Menu

Tools Commit Log


Commit Date  
[r3693] by utunnels

- Write another version of anim_list_delete for the free_model crash problem to see if makes any difference on xbox.
- Remove 4096 size limit for images.
- Add preprocessor switch for PSP memory alignment fix in types.h.

2012-05-14 02:27:43 Tree
[r3692] by utunnels

- Another attempt to fix psp screen problem.
- Print more debug messages to trace some mysterious crash without error messages.

2012-05-10 15:24:46 Tree
[r3691] by utunnels

1. Change pixelformat in s_screen and others from char to int to see if fix the mysterious screen shift on psp version (not tested yet).
2. An experimental optimization for mods without obstacles and platforms.

2012-05-10 02:52:30 Tree
[r3690] by utunnels

Fix spawn crash caused by gravity code in select screen.
Update running code:

running {speed} {height} {length} {move} {land}

{move}:
0 - can't run up/down
1 - can run up and down diagonally
2 - can start running by inputing uu or dd
4 - can turn 90 degrees while running (like in some capcom games)
3 = 1 + 2
7 = 1 + 2 + 4
And so on

2012-05-08 15:09:25 Tree
[r3689] by utunnels

Execute unsummonframe logic before summon logic, just in case they are within the same frame.

2012-05-07 02:56:49 Tree
[r3688] by utunnels

Reload standard palette after playing gif.

2012-05-06 15:27:13 Tree
[r3687] by utunnels

Remove negative check in adjust_grabposition added several days ago, for negative values can be useful to make suplex moves.

2012-05-06 04:21:05 Tree
[r3686] by utunnels

Allow using hitfx none to disable hitsound, better than an silent wav.

2012-05-04 16:08:06 Tree
[r3685] by utunnels

1. New model header command attackthrottle.

attackthrottle {rate} {time}

rate: chance to cancel attack (must be between 0.0 and 1.0)
time: in seconds, how long should this entity stay tame until next check, the engine will generate a random number between 0 and this value.

note: some action will cancel the timer, for example, getting hit. Seeing the target block or attacking will also affects the timer. A value of 0.5-0.75 should be OK.

2. Move AI character grab logic from move code to attack code.

3. Only check attack every 4 loops. Assume it won't cause much difference because even 0.04 second is beyond human reaction. This should be able to save some CPU power.

2012-05-03 15:33:56 Tree
[r3684] by utunnels

Fix: fix a mistake in function check_attack_chance in previous update.

2012-05-03 05:50:43 Tree
Older >