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
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