AJ Kelly
3608aaa0c5
if we're centering the menu, let's center the bitmaptext objects. also, xml -> lua
2007-04-02 16:54:44 +00:00
Steve Checkoway
0bf8bbfb88
Center the title menu a bit.
2007-04-02 09:29:27 +00:00
Steve Checkoway
9215f529f5
xml -> lua
2007-04-02 09:19:58 +00:00
Steve Checkoway
31b6d174a0
These note skins don't exist any more. Replace with default for now.
2007-04-02 08:42:23 +00:00
Steve Checkoway
02d65d68b8
Too noisy.
2007-04-02 08:32:40 +00:00
Steve Checkoway
04e1584a5b
Only load commands once.
2007-04-02 08:18:08 +00:00
Steve Checkoway
ed5823dc38
Use flat for extra stage 2.
2007-04-02 00:53:28 +00:00
Steve Checkoway
67f9ccce87
Add flat note skin.
2007-04-02 00:20:56 +00:00
Steve Checkoway
fafa1b92b4
Move to ModsCommand.
2007-04-02 00:14:47 +00:00
Steve Checkoway
6aaa0f6b1b
Fix extra stage by playing Mods before calling BeginScreen() on the music wheel. I'm not sure that this is the correct way to do this.
2007-04-02 00:14:11 +00:00
AJ Kelly
a6adfbb75d
small fix
2007-04-01 19:32:58 +00:00
Steve Checkoway
07a517da09
Better crash message.
2007-04-01 12:06:04 +00:00
Steve Checkoway
dfe930eea9
Fix a crash with SDemo by using the current style if it is set.
2007-04-01 12:05:20 +00:00
Steve Checkoway
33e69bc576
Free the courses before the songs as per prior comments.
2007-04-01 11:24:40 +00:00
Steve Checkoway
8afb8b821f
Cleanup.
2007-04-01 09:32:51 +00:00
Steve Checkoway
47b17ca841
Fix Roulette and Random. Both of these were picking a song immediately but making the wheel spinning noises.
...
Random looks like it was written with two behaviors in mind. The first is that it acts like Roulette except that where you are in the wheel has no correlation with the song picked and it stops spinning immediately. The second (which seems to have been added later), is to pick a song directly, a la Portal but without giving away any information about it. I went with the former since it was easier (less to clean up).
Roulette feels horribly wrong to me but at least the basic mechanics are there again. I think the Select() logic is wonky.
2007-04-01 09:26:53 +00:00
Steve Checkoway
dbff8560a7
Scale the background here rather than in every piece of lua that loads them. This also fixes the last of the jerks between screens that load them separately.
2007-04-01 07:24:34 +00:00
Steve Checkoway
3817a695e1
Only human players can have beginner helpers.
2007-04-01 06:55:01 +00:00
Steve Checkoway
e9b35b60dc
Add debugging. Print out the first of the enum strings.
2007-04-01 06:48:18 +00:00
Steve Checkoway
4768fc55fb
Fix oni. Use default.
2007-04-01 06:38:06 +00:00
Steve Checkoway
0f873f8282
Simplify.
2007-04-01 06:25:46 +00:00
Steve Checkoway
8bf6365464
Simplify.
2007-04-01 06:19:37 +00:00
Steve Checkoway
7febbc80ad
Fix triggered assert in AfterStepsOrTrailChange.
2007-04-01 05:53:14 +00:00
Glenn Maynard
c580a8af59
fix backwards (cosmetically)
2007-03-27 06:47:02 +00:00
Glenn Maynard
d1a78c315d
fix m_fTimestampOffset
2007-03-27 06:17:37 +00:00
Chris Danford
edcfb9a990
Calculate stage based on the player with the highest current stage index.
2007-03-27 01:18:45 +00:00
Glenn Maynard
a8e02fc40e
GL_ARB_pixel_buffer_object check
2007-03-27 00:24:56 +00:00
Glenn Maynard
dc8b481268
temporary fix for
...
004f2fec: void debug_crash(void) [00400000+f2fda+12]
004dc1f0: void sm_crash(char const *) [00400000+dc1d5+1b]
005aa73e: class Style const * GameManager::GetFirstCompatibleStyle(class Game const *,int,enum StepsType)const [00400000+1aa6a9+95]
005ae440: void GameState::JoinPlayer(enum PlayerNumber) [00400000+1ae3c4+7c]
7c421201: MSVCP80!std::char_traits<char>::_Copy_s [7c420000+11ec+15]
00418707: void ScreenEditMenu::Init(void) [00400000+186ee+19]
2007-03-27 00:24:21 +00:00
Glenn Maynard
d4b6b0b7b3
set width, so halign works
2007-03-26 23:20:24 +00:00
Glenn Maynard
6e7b44522e
SetPosition
2007-03-26 22:54:21 +00:00
Glenn Maynard
2663f35be8
kill first draw after BeginScreen
2007-03-26 22:52:54 +00:00
Eric Gustafson
0c38c70124
avcodec.dll => avcodec-51.dll, avformat.dll => avformat.dll, avutil.dll => avutil-49.dll, add Data/Shaders
2007-03-26 04:11:22 +00:00
Steve Checkoway
923ef8eeb9
Add shaders.
2007-03-26 03:49:39 +00:00
Glenn Maynard
9f259ed879
simplify
...
bindings
looping
negative rates
2007-03-26 02:46:55 +00:00
Steve Checkoway
0a02a623a2
Swapped repeat and delay.
2007-03-26 00:38:45 +00:00
Glenn Maynard
55ab6954e8
update API
2007-03-26 00:35:14 +00:00
Steve Checkoway
5fb9c616d7
Set the repeat delay to a more reasonable 1.2 seconds instead of 12 seconds. That still seems slow. I am not sure what the intended value was.
2007-03-26 00:26:58 +00:00
Steve Checkoway
a4e807bc80
Add files.
2007-03-26 00:06:43 +00:00
Steve Checkoway
812dd48169
Handle race condition more intelligently by invalidating in the callback itself.
2007-03-25 23:51:53 +00:00
Steve Checkoway
fa53ebfc07
Call InputFilter::ButtonPressed() directly.
2007-03-25 23:44:22 +00:00
Steve Checkoway
5bfab179db
Spacing.
2007-03-25 23:41:32 +00:00
Steve Checkoway
ce89481346
wchar_t.
2007-03-25 23:35:58 +00:00
Glenn Maynard
a8ee16a106
add texture autogen flag
2007-03-25 20:49:39 +00:00
Chris Danford
43ef38383d
separate CurrentStageIndex into separate number per game and per player. This allowed for staggered join periods.
2007-03-25 09:37:14 +00:00
Glenn Maynard
813432c98d
Split decode and convert, and do them on alternating frames.
2007-03-25 07:46:20 +00:00
Glenn Maynard
87f1f61021
MovieTextureDirectUpdates. Some drivers are stalling, can't
...
diagnose it right now ...
2007-03-25 07:45:23 +00:00
Glenn Maynard
0161b65ada
Detect when movies have no B-frames, and set CODEC_FLAG_LOW_DELAY
...
on the next loop. FFMpeg can't do this automatically, and it
avoids inconsistent CPU use caused by FFMpeg buffering the first
frame in case of B-frames.
2007-03-25 07:42:40 +00:00
Glenn Maynard
7c8691d661
fix timestamps
2007-03-25 04:26:18 +00:00
Glenn Maynard
3f5d83cb9c
fix initializer
2007-03-25 04:04:23 +00:00
Glenn Maynard
d80b09dd84
ret == 0 means EOF. Don't update the texture; it'll loop and update it again right away. This caused an update before the previous parallel unlock had finished, which apparently triggered the slow path in the driver and caused a 15ms skip.
2007-03-25 04:01:56 +00:00