This causes these mission targets to always appear the first time
the player enters an interception, and every time after they fail
to appear (so that you never have two time-wasting interceptions in
a row). In the case of the rescue slaves mission, this takes the
form of forcing the first ship to be a slave ship, and in the case
of the cloak fighter, it simply forces the cloak fighter to appear.
In each case, the variable controlling whether or not the condition
is forced gets set to 0 if the mission target spawned, ensuring that
time-waster interceptions can still occur as long as they both are
preceded and followed by worthwhile interceptions.
I decided this was important when I was playing and noticed that I
wasn't getting slaves to rescue several times in a row. This
situation would be confusing to new players and possibly make them
think they were doing something wrong. It can also be very annoying
to just not get any chances to make progress because of bad RNG.
Forcing them to appear the first time allows the player to be
immediately introduced to the targets, and forcing them to appear if
they didn't last time limits the frustration of bad RNG by ensuring
that even with the worst RNG, some amount of progress can be made.
This is meant to help connect RE to something. I figured that by
using a similar kind of music for both it and the game over screen,
it would create a bit of a connection there and musically communicate
that it's game over, except for Kline instead of you.
We can't distribute the original music, but adding support for it in
as a compile-time option will enable modding the game to look and
feel like the original without having to edit the source code.
At first I just went in to fix some places that were missing gettext
translations, but on the way as I was doing that, I noticed some
places where ngettext should be used, a bug in the fallback legacy
text rendering, and some things that could be structured better in
the Autoconf / Automake setup. Fixed those.
No, really, just added the whole thing. This took literally the
entire day. I'm soooo glad it's working now!
Also includes tons of other small fixes I didn't bother to keep
track of.
The old one still remains while I adapt the code to the new one.
This is simply a decoupling of the absolute position of text from
the creation of the text, to better facilitate position adaptation
to changes in screen size. Position indicated at creation remains
only for relative position (for use by e.g. credits and status lines).
Problem 1: fullscreen switching was leaving artifacts. Fixed by
drawing all black when switching fullscreen (and switching fullscreen
is now handled by its own function).
Problem 2: the mission briefing screen would distort if you changed
fullscreen during it. Fixed by redrawing the screen (it was previously
only drawn once).