wmcoolmon
2c2a6334db
Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase)
2005-03-25 06:57:38 +00:00
taylor
58741be76d
use SWARM_MISSILE_DELAY again so that it's easier to keep up with
...
fix compiler warnings
2005-03-24 23:24:01 +00:00
bobboau
b46d8e28c7
added new graphic functions for state blocks
...
also added a class formanageing a new effect
2005-03-19 18:02:35 +00:00
bobboau
e0907340c1
added a geometry batcher and implemented it in sevral places
...
namely: lasers, thrusters, and particles,
these have been the primary botle necks for some time,
and this seems to have smoothed them out quite a bit.
2005-03-16 01:35:59 +00:00
phreak
a49d6b493e
doubled default spawn angle from 180 to 360 since it seems to track better
2005-03-12 21:08:01 +00:00
taylor
405ba066b9
change min/max to MIN/MAX to fix GCC problems
...
add lab stuff to Makefile
build unbreakage for everything that's not MSVC++ 6
lots of warning fixes
fix OpenGL rendering problem with ship insignias
no Warnings() in non-debug mode for Linux (like Windows)
some campaign savefile fixage to stop reverting everyones data
2005-03-10 08:00:18 +00:00
Goober5000
a79c665cca
whoops
2005-03-08 04:41:39 +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
bobboau
9c9876909b
oh, hey look I've commited something :D
...
animation system, weapon models detail box alt-tab bug, probly other stuff
2005-03-01 06:55:45 +00:00
wmcoolmon
22e44c3eac
Fix0r3d trails
2005-02-20 23:11:51 +00:00
wmcoolmon
65a6fcbf37
Trails update: Better, faster, stronger, but not much more reliable
2005-02-20 07:39:34 +00:00
wmcoolmon
12c2e477a4
Removed trails limit
2005-02-19 07:57:03 +00:00
wmcoolmon
cd3689feb3
Added $Tech Model (after +Tech Description)
2005-02-18 04:54:44 +00:00
taylor
2a8dd7547b
make hudparse GCC 3.4 friendly (WMCoolmon way want to check this with tbl)
...
fix OSX compile problem
debug message in weapons_page_in() should have been real debug message
2005-02-14 23:59:23 +00:00
taylor
09167fa382
merge with Linux/OSX tree - p0204-2
2005-02-04 20:06:10 +00:00
phreak
c840b77b0c
revert to default d-missile behavior if the electroinics parameters aren't specified.
...
added an option to customize the old-style disruption calculation as well.
2005-02-03 01:26:45 +00:00
phreak
40b25f8860
shockwave weapons now work properly with the electronics (d-missible) tag
...
added in a "randomness factor" for electronics parameters. This adds or subtracts
a random value between 0 and this factor to the disruption time. This was hard coded
to be 4 seconds in retail.
2005-01-28 04:05:05 +00:00
taylor
8363163b86
fully working (??) -loadonlyused, allocate used_weapons[] and ship_class_used[] only when needed
2005-01-11 04:05:23 +00:00
taylor
5b7b87648f
make sure we're not loading weapons that are left over from larger missions
2005-01-05 23:17:38 +00:00
taylor
29c631c38d
stupid mistake
2005-01-03 18:46:03 +00:00
wmcoolmon
76b9870a68
Fix to modular tables workaround with Fs2NetD
2004-12-25 09:25:41 +00:00
wmcoolmon
45b2843965
Added +Hud Image: for weapons, which replaces the weapon name in the list with an image.
2004-12-23 23:35:02 +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
taylor
74caede040
animate weapon glow/bitmaps properly while in flight, make sure
...
we don't exceed bitmap frame numbers, don't try to calculate
frame for particle spew animations since particle_render_all()
does that for us already
2004-11-02 08:32:38 +00:00
et1
40e1dfe93f
Implemented "+WeaponMinRange" token
2004-09-10 13:50:09 +00:00
et1
51301cfadf
Implemented "+SwarmWait:"-token and fixed weapon glow tails
2004-07-31 08:58:07 +00:00
Kazan
864e1b5922
remove MCD complete
2004-07-26 20:47:56 +00:00
taylor
46f274f38d
add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again
2004-07-17 09:26:00 +00:00
wmcoolmon
5ca7069215
Better -load_only_used handling; added mark_weapon_used(weapon ID), which does check for IDs of -1.
2004-07-14 01:27:01 +00:00
Kazan
428b3dcbc9
MCD - define _MCD_CHECK to use memory tracking
2004-07-12 16:33:09 +00:00
bobboau
a3422b4d01
added the working decal code
2004-07-11 03:22:54 +00:00
phreak
c565876ce1
function pointer radar update.
...
will enable us to make different radar styles that we can switch between
2004-07-01 01:54:59 +00:00
wmcoolmon
2c4057c20c
Support as well as the extern for "-load_only_used"; this way everything that includes cmdline.h doesn't have to be recompiled.
2004-06-29 06:02:34 +00:00
wmcoolmon
b1ab3f347f
Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code.
...
OGG code has been commented out, so you don't need the SDK yet.
2004-06-22 23:14:10 +00:00
wmcoolmon
ed78b00a8d
Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values
2004-06-18 04:59:55 +00:00
phreak
f21eed24a5
spawn weapons can now be specified to be spawned at different angles other than
...
the sphere thats used in retail
2004-06-05 19:15:39 +00:00
wmcoolmon
22ed91e5ad
Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages
2004-05-26 21:02:27 +00:00
wmcoolmon
eda69a3959
Ship & weapon modular table files
2004-05-26 03:52:08 +00:00
phreak
9adfa4226f
oops, hanging ')'
2004-04-06 05:28:07 +00:00
phreak
f808f46118
properly commented Local SSM code.
...
put in some estimation code so the Local SSMs warp in closer to moving ships
2004-04-06 05:26:59 +00:00
phreak
ccee36c720
Local SSMs now working again after the code for setting the jumpout/jumpin
...
times for the missile were removed.
2004-04-06 04:53:21 +00:00
randomtiger
f188726bb6
Added base for a general dynamic batching solution.
...
Fixed NO_DSHOW_CODE code path bug.
2004-03-20 14:47:14 +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
bobboau
07a789e9dc
fixed motion debris
...
animated laser textures
and added a new error check called a safepoint, mostly for tracking the 'Y bug'
2004-03-06 23:28:24 +00:00
Goober5000
7ef2ab2e39
Uber pass at reducing #includes
...
--Goober5000
2004-03-05 09:02:13 +00:00
bobboau
e050aa42c3
pluged memory leaks,
...
3D HTL lasers (they work perfictly)
and posably fixed Turnsky's shinemap bug
2004-02-20 04:29:57 +00:00
randomtiger
19bef23d16
Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
...
OK, these changes effect a lot of file, I suggest everyone updates ASAP:
Removal of many files from project.
Removal of meanless Gr_bitmap_poly variable.
Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
Removal of redundant Fred paths that arent needed for Fred OGL.
Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
Fixed many D3D non standard mode bugs and brought OGL up to the same level.
Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
2004-02-14 00:18:37 +00:00
Goober5000
56ab08b66a
fixed a few random bugs
...
--Goober5000
2004-02-05 14:31:45 +00:00