phreak
ccf24c31a5
beams can't fire when disrupted.
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cycle ends if the beam is firing and shooting ship is disrupted
2003-05-04 20:21:00 +00:00
Goober5000
458634292a
implemented the custom hitpoints mod
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--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000
3f0643a9b2
made beams default shield piercing again
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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
f67379b05d
comments
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--Goober500
2003-03-20 23:20:46 +00:00
Goober5000
1431e1d1d8
commented an unneeded variable
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-- Goober5000
2003-03-02 17:19:45 +00:00
bobboau
0806e440db
fixed the bug with fighter beams not giveing you kills
2003-02-26 02:56:55 +00:00
bobboau
417e500307
doh... forgot something in the beam rendering code
2003-02-25 07:15:07 +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
phreak
cbc3f3fb09
fixed typecasting warnings
2003-02-16 18:55:59 +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
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
78976694ff
bug hunting; fixed the beam whack effect bug
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--Goober5000
2003-01-13 23:20:01 +00:00
Goober5000
1c73dc4cf9
the insidious beam bug is now squashed AND committed!
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--Goober5000
2002-12-27 17:58:11 +00:00
DTP
eb8ee38f08
DTP FIX, fast fix to the beam/shield bug problem. will maybe commit later when i find out why this is getting triggered when it should not
2002-12-20 00:50:41 +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,
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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
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and well as made the new glow file type,
some general improvement to fighter beams,
2002-11-14 04:18:17 +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
wmcoolmon
e0bf60b559
Added Bobboau's beam tiling code
2002-07-26 03:11:24 +00:00
wmcoolmon
34119582f2
Added Bobboau's fighter-beam code.
2002-07-25 04:50:48 +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