suport for seperate specular levels on lights and
optional strings for the stars table
code has been made more organised,
though there seems to be a bug in the state selecting code
resulting in the HUD being rendered incorectly
and specmapping failing ocasionaly
useing a phong lighting model I have made specular highlights
that are mapped to the model,
rendering them is still slow, but they look real purdy
also 4 new (untested) comand lines, the XX is a floating point value
-spec_exp XX
the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
-spec_point XX
-spec_static XX
-spec_tube XX
these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
static is the local stars,
point is weapons/explosions/warp in/outs,
tube is beam weapons,
for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
fs2_open now uses the registry entry 'VideocardFs2open' instead of 'Videocard' to store its video settings. To run fs2_open now you MUST use the launcher I have provided.
Launcher binary: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher.rar
Launcher source code: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher_code.rar
I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier.
The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher wont compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
I have also removed the internal launcher from the D3D8 module.
Please contact me if you have any problems.
When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and cant afford to find out.
Added timer bar code, by default its not compiled in.
Use TIMEBAR_ACTIVE in project and dependancy code settings to activate.
Added the new timebar files with the new code.