Commit Graph
110 Commits
Author SHA1 Message Date
Wanderer c01b067c1a better handling of 'dying' weapons for lua scripting.cpp
added lua controls for accessing beams
2010-06-09 16:49:20 +00:00
taylor 5e943b843c add some missing safety checks for Snds[] (Mantis #2216) 2010-06-06 14:50:36 +00:00
Goober5000 aa0c39cb7d add beam miss factor by team, requested by Blue Planet 2010-04-19 05:17:57 +00:00
Goober5000 774f34dea4 approximate the beam whack from retail FS2 2010-03-16 06:43:05 +00:00
Wanderer 96c365ca86 Fix for mantis 2131:
prevent for time compression caused vector scaling errors
changed time compression related beam assert into nprintf.
2010-03-05 11:48:19 +00:00
Wanderer 3b84da5af0 commit of beam piercing patch (allow beam tooling to occur simultaneously to the effects) 2010-02-10 21:38:01 +00:00
Wanderer 170266436b adding 'retail' type piercing (no piercing effect, but normal beam tooling effect) 2010-01-28 20:24:39 +00:00
Wanderer 13a3308e23 added improved controls for piercing effects. fixed shield armor type bug. 2010-01-28 16:05:15 +00:00
Wanderer 8279944008 separate beam flash from dinky explosion (was not a good idea). Enable beam width setting to affect all beams. 2010-01-23 19:34:59 +00:00
Wanderer f514d2b25a some changes to beam pierce effect, blob pierce effect, new settings for them both 2010-01-22 15:50:54 +00:00
Wanderer 27ac3b0c05 fury's request, option for huge beams not to draw impact effects when hitting specified type of ship. 2010-01-19 14:28:50 +00:00
Wanderer e1df65d0e4 2009-10-12 14:46:54 +00:00
Wanderer 48cc61733c option to force beam turrets to use same FOV limits as the rest of the turrets 2009-08-22 09:25:34 +00:00
Wanderer 014b7e4300 Commit of thruster effects for ship and weapon flame and for weapon glow effects 2009-07-19 16:07:23 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
Wanderer b4eb17bd7f merge from wanderer branch - limited rotation turrets, reset idle turrets option 2009-05-20 18:03:14 +00:00
chief1983 f5f0713345 Fix for fighter beams from Taylor's 3610 patch 2009-01-03 02:36:22 +00:00
taylor 19c1520dba final part of the fighter beam fix; freaky as it is, it actually managed to not break anything :D (Mantis #1795) 2008-10-23 13:00:21 +00:00
taylor acf1aa60ac get rid of some useless/annoying debug messages 2008-10-14 16:58:26 +00:00
taylor d23e80bdef fix some bad if statements 2008-10-14 16:35:49 +00:00
phreak 1a3e5f28af Fix beam damage when time compression is active. 2008-08-17 21:55:03 +00:00
Wanderer 15209a2a5f Fixes beams have migrating firing points (Mantis #1688)
Prevents simultaneously fired weapons from sharing firing points.
2008-06-01 10:50:28 +00:00
phreak 39c067de07 -Fixed null pointer exception in beam_delete()
-Got Targeting Laser to sort of work, it paints, but does not render.
2008-05-29 03:54:33 +00:00
Backslash e26c2a7487 Whoops, that beam chargeup particle fix only worked with certain table settings. This should work for everything. 2008-04-03 15:33:03 +00:00
Backslash 28e71f63ce Make generated muzzle particles' initial velocity match the parent ship -- this way they stay around the turret and don't go trailing behind. 2008-03-25 02:44:24 +00:00
taylor 5e1b66993b make sure that beam bitmaps are always loaded (like normal weapons are handled) 2008-03-21 01:57:19 +00:00
taylor 29f8a54cd9 change gr_set_cull() so that it works better (mainly part of the RTT fix) 2008-03-20 20:18:49 +00:00
WMCoolmon 7e7d77c8d7 *Drumroll* The official scripting system commit to the stable branch! 2008-03-15 08:56:43 +00:00
taylor bc5e9722c9 fix fighter beam weapon energy draw to work correctly (Mantis #1170)
setup fighter beams to work a bit better for players, with a good timestamp and a fail sound
2008-02-22 02:18:20 +00:00
taylor 28af506677 various bits of cleanup
don't draw beam impact effect if we are hitting a shield
updated hit shield quadrant properly for player when a beam hits
set shield quadrant and exit_flag properly for collision info so that we don't count damage twice and handle no_pierce_shields properly
2007-05-28 19:41:47 +00:00
wmcoolmon 9aba4be554 Added armor support for asteroid, debris, ship, and beam damage 2007-05-28 18:27:36 +00:00
taylor 42503bf705 cleanup error message
allow launch_snd from tbl to be used for beam weapon shot sound (Mantis #1263)
2007-04-11 18:17:26 +00:00
taylor 9624ac64a4 fix strange bug where a beams parent will die and the object reset before the beam gets the chance to fire 2007-03-22 19:30:00 +00:00
Goober5000 3c3416fa3b the great big duplicate model removal commit 2007-02-20 04:20:38 +00:00
taylor 65603b3186 bit of cleanup and minor performance tweaks
sync up with new generic_anim/bitmap and weapon delayed loading changes
with generic_anim, use Goober's animation timing for beam section and glow animations
make trail render list dynamic (as well as it can be)
2007-02-12 00:45:24 +00:00
Goober5000 850e65f754 Clean up the ship-weapon collision code for both conventional weapons and beams. Improved readability and clarity; untangled program flow; cleaned up sloppy enhancements. Fixed a few bugs too. 2007-02-07 07:35:01 +00:00
taylor 28d78bf454 updated/fixed modelanim code 2006-10-27 21:41:22 +00:00
Goober5000 d5ad083d91 fix forum links 2006-10-08 02:05:38 +00:00
taylor f91d40c690 don't try to draw beam sections if there is no valid texture for it, or if there is no width 2006-08-22 05:47:51 +00:00
taylor 9f4c28bd1d minor cleanup/optimization to beam warmup glow rendering function
various lighting code cleanups
 - try to always make sure beam origin lights occur outside of model
 - make Static_lights[] dynamic
 - be sure to reset to first 8 lights when moving on to render spec related texture passes
 - add ambient color to point lights (helps warp effects)
 - sort lights to try and get more important and/or visible lights to always happen in initial render pass
2006-07-24 07:38:00 +00:00
Goober5000 ab19abcb21 cvs comment tweaks 2006-07-05 23:37:13 +00:00
taylor f7d89326b0 some minor cleanup
remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
Goober5000 b52b6b1e00 spelling 2006-02-25 21:47:19 +00:00
taylor 42264f422c another NULL VEC3D warning fix 2006-01-15 18:56:45 +00:00
wmcoolmon 246cfcfa65 Codebase commit, most notably including objecttypes.tbl 2005-12-29 08:08:42 +00:00
phreak 013cb53c1e Handling of exit explosions for beams when a ship is about to get destroyed, or according to the code: "tooled".
Bumped beam frame collisions to 10 to compensate.
2005-12-14 08:07:33 +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
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
taylor d3481714d0 remove NO_NETWORK 2005-10-10 17:21:11 +00:00