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
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support for the demo/FS1
2005-07-24 00:32:45 +00:00
Goober5000
2a307d099a
CVS header tweaks
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--Goober5000
2005-07-22 10:18:41 +00:00
Goober5000
2394e9801b
remove PreProcDefine #includes in FS2
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--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.
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--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...
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- 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
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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
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- 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
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--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.
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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
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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
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--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
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fix compiler warnings
2005-03-24 23:24:01 +00:00
bobboau
b46d8e28c7
added new graphic functions for state blocks
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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
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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
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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 ;)
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--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
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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)
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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.
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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
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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
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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
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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