Goober5000
5c1f7e5c19
trying to commit
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--Goober5000
2003-08-28 05:46:52 +00:00
Goober5000
a3f2d48869
added percent-ships-disarmed and percent-ships-disabled
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--Goober5000
2003-08-27 02:04:54 +00:00
Goober5000
9ba71612a1
added is-ship-type, is-ship-class, lock-rotating-subsystem, and free-rotating-subsystem;
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also fixed the argument and return values for various sexps so that they work
properly for negative numbers
--Goober5000
2003-08-27 01:38:00 +00:00
Goober5000
9940d28a07
fixed a strange thing that Bobboau inexplicably put in
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--Goober5000
2003-08-27 01:36:22 +00:00
Goober5000
3e22143d10
added extra code to enable playing of FS1 music tracks
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--Goober5000
2003-08-25 04:46:53 +00:00
Goober5000
a04f658b1b
added replacement of $rank with the player's rank in any string that appears
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in-game (same as with $callsign); also bumped the limit on the length of text
allowed per entry in species.tbl
--Goober5000
2003-08-25 04:45:57 +00:00
Goober5000
1377f3304c
fixed unreachable code
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--Goober5000
2003-08-25 04:39:17 +00:00
bobboau
a76ebd336e
specular code should be bugless now,
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cell shadeing has been added activated via the comand line '-cell',
3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
2003-08-22 07:35:09 +00:00
Goober5000
205b89b7fa
bumped max intel entries to 30
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--Goober5000
2003-08-22 07:24:07 +00:00
Goober5000
935fd42370
implemented $callsign to add the player callsign in a briefing, message, or whatever
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--Goober5000
2003-08-22 07:01:57 +00:00
phreak
a9dfeb1ac0
warp effects and fireballs have their own distinct colors
2003-08-22 03:39:35 +00:00
randomtiger
f071b8be41
Fixed switching - RT
2003-08-21 20:54:39 +00:00
phreak
a6223bf7c7
added specular highlights. still needs shine mapping
2003-08-21 15:07:45 +00:00
phreak
4035c1d69e
zeroed out the specular fields since they caused some flickering
2003-08-21 15:04:17 +00:00
Goober5000
d3ae2fe948
fixed set-support-ship sexp
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--Goober5000
2003-08-21 09:00:19 +00:00
Goober5000
e28f0bb38c
fixed turret text display for non-laser weapons
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--Goober5000
2003-08-21 08:31:24 +00:00
Goober5000
a17149a915
ships that have no afterburners will no longer have the afterburner gauge drawn
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--Goober5000
2003-08-21 06:31:19 +00:00
Goober5000
6effe38517
primary weapons will now truncate properly at a '#' symbol, just like secondaries
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--Goober5000
2003-08-21 06:18:52 +00:00
Goober5000
b458ec8fc7
removed an extraneous thingy
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--Goober5000
2003-08-21 06:11:32 +00:00
Goober5000
161da1e84b
Ballistic primaries will now deplete ammo correctly - that is, ammo will be
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reduced by the number of firing points, not necessarily 1.
--Goober5000
2003-08-21 06:11:09 +00:00
Goober5000
b26ff24d85
"Fixed" the ballistic primary rearm bug. I have no idea how... I have to assume
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it's a bug in MSVC.
--Goober5000
2003-08-21 05:50:00 +00:00
wmcoolmon
d05b709fb3
Modified find_file_location to speed up file loading.
2003-08-20 08:14:50 +00:00
wmcoolmon
22d476ba2e
Made cfile_delete return 0 on failure, 1 on success
2003-08-20 08:12:08 +00:00
wmcoolmon
13be53d104
Added error screens to the barracks and start screens when a pilot file can't be deleted
2003-08-20 08:11:28 +00:00
bobboau
0ace2693ee
update for the specmapping code includeing
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suport for seperate specular levels on lights and
optional strings for the stars table
code has been made more organised,
though there seems to be a bug in the state selecting code
resulting in the HUD being rendered incorectly
and specmapping failing ocasionaly
2003-08-16 03:52:24 +00:00
bobboau
fb698a7a28
Specular 'shine' mapping;
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useing a phong lighting model I have made specular highlights
that are mapped to the model,
rendering them is still slow, but they look real purdy
also 4 new (untested) comand lines, the XX is a floating point value
-spec_exp XX
the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
-spec_point XX
-spec_static XX
-spec_tube XX
these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
static is the local stars,
point is weapons/explosions/warp in/outs,
tube is beam weapons,
for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
2003-08-12 03:18:34 +00:00
bobboau
86615245e5
slightly better implementation of the new zbuffer thing, it now checks only three diferent formats defalting to the 16 bit if neither the 24 or 32 bit versions are suported
2003-08-09 06:07:24 +00:00
phreak
ea7dfc171f
added code to take into account a tertiary reactor pod
2003-08-06 17:50:01 +00:00
phreak
a717e8d13a
changed the weapon ammo gauges to show additional ammo if a tertiary ammo pod is being used
2003-08-06 17:44:20 +00:00
phreak
3bf90ddac7
since the launcher has a space between 1024 and 768 for the videocard string, i changed the detection to reflect this
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also changed intro.mve to intro.avi since we can't use MVEs
2003-08-06 17:42:47 +00:00
phreak
d6778bb9c1
since the afterburners are routed through the physics engine, i needed to route the boost pod through here too
2003-08-06 17:39:49 +00:00
phreak
0aa9daafd9
added a thing to set max thrust when tertiary boost pod is engaged
2003-08-06 17:39:04 +00:00
phreak
99e73f948f
preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed
2003-08-06 17:37:08 +00:00
phreak
b1f73372ad
changed default texture filtering to GL_LINEAR
2003-08-06 17:26:20 +00:00
phreak
9293801be0
optimized the way cloaking is handled
2003-08-06 17:24:57 +00:00
bobboau
137c211b64
glow maps, for some reason they wern't in here, they should be now,
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also there is some debug code for changeing the FOV in game,
and I have some changes to the init code to try and get a 32 or 24 bit back buffer
if posable, this may cause problems for people
the changes were all marked and if needed can be undone
2003-08-05 23:45:18 +00:00
phreak
ca6d1ed53d
ai now properly uses rapid fire dumbfires
2003-08-03 23:38:08 +00:00
phreak
2815857683
changed some z-buffer stuff so it doesn't clip as noticably
2003-08-03 23:35:36 +00:00
fryday
784e477788
added fsspeech.cpp fsspeech.h speech.cpp speech.h into code/sound
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They include RT's speech code. Add the preprocessor definition FS2_SPEECH to enable text-to-speech at compile-time.
Requires the Microsoft speech SDK Version 5.1 (around 55MB download).
2003-07-19 16:10:48 +00:00
phreak
0c53451f6e
fixed a dumb bug
2003-07-16 23:12:44 +00:00
phreak
c302bb1409
lighting in the render functions now work for opengl as they do in d3d
2003-07-15 16:09:46 +00:00
phreak
ba5b2d2cfa
trails now properly alphablend in ogl as it does in d3d
2003-07-15 16:07:12 +00:00
phreak
69fee0a5b2
higher particle limits for opengl. now matched d3d
2003-07-15 16:06:24 +00:00
phreak
fb5996b06b
the game handles colored laser lighting for opengl now.
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this used to be exclusive to d3d
2003-07-15 16:05:33 +00:00
phreak
f6dbb169eb
the cutscene section in the techroom does not append *.mve onto a filename
2003-07-15 02:58:08 +00:00
phreak
a0b8313126
opengl now doesn't try to shutdown when its not running.
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could cause problems on startup
2003-07-15 02:53:54 +00:00
phreak
add60f26d8
ships now decloak when firing
2003-07-15 02:52:40 +00:00
phreak
ec3d8395a6
cloaked ships will reduce brightness with distance
2003-07-15 02:51:43 +00:00
phreak
1575894d9a
fixed a warning.
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previous cvs message should read: cloaked ship will decloak if a turret fires
2003-07-15 02:51:01 +00:00
phreak
42f5a1c556
cloaked ships now are less visible with distance
2003-07-15 02:41:41 +00:00