Revision: 47
Author: SuperUser2
Date: 27 April 2014 21:09:47
Message:
or 1st, 2nd joypad inputs with keyboard inputs. broke keyboard input (used joypad only) in last submit.
----
Modified : /includes/control_device_funcs.dba
Revision: 46
Author: SuperUser2
Date: 27 April 2014 20:51:15
Message:
take various buttons on joypad as input such that certain buttons in same place on all tested controllers work, although their button ids differ.
side effect that now if fewer than 4 joypads, don't have enough for 4 player, since previously 1st 2 joypads used for wingmen.
----
Modified : /includes/control_device_funcs.dba
Revision: 45
Author: SuperUser2
Date: 21 April 2014 22:56:37
Message:
sort out dual play mode so menus work properly.
----
Modified : /GFX.dba
Revision: 44
Author: SuperUser2
Date: 23 December 2013 05:53:34
Message:
switching targeted player for single player view now works
----
Modified : /GFX.dba
Revision: 43
Author: SuperUser2
Date: 23 December 2013 05:19:45
Message:
remove p3,4 in all but dual play mode. set dual play mode to side/side split.
quick fix for bug where replay hit limit on last frame by change < to <= . shoudl investigate later
----
Modified : /GFX.dba
Revision: 42
Author: SuperUser2
Date: 23 December 2013 02:32:48
Message:
status bars and lives work in dual play mode
----
Modified : /GFX.dba
Revision: 41
Author: SuperUser2
Date: 23 December 2013 01:45:37
Message:
now control panel is appropriate for dual play mode. note that status bar, lives are not yet.
rejigged sprite, image #s
----
Modified : /GFX.dba
Revision: 40
Author: SuperUser2
Date: 22 December 2013 04:50:23
Message:
change logic that missiles use. now looks for nearest active player on other team and homes on that. if no active players in range no homing. lock recalculated each mechanics iteration. now works for teams. however, has resulted in missile logic changing for 1 vs 1 mode too. therefore old replays will be broken. can maybe retain old behaviour by making range of missiles infinite.
----
Modified : /GFX.dba
Revision: 39
Author: SuperUser2
Date: 22 December 2013 04:02:17
Message:
side/side split within dual play now works
----
Modified : /GFX.dba
Revision: 38
Author: SuperUser2
Date: 22 December 2013 03:17:00
Message:
fix so that works when different split screen options no lhs, rhs in dual play mode.
----
Modified : /GFX.dba
Revision: 37
Author: SuperUser2
Date: 21 December 2013 05:11:53
Message:
using inset to draw splitlines, to avoid writing to part of screen not drawn to by cameras
drawing splitlines for l,r split screens (within dual play)
fixed bug where thrust sounds not stopping on game end for players 3,4
----
Modified : /GFX.dba
Revision: 36
Author: SuperUser2
Date: 21 December 2013 04:09:06
Message:
moved splitlines drawing to inside update_camera_view.. func
----
Modified : /GFX.dba
Revision: 35
Author: SuperUser2
Date: 20 December 2013 22:06:39
Message:
store ss_modes() for lhs, rhs so only need to change in one place in code (...mode_b() func) to change setting
put calculation of cam_persp_shift also in that func so that uses ss_mode of subwindow
----
Modified : /GFX.dba
Revision: 34
Author: SuperUser2
Date: 20 December 2013 04:04:34
Message:
joining split screen in dual play mode is working, although code messy.
----
Modified : /GFX.dba
Revision: 33
Author: SuperUser2
Date: 20 December 2013 02:41:56
Message:
switch camera to another player to test. spotted and fixed small bug in update_camera_views..
----
Modified : /GFX.dba
Revision: 32
Author: SuperUser2
Date: 20 December 2013 02:36:55
Message:
missed some camera numbers in previous commmit
changed ss_mode to splitscreen_mode in camera update function so using local variable.
----
Modified : /GFX.dba
Revision: 31
Author: SuperUser2
Date: 20 December 2013 02:31:58
Message:
effectively passing in player, camera numbers to update camera function
----
Modified : /GFX.dba
Revision: 30
Author: SuperUser2
Date: 20 December 2013 02:16:50
Message:
moved camz# calculation inside update camera func since not used outside. no longer passed into function.
----
Modified : /GFX.dba
Revision: 29
Author: SuperUser2
Date: 20 December 2013 00:33:06
Message:
put more stuff inside update cameras function.
----
Modified : /GFX.dba
Revision: 28
Author: SuperUser2
Date: 19 December 2013 23:52:21
Message:
simplified camera code in preparation for moving to separate function. functions as before but shorter.
----
Modified : /GFX.dba
Revision: 27
Author: SuperUser2
Date: 19 December 2013 20:46:59
Message:
moved some of set splitscreen function outside to another function so can call recursively for dual play modes.
also new functions to set sync mask variable so can get it. (native sync mask only allows to set it)
functionality of split screen modes not changed. plan to build new modes on this.
----
Modified : /GFX.dba
Revision: 26
Author: SuperUser2
Date: 19 December 2013 17:49:32
Message:
change some 0 to 1 => 0 to maxplayernum loops for status bars.
cosmetic tidying of set splitsceen mode function for readability (deleting whitespace, comments, indenting)
----
Modified : /GFX.dba
Revision: 25
Author: SuperUser2
Date: 19 December 2013 14:45:27
Message:
changed game logic for ending game to require both player and wingman (eg p1,p3 or p2,p4) to have 0 lives, and ended respawn countdown, before game end.
reduced starting lives per player to 3
----
Modified : /GFX.dba
Revision: 24
Author: SuperUser2
Date: 18 December 2013 18:22:41
Message:
players 3,4 now have thrust object positioned correctly, and take weapon settings from other ship on same launchpad (will be in team) - eg p3 takes p1 settings.
----
Modified : /GFX.dba
Revision: 23
Author: SuperUser2
Date: 18 December 2013 18:21:26
Message:
no longer copy controls so now p1,2 are keyboard, p3,4 joypad
----
Modified : /includes/control_device_funcs.dba
Revision: 22
Author: SuperUser2
Date: 18 December 2013 17:50:22
Message:
changed from player 0 to 1 => 0 to maxplayernum in more places
fixed bug for settting shotgun sound speed by declaring maxplayernum sooner
shifted sprite_bar0 up 1 to leave room for 2 more # lives sprites. (do not yet exist)
only set #lives sprites for players 1,2.
previously did not crash since these sprite #s were also used for menu, but did mean that (in previous version) when p4 respawned, p1's top status bar texture changed. not sure exactly why but seems to be fixed now.
----
Modified : /GFX.dba
Revision: 21
Author: SuperUser2
Date: 18 December 2013 02:58:46
Message:
extended player-player collision to cover all players
----
Modified : /GFX.dba
Revision: 20
Author: SuperUser2
Date: 18 December 2013 02:40:36
Message:
both 3rd,4th players created on level start.
3rd, 4th players now affected by shots
----
Modified : /GFX.dba
Revision: 19
Author: SuperUser2
Date: 18 December 2013 01:57:15
Message:
changed px_interp0# to player_x_interp(0) etc so can loop over array. now 3rd/4th player object is positioned.
----
Modified : /GFX.dba
Revision: 18
Author: SuperUser2
Date: 18 December 2013 01:37:53
Message:
further changes to player 0 to 1 => 0 to maxplayernum (3)
reset now adds a 3rd player (only 1 extra player, although rest of code set up for 4)
player_info increased in size. now defaults are player_info(maxplayernum+1) (was player_info(2)). charge rates palyer_info(maxplayernum+2). this system is shitty and half replaced anyway (eg charge rates are weapon dependent)
default positions for players 3,4 are shifted to side of player 1,2 positions (on launchpads)
cam position arrays extended to 4 players. also dkeylast
sounds created in sets of 4 (instead of 2)
----
Modified : /GFX.dba
Revision: 17
Author: SuperUser2
Date: 18 December 2013 00:37:04
Message:
continuing to generalise 0 to 1 -> 0 to maxplayernum. down to line 2061. generalised flash logic. added if p_active into respawn logic, aiming to avoid respawning inactive players. (typically 3rd, 4th players in 2 player mode, or player with no lives left and others still playing.
----
Modified : /GFX.dba
Revision: 16
Author: SuperUser2
Date: 16 September 2013 00:13:30
Message:
reduced menu size in anticipation of 4p menu. started changing player arrays from 0,1 to genearl maxplayernum. got up to line 1916
----
Modified : /GFX.dba
Revision: 15
Author: SuperUser2
Date: 10 September 2013 02:46:33
Message:
offline menu is readable in dual play mode.
----
Modified : /GFX.dba
Modified : /includes/level_preview_funcs.dba
Revision: 14
Author: SuperUser2
Date: 08 September 2013 23:03:16
Message:
controller support added for offline menu. controller back button for online mode is missing, but online top menu not usable with controller anyway - to join need to enter IP anyway. Will address when look to sorting out online functionality.
----
Modified : /GFX.dba
Modified : /includes/control_device_funcs.dba
Revision: 13
Author: SuperUser2
Date: 08 September 2013 21:19:11
Message:
added controller support to most menus. not yet in return to save replay menu. not yet in offline vs menu
----
Modified : /GFX.dba
Modified : /includes/control_device_funcs.dba
Revision: 12
Author: SuperUser2
Date: 08 September 2013 10:25:40
Message:
some tidying to remove old comments
----
Modified : /GFX.dba
Revision: 11
Author: SuperUser2
Date: 07 September 2013 20:28:51
Message:
updated limit for area patch add to 65536 (eg 256x256). seems to run better on netbook. may want to remove patch limiting in future for speed on desktop, do a organised analysis of framerate difference etc.
----
Modified : /GFX.dba
Revision: 10
Author: SuperUser2
Date: 07 September 2013 19:58:09
Message:
commented out patching algorithm so no restriction on single patch size - when one scheduled patch times out, ALL are updated in one big patch. is fast on desktop. should test on netbook
----
Modified : /GFX.dba
Revision: 9
Author: SuperUser2
Date: 07 September 2013 19:50:57
Message:
added system to, instead of grouping all patches for graphical level update into one, limits grouping by rejecting when increase in total area drawn exceeds some value. however, seems that best setting is to have no restriction! should revert after.
----
Modified : /GFX.dba
Revision: 8
Author: SuperUser2
Date: 07 September 2013 17:44:20
Message:
batching updates to level image in gfx memory, with 11 game mechanics iterations max between scheduling an update and visual update. reuses linked list system for explosions and shots. no limit on distance between small images included in a batch, so possible to have entire level update, which may be slow. this version fine on my computer with slow gfx. next intend to add limit to patch size.
----
Modified : /GFX.dba
Revision: 7
Author: SuperUser2
Date: 05 September 2013 01:50:53
Message:
used multijoy plugin in place of dbp standard joystick commands. means can have multiple joypads polled without slowdown.
----
Modified : /GFX.dba
Modified : /includes/control_device_funcs.dba
Revision: 6
Author: SuperUser2
Date: 04 September 2013 00:22:13
Message:
removed debugging text to screen, removed version no in menu
----
Modified : /GFX.dba
Modified : /includes/control_device_funcs.dba
Revision: 5
Author: SuperUser2
Date: 04 September 2013 00:10:50
Message:
deleted switching of control device suring game loop (extremely slow!)
----
Modified : /includes/control_device_funcs.dba
Revision: 4
Author: SuperUser2
Date: 04 September 2013 00:04:49
Message:
added controller support. because switching between controllers very slow, only one controller enabled : player 1 can use P1 keyboard OR 1st joypad.
Code mesy because not sure how globals, array declaration inside included file work in DBP yet.
----
Modified : /GFX.dba
Added : /includes/control_device_funcs.dba
Modified : /GFX.dbpro
Revision: 3
Author: SuperUser2
Date: 03 September 2013 20:35:07
Message:
removed last level (resources were not included anyway)
----
Modified : /includes/lev_load_config1p7a.dba
Revision: 2
Author: SuperUser2
Date: 03 September 2013 20:34:34
Message:
added dual play view mode for viewing on a 3DTV with dual play glasses (present in passive 3D LG TVs)
----
Modified : /GFX.dba
Revision: 1
Author: SuperUser2
Date: 01 September 2013 23:36:41
Message:
added GFX1.7a with all required files AFAIK. dba, dbpro files renamed to gfx. shoudl later renamed config files that currently have version nos in names.
----
Added : /GFX.dba
Added : /includes
Added : /includes/level_preview_funcs.dba
Added : /GFX.dbpro
Added : /includes/lev_load_config1p7a.dba
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Added : /MEDIA/FX/simple_tex.fx
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Added : /MEDIA/FX/simple_tex2 plus colour.fx
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Added : /MEDIA/FX/simple_tex2.fx
Added : /MEDIA/FX/transp_no_water1.fx
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Added : /MEDIA/FX/transp_no_water2clamp.fx
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Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRDiving.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRFast One (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRFlumps.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRFlying Start.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRGPH.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRGr8 (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRGreat Art.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRHate Me! (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRHoney.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRIQ-Arena.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRIslands.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRLarge Arena.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRLife Maze.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRLong distance War.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRLop Lop Flop.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRLop Lop Flop2.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRLow on Fuel (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRLying Eight (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRMAGTEST.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRMagnetoWorld.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRMud.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRNiche.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRPhobia.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRQuick Turns (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRRace 0 (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRRace Me (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRRace'n Go (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRRikRace (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSadly.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSahib's Race (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSecond Floor.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSeven.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRShooters.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSightseeing (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSinister Castle.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSlalom (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRStairway (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRStep on it (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSunken Castle.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRSuper-8 (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRT-Time.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRTake His Life.dat
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Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRThe Tower.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRTotally Empty.dat
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Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRTrapped.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRTreasure Hole.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRTunnels in Earth.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRTwisted (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRTwo Lanes.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRUntitled.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRUp'n'Down (Race).dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRWereigeon.dat
Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/GRYou need bombs.dat
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Added : /MEDIA/textures/levels_png/GrassOriginal_tiles/indest-doubled.bmp.png
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles
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Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEBomb Shield.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEChaos Cavern.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LECheck it out.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEDark Knight.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEDead Calm.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEEkkidire.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEFirePower.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LELying S (Race).dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEOval (Race).dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEPeanuts.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEPitstop (Race).dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEPuzzle Ayriba.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LERace On (Race).dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LESkerry Dream.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LESpiney's station.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LESpringTime.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LESublime Imaginings.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LESymmettry.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LET-Bone (Race).dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LETechnic.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEThe Corridor (Race).dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LEThe Rainy Day.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LETo death!.dat
Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/LETurn Me Around.dat
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Added : /MEDIA/textures/levels_png/LegoOriginal_tiles/indest-doubled.bmp.png
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MECatch the Fly.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MECool Name.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEFence (Race).dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEFunny Fight.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEJerk Around.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MELittle Pipe (Race).dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEMechanoid.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEModern Art.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEMonster Bunch.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MENoName.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MESpot the walrus.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/METhe Basement.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/METhe Portal.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/METideLand.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEUgly in the morning.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/MEZinc.dat
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/destru-doubled.bmp.png
Added : /MEDIA/textures/levels_png/MetalOriginal_tiles/indest-doubled.bmp.png
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLBananas in the fridge.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLBathing Base.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLBreakdown (Race).dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLCombat Lair.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLCoulter's Face.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLCyclotron (Race).dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLFiendish Features.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLFirst Encounter.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLHide.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLImmaculated Pain.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLKilling Guns.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLMushrooms.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLMushy Mush.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLName Of The Game.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLParty Passage.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLPipeWorks.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLSay cheese!.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLThe Mace Maze.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLTreasure hunt.dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/SLUnpredictibleness (Race).dat
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/destru-doubled.bmp.png
Added : /MEDIA/textures/levels_png/SlimeOriginal_tiles/indest-doubled.bmp.png
Added : /MEDIA/textures/levels_png/blank.png
Added : /MEDIA/textures/levels_png/blank1024.png
Added : /MEDIA/textures/levels_png/egypt_level1.png
Added : /MEDIA/textures/levels_png/egypt_level1i.png
Added : /MEDIA/textures/levels_png/skulls.png
Added : /MEDIA/textures/levels_png/vines.png
Added : /MEDIA/textures/playertex2a.png
Added : /MEDIA/textures/playertex2d.png
Added : /MEDIA/textures/playertex2e.png
Added : /config
Added : /config/GFX_WEAPS2d.csv
Added : /config/host_ip.txt
Added : /debug
Added : /debug/debug_on_or_off.txt
Added : /includes/Thumbs.db
Added : /includes/include_read_csv1p6c.dba
Added : /includes/ripple_functions1p7.dba
Added : /includes/soundfuncs.dba
Added : /replays