Commit Graph
43 Commits
Author SHA1 Message Date
Kazan 4b042fcbeb Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down
Commented out the "warning null vector in vector normalize" crap since we don't give a rats arse
Added "beam no whack" flag for beams - said beams NEVER whack
Some reliability updates in FS2NetD
2003-10-13 05:57:50 +00:00
bobboau 300d5fc2c1 commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
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 3ff0cc78c1 added some minor things, such as code cleanup and the following:
--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
--Goober5000
2003-09-13 06:02:08 +00:00
Goober5000 f623737a98 clarified stuff and tweaked the damage ratio for big ships
--Goober5000
2003-09-12 02:08:57 +00:00
argv a5c904c210 New weapon table flags, configurable beam whacking, subsystem display names, new energy system, modified the meaning of big damage. 2003-09-11 19:48:00 +00:00
bobboau a76ebd336e specular code should be bugless now,
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
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 5b5a4c4bd4 added support for weapons that only fire when tagged
also added limited firing range for local ssms
2003-06-25 03:21:03 +00:00
phreak 080ac424f9 fixed a bug where local ssms may miss the warphole when entering subspace 2003-06-14 22:56:17 +00:00
phreak 97d550de8c added a warning that will display if a modder puts in a local ssm that:
is a laser or beam
doesn't home
2003-06-13 15:33:57 +00:00
phreak 7236a2e555 local ssms fired without lock will not enter subspace at all 2003-06-12 21:21:26 +00:00
phreak cee725592e local ssm warpin is now handled better than what i committed earlier 2003-06-12 17:45:54 +00:00
phreak b4dd4e6527 fixed a minor bug where local ssms will warpin at 0,0,0 if their target was destroyed while in subspace 2003-06-12 16:54:06 +00:00
phreak 5101801bbe i hate to update again so soon, but there was a compile warning that i accidently passed over 2003-06-11 03:13:39 +00:00
phreak 49704751cf local subspace missiles are now in game. yay 2003-06-11 03:06:07 +00:00
Goober5000 527d43e28b fixed small bug inadvertently added by Phreak affecting the custom hitpoints
mod; also fixed a small bug in the new disruption mod (disrupting all subsystems,
as opposed to only those within the weapon radius)
--Goober5000
2003-05-05 20:55:44 +00:00
phreak 04d6f2039b fixed mispelling 2003-05-04 19:51:28 +00:00
phreak c157c24b62 added multipliers for beam turrets and sensors for disruptor missiles 2003-05-03 23:47:04 +00:00
phreak 2c271ff1c3 changed around the way disruptor weapons work 2003-05-03 16:48:08 +00:00
Goober5000 458634292a implemented the custom hitpoints mod
--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000 3f0643a9b2 made beams default shield piercing again
also added a beam no pierce command line flag
and fixed something else which I forgot :P
--Goober5000
2003-03-29 09:42:05 +00:00
Goober5000 a8ecbb2980 more housecleaning, this time for debug warnings
--Goober5000
2003-03-19 09:05:26 +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 988b046585 fixed a subtle bug with EMP parsing which probably never happened and never will,
but it's nice to know it's solved :)
--Goober5000
2003-03-18 06:10:14 +00:00
Goober5000 0608f193b9 fixed misspelling of "attenuation"
--Goober5000
2003-03-04 04:41:03 +00:00
Goober5000 e946f44853 made error message appear if EMP used without necessary parameters
--Goober5000
2003-03-04 02:25:25 +00:00
Goober5000 4e8174b0e8 fixed the tech room bug! yay!
--Goober5000
2003-03-03 04:28:37 +00:00
bobboau 03fb48d8aa fixed a bunch of fighter beam bugs,
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
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 c9ea61c266 fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather
than SF_ flags
--Goober5000
2003-01-18 09:25:42 +00:00
anonymous 9cd430eb81 fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. 2003-01-15 21:29:05 +00:00
Goober5000 a67d462b4c cleaned up some stuff with model_set_thrust and a commented Assert that
shouldn't have been
--Goober5000
2003-01-06 19:33:22 +00:00
bobboau 12f8b745d2 disabled decals (for now), removed the warp ray thingys,
made some better error mesages while parseing weapons and ships tbls,
and... oh ya, added glow mapping
2003-01-05 23:41:51 +00:00
Goober5000 e2a757bbbe Full-fledged ballistic primary support added! Try it and see! :) 2002-12-10 05:43:35 +00:00
bobboau 2dbc7e5277 inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
2002-12-07 01:37:43 +00:00
bobboau 0a93058abc added warp model and type 1 glow points
and well as made the new glow file type,
some general improvement to fighter beams,
2002-11-14 04:18:17 +00:00
phreak 40a131bf76 updated parse_weapon to parse custom corkscrew missiles 2002-11-11 20:18:30 +00:00
phreak 918e20b198 Parser error handling for fighter flak, it didn't want flak on player weapons, now it doesn't care 2002-11-06 23:22:05 +00:00
bobboau c4c099ac0b inital commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam sheild hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry 2002-10-19 19:29:29 +00:00
penguin 0c503be8d1 The big include file move 2002-08-01 01:41:11 +00:00
penguin 8f92eebd34 Warpcore CVS sync 2002-06-03 04:10:40 +00:00
penguin 663b3471b9 Volition sources -- warpcore CVS import 2002-06-03 03:26:03 +00:00