Commit Graph
22 Commits
Author SHA1 Message Date
phreak ccf24c31a5 beams can't fire when disrupted.
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
--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 f67379b05d comments
--Goober500
2003-03-20 23:20:46 +00:00
Goober5000 1431e1d1d8 commented an unneeded variable
-- 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,
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
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
--Goober5000
2003-01-13 23:20:01 +00:00
Goober5000 1c73dc4cf9 the insidious beam bug is now squashed AND committed!
--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,
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
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