Kazan
9c5ac6b86f
#Kazan# FS2NetD client code gone multithreaded, some Fred2 Open -mod stuff [obvious code.lib] including a change in cmdline.cpp, changed Stick's "-nohtl" to "-htl" - HTL is _OFF_ by default here (Bobboau and I decided this was a better idea for now)
2003-10-12 03:46:23 +00:00
Goober5000
ed3e3b0e79
fixed some warnings
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--Goober5000
2003-10-07 03:43:22 +00:00
bobboau
300d5fc2c1
commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
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still needs a lot of work, ubt the frame rates were getting with it are incredable
the biggest problem it still has is a bad lightmanegment system, and the zbuffer
doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
and weapons, I think these should be modifyed to be sent through hardware,
it would be slightly faster and it would likely fix the problem
also the thruster glow/particle stuff I did is now in.
2003-09-26 14:37:16 +00:00
Goober5000
52afd31304
fixed case-sensitivity bugs and possibly that Zeta wing bug
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--Goober5000
2003-09-13 20:59:54 +00:00
Goober5000
3ff0cc78c1
added some minor things, such as code cleanup and the following:
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--turrets will not fire at cargo
--MAX_SHIELD_SECTIONS substituted for the number 4 in many places
--supercaps have their own default message bitfields (distinguished from capships)
--turrets are allowed on fighters
--jump speed capped at 65m/s, to avoid ship travelling too far
--non-huge weapons now scale their damage, instead of arbitrarily cutting off
----Goober5000
2003-09-13 08:27:29 +00:00
Goober5000
51b4692afd
clean rollback of all of argv's stuff
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--Goober5000
2003-09-13 06:02:08 +00:00
Goober5000
8ffae02b63
fixed a bunch of compile-time errors and warnings
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--Goober5000
2003-09-12 03:57:01 +00:00
Goober5000
9e8083c95e
grr...fixed more stuff
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--Goober5000
2003-09-12 03:17:33 +00:00
argv
14f6f4cf7a
New energy system, singular shield support, some new ship table flags, no draw of thrusters when they are off, fixes.
2003-09-11 19:33:07 +00:00
wmcoolmon
340da39cfc
Added ability to limit subsystem repairs
2003-09-06 20:40:01 +00:00
wmcoolmon
e3354cbfee
Minor bugfix (changed an == to >=)
2003-09-06 19:14:50 +00:00
wmcoolmon
f876bf2cac
Made it possible to limit how much support ships repair a ship's hull.
2003-09-06 19:07:31 +00:00
Goober5000
86d041d581
well, let's see here...
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* persistent variables
* rotating gun barrels
* positive/negative numbers fixed
* sexps to trigger whether the player is controlled by AI
* sexp for force a subspace jump
I think that's it :)
--Goober5000
2003-09-05 04:25:29 +00:00
Goober5000
9f54fe1114
implemented rotating barrels for firing primary weapons
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--Goober5000
2003-08-28 20:42:18 +00:00
bobboau
a76ebd336e
specular code should be bugless now,
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cell shadeing has been added activated via the comand line '-cell',
3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
2003-08-22 07:35:09 +00:00
Goober5000
161da1e84b
Ballistic primaries will now deplete ammo correctly - that is, ammo will be
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reduced by the number of firing points, not necessarily 1.
--Goober5000
2003-08-21 06:11:09 +00:00
Goober5000
b26ff24d85
"Fixed" the ballistic primary rearm bug. I have no idea how... I have to assume
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it's a bug in MSVC.
--Goober5000
2003-08-21 05:50:00 +00:00
phreak
99e73f948f
preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed
2003-08-06 17:37:08 +00:00
phreak
add60f26d8
ships now decloak when firing
2003-07-15 02:52:40 +00:00
phreak
b61270e607
support for cloaking added. needs a cloakmap.pcx
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to cloak the players ship, activate cheats and press tilde + x
some more work can be done to smooth out the animation.
2003-07-04 02:30:54 +00:00
phreak
702fc1b0cb
added support for weapons that only fire when tagged
2003-06-25 03:19:40 +00:00
phreak
cbd422cfb8
fixed a small bug where rotating subobjects wouldn't work on a player ship
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also changed "+PBank Capacity:" to "$PBank Capacity:" when parsing
ballistic primaries. goob knows about this
2003-06-16 03:36:08 +00:00
phreak
a217fd3a6d
final fix (hopefully) to zero mass value bug
2003-06-04 15:32:54 +00:00
phreak
1362e3a518
clarified an error message in subsys_set
2003-05-15 19:08:24 +00:00
phreak
3476c814e4
possible fix to ships with no mass values
2003-05-09 23:53:32 +00:00
Goober5000
458634292a
implemented the custom hitpoints mod
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--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000
1a70dcbd48
resolved a nasty bug that caused some missions to crash
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--Goober5000
2003-03-30 07:27:34 +00:00
unknownplayer
3a7cc9cc63
The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
2003-03-18 10:07:06 +00:00
Goober5000
4214c8c99f
fixed some misspellings
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--Goober5000
2003-03-18 01:44:31 +00:00
Goober5000
ab0a0cbb37
fixed what should be the last bug with bank-specific loadouts
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--Goober5000
2003-03-06 09:13:43 +00:00
Goober5000
7bf2515974
rewrote the restricted bank loadout code; it should work now
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--Goober5000
2003-03-05 12:38:01 +00:00
Goober5000
75c7f89e73
cleaned out Bobboau's buggy code - about to rewrite with new, bug-free code :)
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--Goober5000
2003-03-05 09:17:15 +00:00
Goober5000
f71b8a2740
fixed custom banks so that they no longer need the ":" between each entry
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--Goober5000
2003-03-03 17:15:16 +00:00
Goober5000
4e8174b0e8
fixed the tech room bug! yay!
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--Goober5000
2003-03-03 04:28:37 +00:00
Goober5000
742c4c1484
fixed the initial status bug
2003-03-01 01:15:38 +00:00
bobboau
03fb48d8aa
fixed a bunch of fighter beam bugs,
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most notabley the sound now works corectly,
and they have limeted range with atenuated damage (table option)
added bank specific compatabilities
2003-02-25 06:22:50 +00:00
bobboau
013930bc99
added glow map nebula bug fix for d3d, someone should add a fix for glide too
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more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
2003-02-16 05:14:29 +00:00
Goober5000
555a830058
made my fighterbay code more forgiving of eccentric modeling hacks...
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ships can now use the Faustus hangar again :)
--Goober5000
2003-02-05 06:57:56 +00:00
Goober5000
37e4dd5bc7
finished up my fighterbay code - ships will not be able to arrive from or depart into
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fighterbays that have been destroyed (but you have to explicitly say in the tables
that the fighterbay takes damage in order to enable this)
--Goober5000
2003-01-27 07:46:33 +00:00
bobboau
67faca1076
added several sExps for turning glow points and glow maps on and off
2003-01-20 05:40:50 +00:00
Goober5000
31d970d8ee
fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag,
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and departure into hangars should now all work properly
--Goober5000
2003-01-19 22:20:23 +00:00
Goober5000
db0c1b2e88
fixed two dumb bugs in the set-support-ship code
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--Goober5000
2003-01-19 08:37:52 +00:00
Goober5000
341803c8c0
fixed a bunch of bugs - "no-subspace-drive" should now work properly for
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all ships, and all ships who have their departure anchor set to a capital ship
should exit to that ship when told to depart
--Goober5000
2003-01-19 07:02:16 +00:00
bobboau
d4f242427d
redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
2003-01-19 01:07:43 +00:00
Goober5000
c9ea61c266
fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather
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than SF_ flags
--Goober5000
2003-01-18 09:25:42 +00:00
Goober5000
a411961c93
fixed some really strange behavior with strings not being truncated at the
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# symbol
--Goober5000
2003-01-17 07:59:09 +00:00
Goober5000
881306223e
added capability to the $Texture replace code to substitute the textures
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without needing and extra model, however, this way you can't substitute
transparent or animated textures
--Goober5000
2003-01-17 01:48:50 +00:00
Goober5000
4373cdde4f
yay! got texture replacement to work!!!
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--Goober5000
2003-01-16 06:49:11 +00:00
Goober5000
dd8fbddae1
NOW the model duplicates work! :p
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still gotta do the textures, but it shouldn't be hard now
--Goober5000
2003-01-15 23:23:30 +00:00
Goober5000
1b66a0101e
assigning duplicate models to ships now works; committing so I have a base
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to fall back to as I work on texture replacement
--Goober5000
2003-01-15 08:57:23 +00:00