Commit Graph
124 Commits
Author SHA1 Message Date
wmcoolmon 67c6bca0de Multiple shockwaves support. 2005-07-24 06:01:37 +00:00
wmcoolmon c9fb193cc2 Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl
support for the demo/FS1
2005-07-24 00:32:45 +00:00
Goober5000 2a307d099a CVS header tweaks
--Goober5000
2005-07-22 10:18:41 +00:00
Goober5000 2394e9801b remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:35:36 +00:00
Goober5000 928cd2870a Removed "beam no whack" as setting the beam's mass to 0 achieves the same effect.
--Goober5000
2005-06-30 00:36:10 +00:00
wmcoolmon 2607cf6af9 Protected ships are safe from spawning weapons. :) 2005-06-02 02:41:52 +00:00
taylor b275424411 more from Jens...
- make sure that a frame number doesn't get carried over to non-animated weapon glows
 - move the line splitting code in missiontraining.cpp so that we don't have to worry about EOS chars
2005-05-23 05:55:13 +00:00
taylor 3f6e13d20b use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
fixes various problems and is past time to make the switch
2005-05-12 17:49:18 +00:00
wmcoolmon b39cdf84a0 armor.tbl revamp 2005-05-08 20:21:48 +00:00
phreak 3440b0b1c5 bumped MAX_SPAWN_WEAPONS to 30 for inferno builds 2005-05-01 23:40:44 +00:00
phreak 37b6872b9c buckets in sort_weapons_by_type() allocated on the heap instead of the stack. 2005-04-30 18:20:57 +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
wmcoolmon d9909754b9 stuff_byte to stuff_ubyte 2005-04-28 01:39:14 +00:00
wmcoolmon cb91362461 Use parse_sound instead of code chunks 2005-04-25 00:34:00 +00:00
taylor 2bbef05162 little cleanup of laser rendering
- fix animated glows
 - proper alpha modification (still messed up somewhere though, shows in neb missions)
 - remove excess batch_render()
2005-04-24 12:47:36 +00:00
Goober5000 c2c5b253a5 made swarm/corkscrew/flak conflict more friendly
--Goober5000
2005-04-24 07:31:34 +00:00
wmcoolmon ed1ea9d172 Local codebase commit; adds armor system. 2005-04-15 06:23:18 +00:00
taylor 7f786136a6 s/vector/vec3d/g, better support for different compilers (Jens Granseuer) 2005-04-05 05:53:25 +00:00
phreak 9f5f6692d9 put First_secondary_index back in so FRED can compile.
The weapons list is also sorted whenever all loading is done so lasers and beams always
come before missiles.  FRED's loadout code needs this behavior to stick.
2005-04-02 21:34:08 +00:00
wmcoolmon e7f1c3e1fa Made it so *Snd fields in ships.tbl and weapons.tbl take the sound name
as well as its index (ie "L_sidearm.wav" instead of "76")
2005-03-30 02:32:41 +00:00
Goober5000 6c17ef09ab clarified max hull/shield strength names and added ship guardian thresholds
--Goober5000
2005-03-27 12:28:35 +00:00
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