vLKp
vLKp
I think @zicodxx would be the best person to look at this.
Fusion shake is implemented in [GameProcessFrame](https://github.com/dxx-rebirth/dxx-rebirth/blob/4871b17c8f9e8af4cf74bfaf035283413fbc7558/similar/main/game.cpp#L1348) by adjusting the rotational velocity of `ConsoleObject`. As best I can tell, the only changes made in Rebirth were related to making the shake...
Homing warnings are played by [play_homing_warning](https://github.com/dxx-rebirth/dxx-rebirth/blob/4871b17c8f9e8af4cf74bfaf035283413fbc7558/similar/main/gauges.cpp#L911) at a fixed volume of `F1_0`. The delay between warnings decreases with distance to the nearest homing weapon, giving the perception of increased volume....
I have never worked with any of those. My browser experience is limited to HTML and straight JavaScript, without any of the fancy third-party libraries (jQuery, AngularJS, etc.). On the...
As you suspect, it has broader impact, since all key repetition is enabled. It seems like a plausible fix, but I would like to work through what other keys become...
I agree, this ought to impact only the automap. This is not specifically because the modified code is in `automap.cpp`, but rather because deactivating the automap already makes the call...
The change proposed above is now in `master`. Please sync and retest. Reopen if you still see problems.
Making _any_ change to their behavioural logic first requires that the game can distinguish the "bad" robots (Driller, Red Hulk) from other robots (Green Hulk, Brown Hulk, etc.). Once the...
Comments from the original poster indicate that this crash is not a problem in SDL2, which is consistent with SDL2 being fixed to work with fluidsynth. There is nothing I...
https://github.com/dxx-rebirth/dxx-rebirth/issues/474 reported several problems with SDL2. All but the sound problem were fixed quite a while ago. @raptor contributed https://github.com/dxx-rebirth/dxx-rebirth/pull/651 to try to fix the sound problem. However, according to...