi / D1XMINORi / D1XMICROi version constants for Mac
      Increased the maximum number of levels and secret levels per mission to 127 each, using MALLOC'd arrays; defined 'd_fname' type (mainly for my pointers to arrays of 13 character filenames, but could be convenient elsewhere)
      If there's a messagebox to show on exit, and we *were* in fullscreen, don't try to toggle fullscreen and crash
      Fix click-selection in the editor for OpenGL implementations that insist on point blending
      For the assembler build, make sure platform_settings is accessed from self, likely preventing a compiling error
      Changes towards building using SCons on Mac OS X
      Updated Xcode project, changed references to error.h to dxxerror.h, since it was renamed
      Added .gitignore
      Merge branch 'd1x-rebirth/master' of github.com:dxx-rebirth/dxx-rebirth into d1x
      Allow SCons to find the HIServices framework for the Mac code in physfsx.c
      For Mac, in SCons link against physfs properly
      For Mac in SCons, find the HIServices framework for physfsx.c
      Merged in remote changes
      For SCons in Mac OS X, make sure the frameworks are linked properly
      Letting the Xcode project figure out its geography regions
      Extend #ifdef guards to around StandardAlert for the messagebox, fixing a missing symbol error in SCons for Mac
      Update SDLmain.m from SDL 1.2.14 source, fixing a missing symbol 'NSAppleMenuController' when building using SCons for Mac. For Mac, using SCons, it finally builds and works again\!

Kp (173):
      Move main/hash.c -> misc/hash.c to match D2X
      Move arch_sdlmixer to the same relative position as in D2X SConstruct
      Normalize comments and whitespace to match D2X
      Normalize comments and whitespace to match D2X
      Remove RCS comment to synchronize code with D2X
      Remove RCS embedded string to synchronize code with D2X
      Fix incorrect usage of no_asm in SConstruct
      Normalize comments and whitespace to match D2X
      config.c: mark global strings as const
      Remove last bits of HOSTAGE_FACES code
      Remove PSX_BUILD_TOOLS code
      Remove DPMI support and BITMAP_SELECTOR
      Rename D1XMAJOR/D1XMINOR/D1XMICRO to VERSION_MAJOR/VERSION_MINOR/VERSION_MICRO
      Rename D1XMAJORi/D1XMINORi/D1XMICROi to DXX_VERSION_MAJORi/DXX_VERSION_MINORi/DXX_VERSION_MICROi
      Overload argument lookup to allow version-specific names
      Move command line settable values into class Settings
      Simplify copying in compiler environment variables
      Collapse ogldefines handling
      Move platform-specific settings into specialized settings classes
      Remove ineffective LINKFLAGS assignment
      Move SCons rules into wrapper classes
      Generate resource file at build time
      Copy source lists into individual program objects
      Use pkg-config to get libSDL settings
      Combine platform-specific settings construction
      Move names of platform-specific sources into subclasses
      Move net_udp.c reference to subclass
      Move register_program into subclass
      Prepare for files to be in a subdirectory
      Normalize whitespace in copyright header to match D2X-Rebirth
      Remove unnecessary program-specific references in pstypes.h
      Remove obsolete include/archinc.h
      Rename include/error.h to include/dxxerror.h
      Push down inclusion "args.h" from physfsx.h into sources
      Move compiler flags out of SConstruct preprocessor line
      Remove -D_REENTRANT and instead pass -pthread
      Use #ifdef, not #if, to test WORDS_BIGENDIAN
      Remove unused file 2d/tmerge.c
      Remove editor UI references to hostage faces code
      Change type of visited[] from char to unsigned char to match D2X
      Move declaration of render_mine to render.h
      Fix wrong length passed to PHYSFSX_fgets
      Fix ancient bug that read Segments[-2].verts during endlevel sequence
      Fix automap save bug in large levels
      Fix bug that last object is skipped when caching OGL textures
      Remove unused 2d/scale.c
      Remove unused include/checker.h
      Remove unused include/d1x.xpm
      Remove unused include/i86.h
      Remove unused include/descent.xpm
      Remove unused editor/macro.c
      Remove various unused misc files
      Restructure struct segment to align better
      Move segment handling from editor.h
      Remove unused main/compbit.h
      Remove unused main/altsound.c, main/altsound.h
      Remove unused main/mute.c, main/mute.h
      Remove unused arch/linux files
      Remove unused editor/kgroup.c
      Add stub which_bomb to match D2X code
      Switch from C99 to Gnu99 to make editor build work
      Remove -pedantic
      Support versions of gcc < 4.6
      Remove unused header files
      Remove unused main/desc_id.h
      Fix compilation error in non-editor build
      Create struct reactor analogous to D2X
      Move reactor Gun_dir,Gun_pos into struct object
      Add stubs to hide editor reactor differences from D2X
      Always use int[] for matcen robot flags
      Add unused fix *l to find_hitpoint_uv to match D2X
      Add unused init_player_stats_level parameter 'secret_flag' to match D2X
      Add unused StartNewLevelSub parameter 'secret_flag' to match D2X
      Add LoadLevel parameter page_in_textures to match D2X
      Add create_smart_children parameter num_smart_children to match D2X
      Remove unused include/tracker/tracker.h
      Remove unused newdemo_record_trigger
      Remove unused flags in main/player.h
      Remove afterburner support stubs
      Remove write-only robot fields fire_power[] and shield[] in main/robot.h
      Remove unused declarations in main/screens.h
      Remove unused main/script.h
      Add support for out-of-tree build
      Remove unused hostage code
      Remove write-only hostage text
      Remove unused hostage vclip_num
      Move player_ship_read bm.c -> player.c
      Remove unused gauge declarations
      Make blast_blastable_wall match D2X
      Add unused multi_send_door_open parameter 'flag' to match D2X
      Use helper jointlist_read_n to match D2X
      Reorder differences to match D2X
      Avoid using #ifdef inside Error string on hog failure
      Combine date,time into Descent version con_printf
      Support extra information, such as git describe, in version string
      Add stubs to make physics code more like D2X
      Simplify logic for robot to drop proximity bomb
      Use ubyte/const ubyte consistently in multiplayer messaging
      Add helper to get pointer to reactor definition
      Fix debug=1 build break from fe7cf3bc ("Move segment handling from editor.h")
      Add proximity bomb ID test helper to match D2X
      Add multi_send_robot_explode unused parameter isthief to match D2X
      Remove unused inclusion of dxxerror.h
      Make master drop powerups from uncontrolled robot at death
      Move Darwin version handling into DarwinPlatformSettings
      Set Environment tools= from platform settings
      Make name of GLES_CM library configurable
      Make CPPDEFINES consistent with unification branch
      Move compiler flags/selection into a base class above DXXProgram
      Refactor SConstruct register_program handling
      Store fixed values at class scope
      Add unused ai_restore_state parameter version to match D2X
      Support cross-configuring SDL
      Make do_exploding_wall_frame set WALL_BLASTED
      Fix edge cases in new cycle skip logic
      Use D2XR pick_connected_segment for increased randomness
      Add Raspberry Pi automatic environment setup
      Make GET_INTEL_* const-correct
      Make main/fireball.c more like D2XR
      Add unused ai_restore_state parameter version to match D2X
      Remove variables that were unused-but-set
      Treat robot joints as const
      Make ranking strings const
      Mark reticle control data const
      Mark reactor default countdown times as const
      Mark weapon related globals as const
      Move mine_*info fields into #ifdef EDITOR where they belong
      Restore use of Windows icon file
      Make weapon.c more like D2X
      Convert HAS_*_INDEX to use helper macro
      Move new_baldguy_pcx inline
      Add unused weapon_info_read_n parameter file_version to match D2X
      Move PCX filenames onto stack
      Fix recvfrom prototype mismatches
      Mark titles.c functions static
      Remove obsolete TXT_ macros
      Add Win32PlatformSettings.__init__ to fix SConstruct for Windows
      Avoid some weapon name copying
      Convert text index macros to ternary expressions
      Use inline function to compute extra-short secondary names
      Remove obsolete advice about level saving
      Compute message_length limit automatically
      Use enum for multiplayer message numbers
      Move reset_network_objects to multi.c to match D2X
      Add unused check_trigger parameter shot to match D2X
      Remove unused -DPROGRAM_NAME
      Use enum for multiplayer netflag numbers
      Make object.c more like D2X
      Validate netgame mode index
      Realign netflag enum and strings
      Fix build break in previous commit
      Use program.srcdir, not self.srcdir for Win32PlatformSettings
      Make diagnostic_message forward directly to editor_status
      Fix font prototype mismatch in SDL-only case
      Remove extra %i in debugging output
      Add editor_status_fmt for printf status messages
      Use diagnostic_message directly
      Call HUD_init_message_va directly from powerup_basic
      Make newdemo_write_string const correct
      Add HUD_init_message_literal for preformatted text strings
      Fix format string conversion mismatches
      Use MENU_DIFFICULTY_TEXT for pause dialog
      Use inline function to compute placement names
      Remove unused error formatting support
      Use system assert instead of homegrown Assert
      Support using only builtin text strings
      Apply strict type checks to drawer functions
      Use MALLOC wrapper for SDL window handling
      Remove unused vm_vector_2_matrix_norm
      Use macros ZERO_VECTOR and IDENTITY_MATRIX for initialization
      Add space for null terminator of g_descent_build_datetime
      Use unsigned iteration counters in bald_guy_load
      Fix mapping of netflag values to strings

zico (28):
      Added Rankings functionality like in D2X-Rebirth while still utilizing eff file from original D1X source; Decrease personal score when killing multi buddy and don't increment towards kill goal
      Support for Raspberry Pi - patch by derhass
      Increased ship wiggle from 20FPS- to 30FPS-base as I think this more representy the 486 play style - feels way more natural to me, too
      Added 4th alternative HUD mode for no HUD rendering, aka Immersion mode
      Added option to ignore cycling weapons that are not on autoselect list
      Removed light_frame_count due to being unnecessary since lighting is now time-based and messed up deletion of dynamic light
      Due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturation
      Made UPID_GAME_INFO_SIZE, UPID_GAME_INFO_LITE_SIZE and UPID_SEQUENCE_SIZE change if NETGAME_NAME_LEN, MISSION_NAME_LEN or CALLSIGN_LEN changes, fixes bug where joining games was not possible anymore due to recent change of MISSION_NAME_LEN
      use const ubyte for multi_do_powcap_update()
      Adjusted SB_PRIMARY_W_BOX_RIGHT_L to fit perfectly
      In restricted game mode check for player callsign and sockaddr at the same time
      Clear Netgame struct each time player enters a new IP in manual join menu
      Added a lot of status messages for RBA code shown with -verbose, hopefully making it easier for users to track down problems and made all RBA messages start with RBAudio prefix
      Made hmp code actually read tempo. Due to missing documentation of the format I can only guess it's a 4 bit int
      merge
      Made wall_damage() and blast_blastable_wall() similar to D2X-Rebirth code base. Also fixing regression introduced in a4068234b4 causing blast_blastable_wall() being called multiple times and causing high damage
      Fixed briefing_screens array for Descent 1 Shareware
      Changed message regarding VSync and Multisampling indicating not all OSes need a restart to apply (mysteries of SDL)
      Consider FrameTime overhead when calculating time to allow next weapon fire. Should work perfectly as long as FPS >= Shots-per-second.
      removed silly debugging message I forgot to remove recently
      merge
      Made hmp->tempo endian-safe
      Made credits music fade respect previous music volume
      Initialize danger_laser_num in init_ai_object() and hopefully resolve random crash in ai_move_relative_to_player()
      Set release info to 0.58
      Updated RELEASE-NOTES.txt
      set new version number for OS X release
      merge

zicodxx (76):
      Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
      Made inline functions static
      Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
      During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
      Do not send endlevel packets to disconnected (but still saved) clients
      Do not allow ports below 1024; More verbosity for udp_open_socket()
      In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
      when updating game info also check for player connected status in case we send to everyone
      allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
      fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players
      using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
      using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
      now properly initialize all other parts of the new/old player object when restoring a coop savestate
      Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
      in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
      Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
      Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
      Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
      Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
      fixed possible buffer overflow in load_screen_text()
      Removed remnants of the old and obsolete VR implementation
      removed weapon_rate_scale() which should be obsolete due to other optimizations in network code
      Removed Laser_offset hack
      Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
      use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
      changed extension for archive (addon) content from zip to dxa - still a zip-file but renamed to not accidentially add user generated backups and possibly mess things up
      renamed forgotten stricmp to d_stricmp to make editor compile again
      Switching keyboard sensitivity function from variable increase to variable offset, making the ship more responsive in higher settings
      in vms_matrix_from_quaternion put the definition of tmp1 and tmp2 variables at the beginning of the functions because i was a baaaad boy
      added songs_play_file() to play any song depending on filename-extension as a more streamlined approach to handle all different kinds of formats; also used for jukebox to make it independent from SDL_mixer; cleaned up supported filename extenstions
      removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special characters
      Introduced INITIAL_ENERGY and INITIAL_SHIELDS defines from d2x and on that way added handicap feature for multiplayer as well; incremented multi proto version
      Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
      Some Sconstruct lovin': Respect LDFLAGS; Made D1XMAJORi/MINORi/MICROi compile time constants; Do not pass CFLAGS to CXX; Mark some more warnings as errors - patches by Kp
      Fixed incorrect patch merge introduced in the last commit
      Removed Assert in create_smart_children() which has been taken from D2X code but does not apply for D1X and only will let the Assert fail
      Use enum for object types, powerup types, weapon types
      Compile out memory checker if not enabled - patch by Kp
      Avoid some unnecessary strlen's
      Made FindArg static - patch by Kp
      Fixed inconsistency in hostage_rescue() definition and revoked recent patch for u_mem.h due to infinite loops in mem.c caused by this
      Made key_properties readable in other files; Eliminated key_text variable; Marked unicode_frame_buffer as extern in header - patches by Kp
      Removed 'new' from prototypes; Declared ogl_do_palfx(), ogl_close_pixel_buffers(), ogl_init_pixel_buffers() in gr.h - patches by Kp
      Moved ui_draw_frame(), ui_draw_shad(), draw_tmap_flat(), math tables externs to headers - patches by Kp
      in g3s_codes renamed  or,and to uor,uand - patch by Kp
      use struct type explicitly - patch by Kp
      Renamed __format to __attribute_gcc_format due to possible C++ conflict; allow arguments - patch by Kp
      Marked con_printf fmt as const, Increased console lines from 512 to 2048; Marked console private entries as static - patches by Kp
      Fixed test for font magic number; Consolidated grs_font_read() - patches by Kp
      Moved vers_id.h inclusion to where it is needed - patch by Kp
      Include bitmap.h - patch by Kp
      Move declaration of gr_rle_expand_scanline_generic() to rle.h - patch by Kp
      Centralized UDP Broadcast function for IPv4 and IPv6 calls - patch by Kp
      Deleted unnecessary drop-to-shell feature; commented out unused ReadLispMacro - patches by Kp
      Moved pow2ize declaration to ogl_init.h - patch by Kp
      Moved remove_char declaration to piggy.h - patch by Kp
      Moved multi_* declarations to multi.h - patch by Kp
      Included maths.h in rand.c to get d_rand prototype - patch by Kp
      Moved joy_*_handler declarations to joy.h - patch by Kp
      Declared wall_close_door_num in wall.h; Declared validate_segment_side in gameseg.h - patches by Kp
      Removed redundant/obsolete declarations - patch by Kp
      Moved large control_info arrays to end - patch by Kp
      medrobot: avoid needless name copy - patch by Kp
      Fixed argument specifier mismatches flagged by -Wformat - patch by Kp
      Moved screenshot message formating to HUD_init_message - patch by Kp (and me for non-OGL code ;))
      Converted gr_printf to gr_string where needed - patch by Kp
      Added dummy %s to prevent formatting untrusted literals - patch by Kp
      Removed obsolete HUD cleaning code - patch by Kp
      Use proper width in format specifier - patch by Kp
      Fixed some minor HUD-text related issues: For team assignment messages, joining player name would appear; team color assignment in netgame info screen could be wrong due to wrong syntax handling; when rewrapping text messages to specific player, game would not add space behind colon
      Defer free of kmatrix data until window is fully gone - patch by Kp
      Added default keys for weapon cycling similar to Descent 2 and reverted default reverse key to Z as default as more convinient for the QUERTY keyboard layout
      Disable fullscreen toggling via ALT+ENTER if Game_wind is on top so toggling cannot be done accidentially ingame
      Added option to hide mouse cursor (without disabling the mouse completely)
      Patch by A Future Pilot to hopefully fix bug which prevented building source within MinGW if Visual Studio installed
      Changed additive color blending func to GL_ONE, GL_ONE - patch by derhass

D2X:
Code: [Select]
$ git shortlog 0.57.3-d2x..0.58-d2x
Chris Taylor (17):
      Increment version number for Mac files (should have committed this ages ago)
      If bitmaps.tbl happens to be available, don't try and re-make the pig if EDITOR is defined because it would cause problems
      Fix warnings (no checking ubyte 'id' is < 0, include d_strdup prototype for radio.c and make sure that 'text' gets freed)
      Don't draw objects with a modelnum of -1, improving stability when a third party mission is played with shareware data
      Use new D1XMAJORi / D1XMINORi / D1XMICROi version constants for Mac
      Increased the maximum number of levels and secret levels per mission to 127 each, using MALLOC'd arrays; defined 'd_fname' type (mainly for my pointers to arrays of 13 character filenames, but could be convenient elsewhere)
      If there's a messagebox to show on exit, and we *were* in fullscreen, don't try to toggle fullscreen and crash
      Fix click-selection in the editor for OpenGL implementations that insist on point blending
      Added .gitignore
      Updated Xcode project
      For the assembler build, make sure platform_settings is accessed from self, likely preventing a compiling error
      Updated Xcode project, changed references to error.h to dxxerror.h, since it was renamed
      Allow SCons to find the HIServices framework for the Mac code in physfsx.c
      For Mac, in SCons link against physfs properly
      For SCons in Mac OS X, make sure the frameworks are linked properly
      Extend #ifdef guards to around StandardAlert for the messagebox, fixing a missing symbol error in SCons for Mac
      Update SDLmain.m from SDL 1.2.14 source, fixing a missing symbol 'NSAppleMenuController' when building using SCons for Mac. For Mac, using SCons, it finally builds and works again\!

Kp (223):
      Move main/bmread.c to be sorted in SConstruct
      Normalize comments and whitespace to match D1X
      Normalize comments and whitespace to match D1X
      Remove RCS comment to synchronize code with D1X
      Remove RCS embedded string to synchronize code with D1X
      Revert "Move main/bmread.c to be sorted in SConstruct"
      Normalize comments and whitespace to match D1X
      Use correct array index when loading circle distance
      Rename D2XMAJOR/D2XMINOR/D2XMICRO to VERSION_MAJOR/VERSION_MINOR/VERSION_MICRO
      Rename D2XMAJORi/D2XMINORi/D2XMICROi to DXX_VERSION_MAJORi/DXX_VERSION_MINORi/DXX_VERSION_MICROi
      Overload argument lookup to allow version-specific names
      Move command line settable values into class Settings
      Simplify copying in compiler environment variables
      Collapse ogldefines handling
      Move platform-specific settings into specialized settings classes
      Remove ineffective LINKFLAGS assignment
      Move SCons rules into wrapper classes
      Generate resource file at build time
      Remove DPMI support and BITMAP_SELECTOR
      Copy source lists into individual program objects
      Use pkg-config to get libSDL settings
      Combine platform-specific settings construction
      Move names of platform-specific sources into subclasses
      Move net_udp.c reference to subclass
      Move register_program into subclass
      Normalize whitespace in copyright header to match D1X-Rebirth
      Prepare for files to be in a subdirectory
      Remove unnecessary program-specific references in pstypes.h
      Add const markers to missed vecmat functions
      Rename include/error.h to include/dxxerror.h
      Push down inclusion "args.h" from physfsx.h into sources
      Remove inferno.h include of pstypes.h
      Move compiler flags out of SConstruct preprocessor line
      Remove -D_REENTRANT and instead pass -pthread
      Remove unnecessary prototype of AppendIniArgs
      Reorder Descent II specific arguments to be together
      Remove unnecessary __pack__ on Arg
      Use #ifdef, not #if, to test WORDS_BIGENDIAN
      Remove unused file misc/byteswap.c
      Remove unused file 2d/tmerge.c
      Switch from C99 to Gnu99 to make editor build work
      Fix wrong length passed to PHYSFSX_fgets
      Fix ancient bug that read Segments[-2].verts during endlevel sequence
      Fix automap save bug in large levels
      Fix light save bug in large levels
      Fix bug that last object is skipped when caching OGL textures
      Remove unused function pcx_get_dimensions
      Remove unused 2d/scale.c
      Remove unused include/checker.h
      Remove unused include/d1x.xpm
      Remove unused include/i86.h
      Remove unused d2x-rebirth/ui/number.c
      Remove unused include/descent.xpm
      Remove unused d2x-rebirth/ui/barbox.c
      Remove unused editor/macro.c
      Remove unused include/pa_enabl.h
      Remove various unused misc files
      Move segment handling from editor.h
      Remove unused arch/include/gui.h
      Remove unused arch/linux files
      Remove unused editor/kgroup.c
      Move prototype of which_bomb to weapon.h
      Support versions of gcc < 4.6
      Move segment2 back to segment
      Restructure struct segment to align better
      Remove unused header files
      Remove unused main/desc_id.h
      Move reactor Gun_dir,Gun_pos into struct object
      Remove N_controlcen_guns cache
      Add stubs to hide editor reactor differences from D1X
      Always use int[] for matcen robot flags
      Fix bogus optimization in robot maker paging
      Rename old_matcen_info to reflect that it is the D1 matcen_info
      Remove unused StartNewLevel parameter 'secret_flag'
      Remove unused main/gamestat.h
      Remove unused main/link.bat
      Delete definition of Segment2s
      Move declaration of last_palette_loaded to gamepal.h
      Avoid crash on failure to open HAM file
      Add support for out-of-tree build
      Move Darwin version handling into DarwinPlatformSettings
      Set Environment tools= from platform settings
      Allow user to override Raspberry Pi defaults
      Remove unused declarations in main/screens.h
      Remove unused gauge declarations
      Remove unused hostage dialog editor
      Make stub g3_uninit_polygon_model inline
      Read robot_info arrays in pieces
      Reorder differences to match D1X
      Avoid using #ifdef inside Error string on hog failure
      Combine date,time into Descent version con_printf
      Support extra information, such as git describe, in version string
      Adjust physics layout to match D1X
      Simplify logic for robot to drop proximity and smart bombs
      Simplify processing of $ insertion of name in multiplayer messages
      Use ubyte/const ubyte consistently in multiplayer messaging
      Add helper to get pointer to reactor definition
      Fix debug=1 build break from 2a3524cd ("Move segment handling from editor.h")
      Remove unused include/ps*.inc
      Add proximity bomb ID test helper
      Add new mission type with support for HAM-by-reference
      Remove -pedantic
      Move compiler flags/selection into a base class above DXXProgram
      Refactor SConstruct register_program handling
      Store fixed values at class scope
      Support cross-configuring SDL
      Use primary order list for primary cycling
      Fix edge cases in new cycle skip logic
      Restore Raspberry Pi support lost in ed33108
      Make GET_INTEL_* const-correct
      Simplify reading $LDFLAGS
      Allow user to suppress install target
      Add support for DESTDIR installs
      Add support for linking under an alternate name
      Convert thief-steal messages to use weapon name macros
      Fold headlight message into powerup_basic
      Make Boss_dying an int
      Remove unnecessary exit(1) calls in physfsx
      Make ranking strings const
      Mark reticle control data const
      Refactor PCX loading code to simplify exit path
      Use a static wrapper in PCX reading code
      Adjust alignment of vulcan/gauss ammo display
      Mark weapon related globals as const
      Mark powerup_basic as printf-like
      Treat robot joints as const
      Mark reactor default countdown times as const
      Delete empty function apply_modified_palette
      Restore use of Windows icon file
      Mark bitblt.c functions static
      Adjust handling of weapon cycle with superlaser
      Fix recvfrom prototype mismatches
      Fix font prototype mismatch in SDL-only case
      Add Win32PlatformSettings.__init__ to fix SConstruct for Windows
      Use inline function to compute extra-short secondary names
      Remove unused SW_* variables
      Avoid some weapon name copying
      Move demo ammo recording up so it works in immersion mode
      Convert text index macros to ternary expressions
      Use MENU_DIFFICULTY_TEXT for pause dialog
      Remove unused gr_bm_ubitblt0x_rle parameter masked
      Use symbolic indexes for secondary weapon names
      Remove obsolete advice about level saving
      Simplify left rotation to help the compiler
      Use inline function to compute placement names
      Make piggy_find_bitmap input mostly const
      Compute message_length limit automatically
      Use enum for multiplayer message numbers
      Remove unused -DPROGRAM_NAME
      Use enum for multiplayer netflag numbers
      Use D1X style per-vector copying
      Move model_buf back onto stack
      Remove unused return value of free_object_slots
      Fix bug that allowed shield centers to charge indefinitely
      Validate netgame mode index
      Realign netflag enum and strings
      Remove unused function print_diagnostic
      Remove unused function editor_sub_status
      Remove unused editor functions
      Make diagnostic_message forward directly to editor_status
      Use program.srcdir, not self.srcdir for Win32PlatformSettings
      Work around ntpath handling of None
      Call HUD_init_message_va directly from powerup_basic
      Make newdemo_write_string const correct
      Add HUD_init_message_literal for preformatted text strings
      Add editor_status_fmt for printf status messages
      Use diagnostic_message directly
      Fix format string conversion mismatches
      Remove unused error formatting support
      Use system assert instead of homegrown Assert
      Support using only builtin text strings
      Avoid use of C++ keyword as variable name
      Use MALLOC wrapper in 2d code
      Apply strict type checks to drawer functions
      Use MALLOC wrapper for SDL window handling
      Use macros ZERO_VECTOR and IDENTITY_MATRIX for initialization
      Remove unused vm_vector_2_matrix_norm
      Remove unused gauge macros
      Fix bug that prevented displaying shield conversion message
      Remove unused graphics code
      Remove unused vm_vec_imag
      Remove unused double-linked list code
      Use MALLOC for hmp
      Add realloc casts
      Use d_strdup consistently
      Use MALLOC for d_strdup
      Use MALLOC for ui_add_gadget_checkbox
      Remove unused GetKeyCode
      Remove unused key_dialog_handler
      Use MALLOC in 2d/font.c
      Add realloc cast to file_getdirlist
      Fix -Wsign-compare warning in file_getdirlist
      Use ubyte* for g3_poly_get_color
      Mark various vector parameters as const
      Make zero_angles const
      Make various g3s_point pointers const
      Make Side_to_verts const
      Add size information to improve -fmudflap
      Use sizeof to compute array extents
      Make HMP cmdlen const
      Use MALLOC for ui_add_gadget_inputbox
      Use MALLOC for MenuX allocation
      Make select_tmap take const char*
      Remove useless strlen in menubar setup
      Fix preprocessor guard for draw_outline
      Make g3_draw_polygon_model take ubyte* model_ptr
      Make g3_draw_morphing_model take ubyte* model_ptr
      Remove unused interpreter color table
      Use SDLK_UNKNOWN for unmapped entries
      Fix sign mismatch in control_center_triggers_read_n
      Fix sign mismatch in timer_delay2
      Use const strings for cheats
      Specify prototype for newdemo_record_morph_frame
      Remove useless strlen in newmenu string rendering
      Remove unused energy_str setup
      Make mem_* description strings const char*
      Cache cockpit_idx computation
      Memory debug improvements
      Replace MALLOC+memset with CALLOC
      Remove SDL/ in #include statements
      Add space for null terminator of g_descent_build_datetime
      Include physfs.h to define PHYSFS_File for player_ship_read
      Remove unused mem_malloc,mem_free

Skywing (3):
      Use vsnprintf instead of vsprintf in 2d\font.cpp
      Don't truncate callback pointer to midiStreamOpen in hmp_play().
      It helps to pass the right length to bind().

zico (28):
      Added 4th alternative HUD mode for no HUD rendering, aka Immersion mode
      Added option to ignore cycling weapons that are not on autoselect list
      merging?
      Removed light_frame_count due to being unnecessary since lighting is now time-based and messed up deletion of dynamic light
      Due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturation
      revert
      Made UPID_GAME_INFO_SIZE, UPID_GAME_INFO_LITE_SIZE and UPID_SEQUENCE_SIZE change if NETGAME_NAME_LEN, MISSION_NAME_LEN or CALLSIGN_LEN changes
      In restricted game mode check for player callsign and sockaddr at the same time
      Clear Netgame struct each time player enters a new IP in manual join menu
      Added a lot of status messages for RBA code shown with -verbose, hopefully making it easier for users to track down problems and made all RBA messages start with RBAudio prefix
      Made hmp code actually read tempo. Due to missing documentation of the format I can only guess it's a 4 bit int
      re-init digi system after re-setting sample rate for shareware
      merge
      Removed call of digi_stop_digi_sounds() from DoPlayerDead(). Since it was killing persistent sounds which were only started once a level it would forever mute fans, waterfalls, etc.. Also closing Game_wind kills all sounds anyways so there is no point doing it on player death
      Fixed briefing_screens array for Descent 1 Shareware
      Don't try to free Current_mission->alternate_ham_file if not allocated
      Changed message regarding VSync and Multisampling indicating not all OSes need a restart to apply (mysteries of SDL)
      Fixed case where it wasn't possible to switch to view of a player > X if player X was missing
      Consider FrameTime overhead when calculating time to allow next weapon fire. Should work perfectly as long as FPS >= Shots-per-second. Also set Omega firing rate to 20 shots per second for both single- and multiplayer
      merge
      fixed regression introduced in bb57521ef1 causing the game to crash when trying to incorrectly re-init SDL_mixer for change in sample rate - which isn't needed in the first place
      Made hmp->tempo endian-safe
      Correctly spply demo string to credits file and also check whether a mission has been loaded. if not, show normal credits
      Made credits music fade respect previous music volume
      Initialize danger_laser_num in init_ai_object() and hopefully resolve random crash in ai_move_relative_to_player()
      Set release info to 0.58
      Updated RELEASE-NOTES.txt
      set new version number for OS X release

zicodxx (83):
      Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
      Made inline functions static
      Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
      During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
      Do not send endlevel packets to disconnected (but still saved) clients
      Do not allow ports below 1024; More verbosity for udp_open_socket()
      In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
      when updating game info also check for player connected status in case we send to everyone
      allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
      fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players
      using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
      using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
      solved some potential buffer overflows when initializing movie names
      now properly initialize all other parts of the new/old player object when restoring a coop savestate
      Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
      in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
      Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
      Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
      Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
      Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
      fixed possible buffer overflow in load_screen_text()
      Removed remnants of the old and obsolete VR implementation
      removed weapon_rate_scale() which should be obsolete due to other optimizations in network code
      Removed Laser_offset hack
      Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
      use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
      changed extension for archive (addon) content from zip to dxa - still a zip-file but renamed to not accidentially add user generated backups and possibly mess things up
      cleanly decide it to drop a hoard orb depending on wether we were killed by ourselves, en enemy or team-mate without any ugly and unreliable hacks
      Switching keyboard sensitivity function from variable increase to variable offset, making the ship more responsive in higher settings
      in vms_matrix_from_quaternion put the definition of tmp1 and tmp2 variables at the beginning of the functions because i was a baaaad boy
      do not write player file each time lifetime stats change to prevent hickups on killing
      removed MarkerOwner; some code cleaning in that regard
      added songs_play_file() to play any song depending on filename-extension as a more streamlined approach to handle all different kinds of formats; also used for jukebox to make it independent from SDL_mixer; cleaned up supported filename extenstions
      removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special characters
      cleanup for netgame help menu and incremented multi proto vwersion due to recent code changes (d1x mostly however)
      Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
      Some Sconstruct lovin': Respect LDFLAGS; Made D2XMAJORi/MINORi/MICROi compile time constants; Do not pass CFLAGS to CXX; Mark some more warnings as errors - patches by Kp
      Fixed incorrect patch merge introduced in the last commit
      Use enum for object types, powerup types, weapon types
      Compile out memory checker if not enabled - patch by Kp
      Avoid some unnecessary strlen's
      Made FindArg static - patch by Kp
      Fixed inconsistency in hostage_rescue() definition and revoked recent patch for u_mem.h due to infinite loops in mem.c caused by this
      Made key_properties readable in other files; Eliminated key_text variable; Marked unicode_frame_buffer as extern in header - patches by Kp
      Removed 'new' from prototypes; Declared ogl_do_palfx(), ogl_close_pixel_buffers(), ogl_init_pixel_buffers() in gr.h - patches by Kp
      Moved ui_draw_frame(), ui_draw_shad(), draw_tmap_flat(), math tables externs to headers - patches by Kp
      in g3s_codes renamed  or,and to uor,uand - patch by Kp
      use struct type explicitly - patch by Kp
      Renamed __format to __attribute_gcc_format due to possible C++ conflict; allow arguments - patch by Kp
      Marked con_printf fmt as const, Increased console lines from 512 to 2048; Marked console private entries as static - patches by Kp
      Fixed test for font magic number; Consolidated grs_font_read() - patches by Kp
      Moved vers_id.h inclusion to where it is needed - patch by Kp
      Include bitmap.h - patch by Kp
      Move declaration of gr_rle_expand_scanline_generic() to rle.h - patch by Kp
      Centralized UDP Broadcast function for IPv4 and IPv6 calls - patch by Kp
      Deleted unnecessary drop-to-shell feature; commented out unused ReadLispMacro - patches by Kp
      Moved pow2ize declaration to ogl_init.h - patch by Kp
      Moved remove_char declaration to piggy.h - patch by Kp
      Moved multi_* declarations to multi.h - patch by Kp
      Included maths.h in rand.c to get d_rand prototype - patch by Kp
      Moved joy_*_handler declarations to joy.h - patch by Kp
      Declared wall_close_door_num in wall.h; Declared validate_segment_side in gameseg.h - patches by Kp
      Removed redundant/obsolete declarations - patch by Kp
      Moved large control_info arrays to end - patch by Kp
      Avoid -Wformat-nonliteral for trigger message; Reflect plurality in light trigger messages - patches by Kp
      medrobot: avoid needless name copy - patch by Kp
      Fixed argument specifier mismatches flagged by -Wformat - patch by Kp
      Moved screenshot message formating to HUD_init_message - patch by Kp (and me for non-OGL code ;))
      Converted gr_printf to gr_string where needed - patch by Kp
      Added dummy %s to prevent formatting untrusted literals - patch by Kp
      Removed obsolete HUD cleaning code - patch by Kp
      Use proper width in format specifier - patch by Kp
      Fixed some minor HUD-text related issues: For team assignment messages, joining player name would appear; team color assignment in netgame info screen could be wrong due to wrong syntax handling; when rewrapping text messages to specific player, game would not add space behind colon
      Defer free of kmatrix data until window is fully gone - patch by Kp
      Disable fullscreen toggling via ALT+ENTER if Game_wind is on top so toggling cannot be done accidentially ingame
      Added option to hide mouse cursor (without disabling the mouse completely)
      Patch by A Future Pilot to hopefully fix bug which prevented building source within MinGW if Visual Studio installed
      Corrected ai_fire_laser_at_player() syntax where boss should not fire when Boss_dying_start_time != 0 and boss flag is set - patch by derhass
      Changed additive color blending func to GL_ONE, GL_ONE - patch by derhass
      Decrease personal score when killing multi buddy and don't increment towards kill goal; Killing off some old externs on which I don't wanna waste an extra commit
      Support for Raspberry Pi - patch by derhass
      Increased ship wiggle from 20FPS- to 30FPS-base as I think this more representy the 486 play style - feels way more natural to me, too
      Merge pull request #1 from dxx-rebirth/d2x-rebirth/indirect-ham

Offline JinX

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Re: DXX-Rebirth v0.58 released
« Reply #4 on: July 27, 2013, 06:57:02 PM »
Where is the scons.py for .58? It's conspicuously absent. Also a few of the files still list this release as .57.3.

Offline pacefalm

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Re: DXX-Rebirth v0.58 released
« Reply #5 on: July 27, 2013, 07:28:16 PM »
Thanks a lot for this update. I got a chuckle out of the announcement :). Is there a guide anywhere for moving your user files over from the old version for the update?

Offline zico

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Re: DXX-Rebirth v0.58 released
« Reply #6 on: July 27, 2013, 07:29:51 PM »
@pacefalm: Usually you can upgrade easily by just overwriting the old release with the files of the new one. you don't need to make a new installaction.
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Offline zico

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Re: DXX-Rebirth v0.58 released
« Reply #7 on: July 27, 2013, 07:31:53 PM »
IMPORTANT NOTE:
There is something seriously wrong with the Windows release. This is not - as far as I can tell - a bug in the code but a fault which was caused when compiling the game itself. It's *not* a virus or such - I checked that already. However the Windows version seems to misbehave radically. Soon as I fixed this, the Windows release will be updated.
The greatest pleasure in life is to do what people say you cannot do.
Uhm... Honey, there's a head in the toilet!

Offline pacefalm

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Re: DXX-Rebirth v0.58 released
« Reply #8 on: July 27, 2013, 07:41:19 PM »
@pacefalm: Usually you can upgrade easily by just overwriting the old release with the files of the new one. you don't need to make a new installaction.

Yes but that can end up with a sloppy install folder that has some of the old unused files still. Guess I am a bit of a neat freak when it comes to my game folders :P.

Offline zico

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Re: DXX-Rebirth v0.58 released
« Reply #9 on: July 27, 2013, 07:52:03 PM »
Like in 0.58 I usually try to say if something becomes obsolete. This time the AddOns changed.

However if you just want to carry your stuff over from 0.57.3 to 0.58 you should copy over these files:
- Everything with your pilot name - i.e. NAME.plr, NAME.plx, NAME.sg*, NAME.eff, etc
- descent.cfg
- The game content data (as described in the game's readme

Still it's usually easier to just overwrite the old release. If you fear something might be left, you might as well delete all data from 0.57.3 before. The game itself will not create any sort of temp files or stuff. So any of these tactics will be fine.
The greatest pleasure in life is to do what people say you cannot do.
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Offline (LoD)Tylosaurus

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Re: DXX-Rebirth v0.58 released
« Reply #10 on: July 27, 2013, 08:10:49 PM »
Well I prefer to overwrite it with the old release of 0.57.3 only thing is I can't download it anywhere, so I can't do anything atm, unless one of you can offer me 0.57.3 for D1 & D2, that would be of great honor.
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Offline Kp

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Re: DXX-Rebirth v0.58 released
« Reply #11 on: July 27, 2013, 09:13:39 PM »
Where is the scons.py for .58? It's conspicuously absent. Also a few of the files still list this release as .57.3.
Rebirth has used SConstruct, not scons.py, for as long as I have known of it.  Git history says that the file was named SConstruct since 2006 when zico created it.

I see that some of the plist files still say 0.57.3, which is expected since the Mac version of 0.58 is not ready yet.  Did you have some other file in mind?

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Re: DXX-Rebirth v0.58 released
« Reply #12 on: July 27, 2013, 10:47:20 PM »
I have solved it I have used a backup from my Dell XPS 15 laptop, all my three Dual Opterons have 0.57.3 now and I was able to cope my saved player files so yeah I am waiting everything off before I plan to upgrade my network with anything ;)
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Offline JinX

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  • pilot/kali name: jinx
Re: DXX-Rebirth v0.58 released
« Reply #13 on: July 27, 2013, 10:54:45 PM »
Where is the scons.py for .58? It's conspicuously absent. Also a few of the files still list this release as .57.3.
Rebirth has used SConstruct, not scons.py, for as long as I have known of it.  Git history says that the file was named SConstruct since 2006 when zico created it.

I must be going crazy. I'll look into where my mind went.

Offline zico

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    • DXX-Rebirth
Re: DXX-Rebirth v0.58 released
« Reply #14 on: July 27, 2013, 10:56:43 PM »
scons.py is probably the script you are calling from within MSYS. Maybe just a mix-up? Don't worry - this happens to me all the friggin time.
The greatest pleasure in life is to do what people say you cannot do.
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