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
phreak
a9dfeb1ac0
warp effects and fireballs have their own distinct colors
2003-08-22 03:39:35 +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
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
b4827254db
changed around collision code to handle the possible variance in speeds when using local ssms
2003-06-11 03:00:50 +00:00
Goober5000
458634292a
implemented the custom hitpoints mod
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--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000
3f0643a9b2
made beams default shield piercing again
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also added a beam no pierce command line flag
and fixed something else which I forgot :P
--Goober5000
2003-03-29 09:42:05 +00:00
Goober5000
b81f64088a
comments
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--Goober500
2003-03-20 23:30:03 +00:00
Goober5000
4214c8c99f
fixed some misspellings
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--Goober5000
2003-03-18 01:44:31 +00:00
bobboau
03fb48d8aa
fixed a bunch of fighter beam bugs,
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most notabley the sound now works corectly,
and they have limeted range with atenuated damage (table option)
added bank specific compatabilities
2003-02-25 06:22:50 +00:00
bobboau
013930bc99
added glow map nebula bug fix for d3d, someone should add a fix for glide too
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more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
2003-02-16 05:14:29 +00:00
Goober5000
5a23f97266
aw, nuts - fixed a dumb bug with my new don't-collide-invisible code :p
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--Goober5000
2003-01-24 03:48:11 +00:00
bobboau
d4f242427d
redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
2003-01-19 01:07:43 +00:00
Goober5000
c9ea61c266
fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather
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than SF_ flags
--Goober5000
2003-01-18 09:25:42 +00:00
Goober5000
e2a757bbbe
Full-fledged ballistic primary support added! Try it and see! :)
2002-12-10 05:43:35 +00:00
bobboau
2dbc7e5277
inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
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collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
2002-12-07 01:37:43 +00:00
bobboau
0a93058abc
added warp model and type 1 glow points
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and well as made the new glow file type,
some general improvement to fighter beams,
2002-11-14 04:18:17 +00:00
bobboau
c4c099ac0b
inital commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam sheild hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
2002-10-19 19:29:29 +00:00
penguin
0c503be8d1
The big include file move
2002-08-01 01:41:11 +00:00
penguin
7ab0f6ba11
renamed 'big' and 'small' (conflict w/ MS include file)
2002-07-26 16:17:46 +00:00
penguin
3463682f1a
Back-port to MSVC
2002-07-07 19:56:00 +00:00
penguin
8f92eebd34
Warpcore CVS sync
2002-06-03 04:10:40 +00:00
penguin
663b3471b9
Volition sources -- warpcore CVS import
2002-06-03 03:26:03 +00:00