Commit Graph

272 Commits (6b9888162ff03cfee2a20815b9ff9da27cfb7124)

Author SHA1 Message Date
MysterD df3618f521 More DynOS refactoring 2022-04-01 20:04:24 -07:00
MysterD 7e677d4596 Fixed up DynOS collision files 2022-04-01 17:59:40 -07:00
MysterD 6ec051c2f9 DynOS cleanup 2022-04-01 17:54:32 -07:00
MysterD 2f56594e45 DynOS level parsing - phase 1 2022-04-01 17:19:26 -07:00
MysterD 77fc64c55e Start parsing level scripts in DynOS 2022-04-01 01:43:50 -07:00
MysterD 66433b5705 Fix how DynOS decides to generate bins for geos 2022-03-31 01:17:11 -07:00
MysterD 03f852881d Add 'specials' to DynOS collisions 2022-03-30 23:52:50 -07:00
MysterD d39275c4ce Add the rest of the surface constants to DynOS 2022-03-30 23:08:19 -07:00
MysterD 8a7097b802 Refactor coop-specific DynOS code 2022-03-30 23:05:53 -07:00
MysterD d74f5cfe61 Add custom collisions to DynOS/Lua 2022-03-28 01:02:33 -07:00
MysterD 61a1d1fc9c Fix errors pointed out by clang 2022-03-27 17:25:39 -07:00
MysterD e35402f3d1 Make DynOS only generate one bin per actor 2022-03-25 22:05:07 -07:00
MysterD 68f3203587 Allow people to disabled downloaded models (from mods) 2022-03-16 22:43:43 -07:00
MysterD 2804a48e4e Allow lua mods to override models, have DynOS generate bins 2022-03-16 21:26:29 -07:00
MysterD fed8987d79 Fixed custom lua models 2022-03-16 19:57:45 -07:00
MysterD 469e4ac4e4 Load Super Keeberghrh's ERROR model when DynOS can't find the model 2022-03-16 01:34:18 -07:00
MysterD 41eef5fd2c Hook DynOS into mods when they're activated (custom models) 2022-03-16 01:11:48 -07:00
MysterD edf06bede0 Added ability for mods to load custom geos 2022-03-14 00:11:36 -07:00
MysterD 1e96340b1d Make DynOS generate a bin for every Geo Layout 2022-03-13 21:22:26 -07:00
MysterD 9f20943ff2 Merge branch 'unstable' of github.com:sm64ex-coop-dev/sm64ex-coop into unstable 2022-03-13 18:45:50 -07:00
MysterD 11f532b9e0 Fix warnings/compile errors on Linux 2022-03-13 18:45:42 -07:00
Isaac 1ed29175d6
Allowed DynOS Packs to be placed in %appdata%/sm64ex-coop (#27) 2022-03-13 18:09:57 -07:00
Isaac 013edccfed
Fix headless server compile (again) (#23) 2022-03-13 14:10:24 -07:00
Prince Frizzy 75bb9b7912
Update to Refresh 13 (#19)
* Refresh 13

Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD 32118e17b8 Preserve 'unpause to skip transition' for speedrunners 2022-03-12 01:16:19 -08:00
MysterD 24df92fa48 Added DynOS warp functions to Lua API 2022-03-11 18:11:32 -08:00
MysterD 0a2977bc86 Fix DynOS pack-to-name conversion 2022-03-10 23:24:22 -08:00
MysterD bc0868e80e Implemented dynos model packs into configfile 2022-03-10 19:23:38 -08:00
MysterD 403a90e82b Added dynos model packs to djui interface 2022-03-10 18:16:12 -08:00
MysterD f92857704d Ported the rest of DynOS, but left the options menu disabled 2022-03-10 01:18:53 -08:00
MysterD b3ed387711 Added DynOS v1.1 without the dynamic options
- Added support for coop-specific actors
- Added support for coop-specific geo functions
- Added support for coop-specific model functions
2022-03-09 18:01:03 -08:00
MysterD 7a5a91007c Fixed crash when spawning a custom behavior that doesn't override fomr Lua 2022-03-08 00:50:15 -08:00
MysterD 3ad6c721dc Initial custom behavior commit 2022-03-03 01:04:15 -08:00
MysterD 625e9b5df9 Fix various bugs with spiny and lakitu 2022-01-14 20:06:26 -08:00
MysterD 04d01667c3 Added a callback for area timer objects to only run certain things once per frame 2021-08-19 00:31:20 -07:00
MysterD 1b5ceda89d Split luigi/custom character models into custom and zcustom 2021-08-15 01:06:25 -07:00
MysterD 68e04a74bc Fixed late join for items a Boo was carrying 2021-08-12 18:48:17 -07:00
MysterD 7e59d34939 Added new MAXIMUM type to network area timer system. Exclamation boxes now reappear at the correct time 2021-08-12 18:13:41 -07:00
MysterD fecba91c5e Rewrite the core of network area timer (yet again) 2021-08-10 18:29:49 -07:00
MysterD 6aded174e9 Synchronized moat draining and cap switch unlocks 2021-06-14 19:59:11 -07:00
MysterD 0b3a97d405 Improvements to late-join synchronization
Removed (slightly) old coin and static ent removal system
Resynchronized respawners
Added packet for macro deletions
    better than previous system since the entities don't need a sync id and we can synchronize deletion station across areas
    allows the synchronization of odd entities like lines of coins
Added packet for spawn info deletions
Split packet_location_request into multiple files
2021-06-09 22:35:34 -07:00
MysterD 5db1a9e827 Synchronize late-join coin collection 2021-06-08 02:26:35 -07:00
MysterD c8a45235ca Removed two-player hacks from cannon and object packets
Increased error checking of get_behavior_from_id
Made failure logging for packet_object a lot better
Changed debug logging to show global index instead of "Server/Client"
Changed debug keyboard binds to support more keyboard types
Made SyncObject's rxEventId de-duplication per-player instead of one-player
Removed sizeof(enum) from packet_read/packet_write
2020-10-13 21:44:27 -07:00
MysterD 2f7d432143 Synchronized Eyerok, add SSL to supported levels
Eyerok was synchronized, but I'm still not super pleased with the
result. I had to sacrifice dialog to prevent weird states and he's
completely controlled by the server. His synchronization should be
revisited in the future.

SSL should be fully synchronized now.
2020-09-30 18:20:13 -07:00
MysterD 44c5b5b02b Ensure bowser key/star spawns, make bowser intro less glitchy 2020-09-24 20:28:59 -07:00
MysterD e1933e5f78 Improvements to Bowser 2 (still not fully supported) 2020-09-23 22:00:20 -07:00
MysterD fdee4eceea Synchronize various LLL platforms 2020-09-21 00:32:14 -07:00
MysterD 0052e97605 Synchronized Bullies 2020-09-20 23:30:49 -07:00
MysterD e0903003f4 Rewrote how players are initialized, stored, and displayed
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.

The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.

I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.

This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00
MysterD 906ea3345e Players turn into bubbles when they die
Player life counters are separate.
When one player dies they lose a life and are turned into a bubble.
If the other player pops it, they are alive again.
If all players are bubbled, they get kicked out of the level.
If the bubbled player ran out of lives, they can not come back to life
until the level is over.
Whenever a level change happens, everyone's life count is set to a
minimum of two.
No game overs.

Took heavy inspiration from Kaze Emanuar
2020-09-05 18:10:55 -07:00
MysterD ab9e7c7bca Added player-to-player interactions
Players are now solid to each other and can push each other
Players can now attack each other (but they do not deal damage)
Players can bounce on top of each other, and they get squished
temporarily
Players are given slightly offset positions when they transition between
areas and levels, so they're no longer on top of one another.
2020-09-02 23:50:27 -07:00
MysterD 483694d6b3 Synchronized Bowser 1 2020-08-29 12:59:07 -07:00
MysterD ab9d7db29f Synchronized square platforms as groups of two 2020-08-28 20:25:34 -07:00
MysterD a778bf497d Resynchronized checkerboard platforms 2020-08-27 21:39:13 -07:00
MysterD bdf269c262 Fixed tower platform spawning bug 2020-08-11 23:27:37 -07:00
MysterD 9036336f42 Gave each BehaviorScript an ID
Created functions to trivially translate an ID to a Behavior and vice
versa. Sent ID over packets instead of Behavior pointer. This should
allow Linux and Windows to play together.
2020-08-09 16:21:12 -07:00
MysterD eeec6aae49 L is real 2020
Added Luigi model.
Renamed all previous references to 'Luigi' to 'Mario2' since player 1
isn't always mario, and player 2 isn't always luigi.
Now server is always mario and client is always Luigi.

Luigi model credits:
Original model by Cjes, converted by AloXado320, textures added/fixed by
SunlitSpace542.
2020-08-08 21:36:49 -07:00
MysterD 6b3ab5f115 Started adding player 2 / Luigi 2020-07-29 21:08:38 -07:00
danielh05 bf09d0ca93
fix spacing and remove include 2020-06-25 13:34:53 +02:00
danielh05 c7af33814e
Make tree only Cylboard when "BETTERCAMERA" is detected 2020-06-25 02:38:23 +02:00
n64 4a448cf10d merge refresh 10 2020-06-20 02:49:59 +03:00
uncletrunks ab23b8907b putting out fires 2020-05-14 21:50:10 -05:00
uncletrunks 70ca0af987 adds cylindrical billboarding, enables it for trees. 2020-05-14 20:31:52 -05:00
n64 c45aa301bb Refresh 8 2020-04-03 14:57:26 -04:00
n64 06ec56df7f Refresh 7 2020-03-01 22:42:52 -05:00
n64 9a801cb96d refresh 6 2020-02-03 00:51:26 -05:00
n64 9273f38df1 refresh 5 2020-01-03 10:38:57 -05:00
n64 04732af90b refresh 4 2019-12-01 21:52:53 -05:00
n64 a7c423cb43 Refresh 3 2019-11-03 14:36:27 -05:00
n64 52e605f075 Refresh 2 2019-10-05 15:08:05 -04:00
n64 1ef98ec785 Refresh 1 2019-09-01 15:50:50 -04:00
n64 89e8690857 init2 2019-08-25 00:46:40 -04:00