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
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
5b5a4c4bd4
added support for weapons that only fire when tagged
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also added limited firing range for local ssms
2003-06-25 03:21:03 +00:00
phreak
080ac424f9
fixed a bug where local ssms may miss the warphole when entering subspace
2003-06-14 22:56:17 +00:00
phreak
97d550de8c
added a warning that will display if a modder puts in a local ssm that:
...
is a laser or beam
doesn't home
2003-06-13 15:33:57 +00:00
phreak
7236a2e555
local ssms fired without lock will not enter subspace at all
2003-06-12 21:21:26 +00:00
phreak
cee725592e
local ssm warpin is now handled better than what i committed earlier
2003-06-12 17:45:54 +00:00
phreak
b4dd4e6527
fixed a minor bug where local ssms will warpin at 0,0,0 if their target was destroyed while in subspace
2003-06-12 16:54:06 +00:00
phreak
5101801bbe
i hate to update again so soon, but there was a compile warning that i accidently passed over
2003-06-11 03:13:39 +00:00
phreak
49704751cf
local subspace missiles are now in game. yay
2003-06-11 03:06:07 +00:00
Goober5000
527d43e28b
fixed small bug inadvertently added by Phreak affecting the custom hitpoints
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mod; also fixed a small bug in the new disruption mod (disrupting all subsystems,
as opposed to only those within the weapon radius)
--Goober5000
2003-05-05 20:55:44 +00:00
phreak
04d6f2039b
fixed mispelling
2003-05-04 19:51:28 +00:00
phreak
c157c24b62
added multipliers for beam turrets and sensors for disruptor missiles
2003-05-03 23:47:04 +00:00
phreak
2c271ff1c3
changed around the way disruptor weapons work
2003-05-03 16:48:08 +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
a8ecbb2980
more housecleaning, this time for debug warnings
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--Goober5000
2003-03-19 09:05:26 +00:00
unknownplayer
3a7cc9cc63
The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
2003-03-18 10:07:06 +00:00
Goober5000
988b046585
fixed a subtle bug with EMP parsing which probably never happened and never will,
...
but it's nice to know it's solved :)
--Goober5000
2003-03-18 06:10:14 +00:00
Goober5000
0608f193b9
fixed misspelling of "attenuation"
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--Goober5000
2003-03-04 04:41:03 +00:00
Goober5000
e946f44853
made error message appear if EMP used without necessary parameters
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--Goober5000
2003-03-04 02:25:25 +00:00
Goober5000
4e8174b0e8
fixed the tech room bug! yay!
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--Goober5000
2003-03-03 04:28:37 +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
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
anonymous
9cd430eb81
fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory.
2003-01-15 21:29:05 +00:00
Goober5000
a67d462b4c
cleaned up some stuff with model_set_thrust and a commented Assert that
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shouldn't have been
--Goober5000
2003-01-06 19:33:22 +00:00
bobboau
12f8b745d2
disabled decals (for now), removed the warp ray thingys,
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made some better error mesages while parseing weapons and ships tbls,
and... oh ya, added glow mapping
2003-01-05 23:41:51 +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,
...
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
phreak
40a131bf76
updated parse_weapon to parse custom corkscrew missiles
2002-11-11 20:18:30 +00:00
phreak
918e20b198
Parser error handling for fighter flak, it didn't want flak on player weapons, now it doesn't care
2002-11-06 23:22:05 +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
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