phreak
1d279a469d
don't wrap the U_offset variable since it causes the beam to jump once it gets reset.
2005-09-03 17:48:21 +00:00
taylor
4a3aa3ba0b
proper multi support for fighter beams, already has code to break protocol commented out if we need it,
...
decided to skip and beam type checks and let beam_fire() reassign it (should work ok)
2005-07-24 18:35:44 +00:00
Goober5000
2a307d099a
CVS header tweaks
...
--Goober5000
2005-07-22 10:18:41 +00:00
taylor
85b24f500f
better error checking/handling for when you fire primary/beam weapons without a target selected
2005-07-22 03:54:46 +00:00
Goober5000
2394e9801b
remove PreProcDefine #includes in FS2
...
--Goober5000
2005-07-13 03:35:36 +00:00
Goober5000
4285720027
properly fixed beam_apply_whack()
...
--Goober5000
2005-07-12 21:01:40 +00:00
phreak
e22f6bcba1
remove the BEAM_NO_WHACK flag in beam_apply_whack()
2005-07-01 17:19:43 +00:00
wmcoolmon
a0a5b6261a
Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
2005-04-28 05:29:30 +00:00
taylor
7f786136a6
s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
2005-04-05 05:53:25 +00:00
Goober5000
5548a8e954
edited for language ;)
...
--Goober5000
2005-03-08 03:50:25 +00:00
taylor
efe1254bb9
animated beam muzzle glows
2005-03-03 16:40:29 +00:00
taylor
91e9fb4433
more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too
2005-03-02 21:24:48 +00:00
argv
64590007e7
Surface shields.
...
See forum thread:
http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=29643
-- _argv[-1]
2005-01-17 23:35:45 +00:00
argv
1213166f64
Revision 2.42 (Goober's fixes) broke "no pierce shields". Fixed.
...
-- _argv[-1]
2005-01-14 23:08:17 +00:00
Goober5000
099d2700d0
multiple ship docking :)
...
don't tell anyone yet... check the SCP internal
--Goober500
2005-01-11 21:38:51 +00:00
Goober5000
e5c01cb034
got rid of a nasty nasty bug in the beam collision function, and cleaned up some of Bobboau's old comments
...
--Goober5000
2005-01-02 23:22:22 +00:00
taylor
bf0b047002
support for animated beam sections
...
various weapon-only-used fixes
remove the -1 frame fix since it was fixed elsewhere
2004-11-21 11:38:17 +00:00
Kazan
864e1b5922
remove MCD complete
2004-07-26 20:47:56 +00:00
Kazan
428b3dcbc9
MCD - define _MCD_CHECK to use memory tracking
2004-07-12 16:33:09 +00:00
Goober5000
5c066e259a
ugh - added back in something that Bobboau removed
...
-Goober5000
2004-04-06 05:42:49 +00:00
bobboau
dc29468e31
commiting recent minor bug fixes
2004-04-03 02:55:50 +00:00
bobboau
cc41a40735
new fighter beam code
...
fixed old after burner trails
had to bump a few limits, working on some dynamic solutions
a few fixed to background POF rendering
fixing asorted bugs
2004-03-17 04:07:32 +00:00
Goober5000
7ef2ab2e39
Uber pass at reducing #includes
...
--Goober5000
2004-03-05 09:02:13 +00:00
Goober5000
87b4aab308
made FS2 able to account for subsystem mismatches between ships.tbl and the
...
model file - e.g. communication vs. communications
--Goober5000
2004-02-07 00:48:53 +00:00
bobboau
5a2ec84253
made the poly list dynamicly alocated,
...
started work on fixing the node model not rendering,
but most of that got commented out so I wouldn't have to deal with it
while mucking about with the polylist
2003-11-17 04:25:58 +00:00
Goober5000
4c165d76ef
language
2003-11-16 04:09:27 +00:00
bobboau
df0bab0bcf
shit load of bug fixing, much of it in nebula and bitmap drawing
2003-11-11 03:56:13 +00:00
Goober5000
401967dd9d
ubercommit - basically spelling and language fixes with some additional
...
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000
21656d6636
fixed spelling
...
--Goober5000
2003-11-09 07:36:52 +00:00
randomtiger
d86faac276
Bobs changes (take 2)
2003-10-23 18:03:25 +00:00
phreak
1aa48038a0
commented out some mprintfs that kazan missed
2003-10-22 23:10:14 +00:00
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
Goober5000
51b4692afd
clean rollback of all of argv's stuff
...
--Goober5000
2003-09-13 06:02:08 +00:00
argv
b29cd59a27
New energy system, fixes, random beam slash, don't slash if targeting a subsystem, surface shields, singular shields, configurable beam whacking, friendly beam fire does full damage.
2003-09-11 19:43:43 +00:00
phreak
4035c1d69e
zeroed out the specular fields since they caused some flickering
2003-08-21 15:04:17 +00:00
phreak
0c53451f6e
fixed a dumb bug
2003-07-16 23:12:44 +00:00
phreak
ddec102ece
fixed problem where beams that ignore shields do not fully damage the target
...
disabled attenuation for beams, pending rework
2003-07-15 02:39:59 +00:00
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