Fixed little compile error in RageDisplay and fixed error in README

This commit is contained in:
Chris Danford
2002-11-12 00:59:19 +00:00
parent 5673bec6f2
commit b4a16fc246
5 changed files with 15 additions and 20 deletions
+7 -3
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@@ -431,13 +431,17 @@ and can load sounds in ogg, mp3, or wav format.)
by separating them with commas. e.g. "60=2.23,80=1.12". by separating them with commas. e.g. "60=2.23,80=1.12".
#BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at #BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at
'beat', the background should begin playing a new background named 'bg name'. 'beat', the background should begin playing a new background named 'bg name'.
'beat' is a fractional value value and 'anim name' is a string. Different 'beat' is a fractional value value and 'bg name' is a string. Different
animation change are separated by commas. e.g. "60=falling,80=flower". bg changes are separated by commas. e.g. "60=falling,80=flower".
When StepMania looks for a backgound, it searches in this order: When StepMania looks for a backgound, it searches in this order:
- Looks for a movie with file name "bg name" in the song folder - Looks for a movie with file name = "bg name" in the song folder.
You must include the file extension in "bg name". e.g.
"60=falling.avi,80=flower.mpg".
- Looks for a BGAnimation folder with the name "bg name" in the song - Looks for a BGAnimation folder with the name "bg name" in the song
folder. folder.
- Looks for a movie with file name "bg name" in the RandomMovies folder. - Looks for a movie with file name "bg name" in the RandomMovies folder.
You must include the file extension in "bg name". e.g.
"60=falling.avi,80=flower.mpg".
- Looks for a BGAnimation with file name "bg name" in the BGAnimations - Looks for a BGAnimation with file name "bg name" in the BGAnimations
folder. folder.
- Looks for a Visualization with the file name "bg name" in the - Looks for a Visualization with the file name "bg name" in the
+2
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@@ -2,6 +2,8 @@
Fix Fix
///////////////////////// /////////////////////////
rename Notes to Pattern
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. 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.
test BGChange grabbing from random movies test BGChange grabbing from random movies
+2 -1
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@@ -134,7 +134,8 @@ void RageDisplay::SetVideoMode( bool windowed, int width, int height, int bpp, R
if(!g_screen) if(!g_screen)
throw RageException("Failed to open screen!"); throw RageException("Failed to open screen!");
g_glVersion = int(roundf(atof((const char *) glGetString(GL_VERSION)) * 10)); float fGLVersion = atof( (const char *) glGetString(GL_VERSION) );
g_glVersion = int(roundf(fGLVersion) * 10);
LOG->Trace( "OpenGL version %.1f", g_glVersion / 10.); LOG->Trace( "OpenGL version %.1f", g_glVersion / 10.);
GetGLExtensions(g_glExts); GetGLExtensions(g_glExts);
if(g_glExts.find("GL_EXT_texture_env_combine") != g_glExts.end()) if(g_glExts.find("GL_EXT_texture_env_combine") != g_glExts.end())
+4 -8
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@@ -57,10 +57,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /pdb:none # SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\../Release6 IntDir=.\../Release6
TargetDir=\temp\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania TargetName=StepMania
SOURCE="$(InputPath)" SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\ PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -92,10 +92,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib # SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\../Debug6 IntDir=.\../Debug6
TargetDir=\temp\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania-debug TargetName=StepMania-debug
SOURCE="$(InputPath)" SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\ PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -652,10 +652,6 @@ SOURCE=.\BitmapText.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\Quad.cpp
# End Source File
# Begin Source File
SOURCE=.\Quad.h SOURCE=.\Quad.h
# End Source File # End Source File
# Begin Source File # Begin Source File
-8
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@@ -39,14 +39,6 @@ void TransitionFade::DrawPrimitives()
colorTemp.a = fPercentageOpaque; colorTemp.a = fPercentageOpaque;
m_rect.SetDiffuse( colorTemp ); m_rect.SetDiffuse( colorTemp );
m_rect.Draw(); m_rect.Draw();
// SUPER HACK! For some reason, this does not draw in release mode. I've looked for
// hours and can't figure out why. It appears though if you draw it twice, so that's
// what we'll do for now. Aye...
//#ifndef _DEBUG
// m_rect.SetDiffuse( colorTemp );
// m_rect.Draw();
//#endif
} }