Commit Graph
188 Commits
Author SHA1 Message Date
taylor ee3aafc1e9 make muzzle flash info dynamic
add support for modular mflash tables (*-mfl.tbm)
2006-09-11 05:44:23 +00:00
taylor 03dfd9ead2 debug-build-only issue, make sure that thrusters are properly enabled if needed for POF based weapons when using cheat keys 2006-07-08 11:30:40 +00:00
Goober5000 eae62591ce 1) complete (almost) changeover to reorganized texture mapping system
2) finally fix texture animation; textures now animate at the correct speed
--Goober5000
2006-07-06 04:06:04 +00:00
Goober5000 f669cad916 --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P
--this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly
--Goober5000
2006-07-04 07:42:50 +00:00
taylor f69d117fad make sure we don't process cmeasure homing more than once (this should also fix the incompatible network packet)
fix flag check to be sure that we properly detonate missiles tracking cmeasures
2006-06-27 05:06:39 +00:00
wmcoolmon 8d0fc6455d Not sure why I didn't catch this when compiling earlier... 2006-06-07 05:20:52 +00:00
taylor f7d89326b0 some minor cleanup
remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
Goober5000 7e41877b7b proper capitalization according to Volition 2006-04-20 06:32:30 +00:00
Goober5000 b52b6b1e00 spelling 2006-02-25 21:47:19 +00:00
taylor ed3380aafb keep weapon model refcount correct (this is admittedly strange, but safer than before) 2006-02-16 05:48:48 +00:00
wmcoolmon 2a2d52145a Blah, pulled a Goober. 2006-02-15 07:26:52 +00:00
wmcoolmon d43babc2d5 Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks 2006-02-15 07:19:50 +00:00
Goober5000 a9642a2a86 more tweaks, plus clarification of checks for the existence of files
--Goober5000
2006-02-13 00:20:46 +00:00
wmcoolmon 0c8c487d3c Remove initial corkscrew values from parse_weapon 2006-02-12 17:54:35 +00:00
taylor 6397a8f093 fix endless loop when we've got too many weapons 2006-01-30 07:00:14 +00:00
taylor 7c0a59c1a7 add transparent, cycling alpha, and no-light options for weapons 2006-01-30 06:33:19 +00:00
taylor 481d9b0811 if a weapon model isn't loaded then be sure to load it in weapon_create() (catches a few weird weapon setups) 2006-01-18 16:02:26 +00:00
Goober5000 4d5a477f71 übercommit of custom IFF stuff :) 2006-01-13 03:31:20 +00:00
phreak 7665133851 Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. 2006-01-09 04:54:51 +00:00
taylor 5a0c85036d make sure that thrusters will still render with a missing primary bitmap if they have a primary glow 2006-01-07 12:48:04 +00:00
taylor 54478d16f8 weapon precedence wasn't getting read in on normal weapon.tbl parse, should fix the missing primary weapons in early retail missions 2006-01-03 06:02:59 +00:00
wmcoolmon 246cfcfa65 Codebase commit, most notably including objecttypes.tbl 2005-12-29 08:08:42 +00:00
taylor 425c7b86b4 deal with cf_find_file_location() changes
add a central parse_modular_table() function which anything can use
fix up weapon_expl so that it can properly handle modular tables and LOD count changes
add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds)
2005-12-28 22:17:02 +00:00
taylor a0329bfabb fix a couple of beam section issues when using modular tables 2005-12-24 04:18:57 +00:00
taylor eddf28ad6e add the name of the modular table about to be parsed to the debug log
a missing weapon_expl table should just be a note in the debug log rather than a popup warning
2005-12-21 08:27:37 +00:00
wmcoolmon 8c7b258e51 Swap beam fixed/animation image loading order 2005-12-18 20:13:26 +00:00
wmcoolmon e5c23334bc Added +nocreate and more verbose index handling for beam sections 2005-12-17 00:59:48 +00:00
wmcoolmon 3bc1b2f1be Better handling of beam overrides (bm_unload textures as they are replaced) 2005-12-17 00:50:55 +00:00
phreak f4a2c22285 Countermeasres parameters. Lets users specify how easily missiles are spoofed by countermeasures
A missile is given a seeker strength.  Aspect default of 2.  Heat default of 3.  This is a missile's resistance to spoofage
A countermesaure is given an effectiveness for each type.  The defaults for countermeasure heat and aspect effectiveness are both 1.
Also gave the countermeasure an effective range.  Default is 300 meters.

A missiles chance of being spoofed is calculated by <cm type effectiveness>/<seeker strength>
So by default, 1/2 of aspect seekers will be fooled by a countermeasures, while 1/3 of heat seekers would be spoofed by default.

Also i gave the option of aspect missiles having a view cone different from 180 degrees.  This parameter is optional and doesn't effect anything already there.
2005-12-15 06:03:50 +00:00
phreak b0b9202aa2 various countermeasures related fixes. Special cases needed to be handled. 2005-12-13 05:27:36 +00:00
taylor 5bb3145073 allow use of a specific LOD for ship and weapon rendering in the hud targetbox 2005-12-12 21:32:14 +00:00
taylor e0a4ca8494 switch the shockwave pof and normal names back to the correct spots, this was probably causing some
3-D shockwave usage issues since they wouldn't have rendered
2005-12-08 15:33:39 +00:00
wmcoolmon 2ad2aa2aef "laser" and "missile" to "primary" and "secondary" 2005-12-05 01:54:16 +00:00
wmcoolmon 9fea22d551 Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons 2005-12-04 19:02:36 +00:00
phreak e92d279af7 Apply lighting to missiles if -missile_lighting command line is set. 2005-11-24 06:37:17 +00:00
taylor a927686ddf when using cheats be sure to properly load up all weapons that aren't already paged in 2005-11-23 06:53:22 +00:00
taylor 7a0adb4233 yuck, ugly mistake on my part (thanks Goober!) 2005-11-22 04:50:52 +00:00
taylor 9df5fc333e combine weapon_info_close() and weapon_close()
changes to allow use of weapon_expl.tbl and the modular table versions once more
 - the tables aren't required (but a warning will be produced if weapon_expl.tbl doesn't exist)
 - don't back load LODs, if it's not there then don't use it
 - handle a couple of error conditions a bit better
2005-11-22 00:01:11 +00:00
Goober5000 b33caf6f45 change from "setting" to "profile"; this way makes more sense
--Goober5000
2005-11-21 02:43:37 +00:00
Goober5000 956e48daf4 add ai_settings.tbl
--Goober5000
2005-11-21 00:50:02 +00:00
taylor 368afa64da don't try to apply a shockwave force if there is no actual force to apply, avoids needless math and fixes a NULL vec3d warning 2005-11-16 21:27:31 +00:00
taylor d79cf2dee8 -loadonlyused in on by default now, can be turned off with -loadallweps 2005-11-13 06:49:05 +00:00
wmcoolmon 7cd75811db More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix 2005-11-08 01:04:02 +00:00
wmcoolmon b3e7e10a64 Fix(?) for checking whether a weapon is armed or not 2005-11-05 05:12:21 +00:00
wmcoolmon 78fab0c331 Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes 2005-10-30 06:45:00 +00:00
taylor 53d95c6b04 make sure that XMTs don't try to still create an invalid entry when +nocreate is used 2005-10-26 00:43:06 +00:00
taylor dd21fa57f2 some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about 2005-10-23 20:34:30 +00:00
taylor 4fc5973d71 fix some bugs with spawn type weapon assignments, particularly with TBMs 2005-10-19 20:54:06 +00:00
Goober5000 ae639154f9 removed an unneeded parameter and renamed some stuff
--Goober5000
2005-10-14 07:22:24 +00:00
taylor 79296221d5 fix memory freakage from dynamic spawn weapon types 2005-10-11 08:30:38 +00:00