Fixed little compile error in RageDisplay and fixed error in README
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@@ -431,13 +431,17 @@ and can load sounds in ogg, mp3, or wav format.)
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by separating them with commas. e.g. "60=2.23,80=1.12".
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by separating them with commas. e.g. "60=2.23,80=1.12".
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#BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at
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#BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at
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'beat', the background should begin playing a new background named 'bg name'.
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'beat', the background should begin playing a new background named 'bg name'.
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'beat' is a fractional value value and 'anim name' is a string. Different
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'beat' is a fractional value value and 'bg name' is a string. Different
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animation change are separated by commas. e.g. "60=falling,80=flower".
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bg changes are separated by commas. e.g. "60=falling,80=flower".
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When StepMania looks for a backgound, it searches in this order:
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When StepMania looks for a backgound, it searches in this order:
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- Looks for a movie with file name "bg name" in the song folder
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- Looks for a movie with file name = "bg name" in the song folder.
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You must include the file extension in "bg name". e.g.
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"60=falling.avi,80=flower.mpg".
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- Looks for a BGAnimation folder with the name "bg name" in the song
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- Looks for a BGAnimation folder with the name "bg name" in the song
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folder.
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folder.
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- Looks for a movie with file name "bg name" in the RandomMovies folder.
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- Looks for a movie with file name "bg name" in the RandomMovies folder.
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You must include the file extension in "bg name". e.g.
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"60=falling.avi,80=flower.mpg".
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- Looks for a BGAnimation with file name "bg name" in the BGAnimations
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- Looks for a BGAnimation with file name "bg name" in the BGAnimations
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folder.
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folder.
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- Looks for a Visualization with the file name "bg name" in the
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- Looks for a Visualization with the file name "bg name" in the
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@@ -2,6 +2,8 @@
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Fix
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Fix
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/////////////////////////
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/////////////////////////
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rename Notes to Pattern
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You'll notice that if you add up the Perfects and Greats, they are far less than the max combo. Where did they go? Apparently Jumps count for 2 steps during normal game play, but ONLY for max combo.
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You'll notice that if you add up the Perfects and Greats, they are far less than the max combo. Where did they go? Apparently Jumps count for 2 steps during normal game play, but ONLY for max combo.
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test BGChange grabbing from random movies
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test BGChange grabbing from random movies
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@@ -134,7 +134,8 @@ void RageDisplay::SetVideoMode( bool windowed, int width, int height, int bpp, R
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if(!g_screen)
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if(!g_screen)
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throw RageException("Failed to open screen!");
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throw RageException("Failed to open screen!");
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g_glVersion = int(roundf(atof((const char *) glGetString(GL_VERSION)) * 10));
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float fGLVersion = atof( (const char *) glGetString(GL_VERSION) );
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g_glVersion = int(roundf(fGLVersion) * 10);
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LOG->Trace( "OpenGL version %.1f", g_glVersion / 10.);
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LOG->Trace( "OpenGL version %.1f", g_glVersion / 10.);
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GetGLExtensions(g_glExts);
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GetGLExtensions(g_glExts);
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if(g_glExts.find("GL_EXT_texture_env_combine") != g_glExts.end())
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if(g_glExts.find("GL_EXT_texture_env_combine") != g_glExts.end())
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@@ -57,10 +57,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /pdb:none
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# SUBTRACT LINK32 /pdb:none
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# Begin Special Build Tool
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# Begin Special Build Tool
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IntDir=.\../Release6
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IntDir=.\../Release6
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TargetDir=\temp\stepmania
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TargetDir=\stepmania\stepmania
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TargetName=StepMania
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TargetName=StepMania
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SOURCE="$(InputPath)"
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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# End Special Build Tool
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@@ -92,10 +92,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib
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# SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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# Begin Special Build Tool
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IntDir=.\../Debug6
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IntDir=.\../Debug6
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TargetDir=\temp\stepmania
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TargetDir=\stepmania\stepmania
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TargetName=StepMania-debug
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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# End Special Build Tool
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@@ -652,10 +652,6 @@ SOURCE=.\BitmapText.h
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# End Source File
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# End Source File
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# Begin Source File
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# Begin Source File
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SOURCE=.\Quad.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\Quad.h
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SOURCE=.\Quad.h
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# End Source File
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# End Source File
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# Begin Source File
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# Begin Source File
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@@ -39,14 +39,6 @@ void TransitionFade::DrawPrimitives()
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colorTemp.a = fPercentageOpaque;
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colorTemp.a = fPercentageOpaque;
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m_rect.SetDiffuse( colorTemp );
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m_rect.SetDiffuse( colorTemp );
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m_rect.Draw();
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m_rect.Draw();
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// SUPER HACK! For some reason, this does not draw in release mode. I've looked for
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// hours and can't figure out why. It appears though if you draw it twice, so that's
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// what we'll do for now. Aye...
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//#ifndef _DEBUG
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// m_rect.SetDiffuse( colorTemp );
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// m_rect.Draw();
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//#endif
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}
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}
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