Commit Graph
531 Commits
Author SHA1 Message Date
Goober5000 5c1f7e5c19 trying to commit
--Goober5000
2003-08-28 05:46:52 +00:00
Goober5000 a3f2d48869 added percent-ships-disarmed and percent-ships-disabled
--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;
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
--Goober5000
2003-08-27 01:36:22 +00:00
Goober5000 3e22143d10 added extra code to enable playing of FS1 music tracks
--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
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
--Goober5000
2003-08-25 04:39:17 +00:00
bobboau a76ebd336e specular code should be bugless now,
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
--Goober5000
2003-08-22 07:24:07 +00:00
Goober5000 935fd42370 implemented $callsign to add the player callsign in a briefing, message, or whatever
--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
--Goober5000
2003-08-21 09:00:19 +00:00
Goober5000 e28f0bb38c fixed turret text display for non-laser weapons
--Goober5000
2003-08-21 08:31:24 +00:00
Goober5000 a17149a915 ships that have no afterburners will no longer have the afterburner gauge drawn
--Goober5000
2003-08-21 06:31:19 +00:00
Goober5000 6effe38517 primary weapons will now truncate properly at a '#' symbol, just like secondaries
--Goober5000
2003-08-21 06:18:52 +00:00
Goober5000 b458ec8fc7 removed an extraneous thingy
--Goober5000
2003-08-21 06:11:32 +00:00
Goober5000 161da1e84b Ballistic primaries will now deplete ammo correctly - that is, ammo will be
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
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
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;
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
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,
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
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.
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.
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.
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