Commit Graph
45 Commits
Author SHA1 Message Date
bobboau 69aa1db7ab high level index buffer suport and d3d implementation,
OGL people need to get this working on your end as it's broke now
2004-06-28 02:13:08 +00:00
randomtiger dc897e009c Commented out mprintf, it was swamping debug console.
Uncommented some code which I hope has plugged the memory leak.
2004-06-06 20:04:28 +00:00
taylor 5de3360d61 prefer ani over pcx for ship textures 2004-05-09 15:02:00 +00:00
taylor 002a00827b don't try to load glow maps if they are disabled 2004-04-26 12:37:10 +00:00
bobboau dc29468e31 commiting recent minor bug fixes 2004-04-03 02:55:50 +00:00
taylor 41eecb2255 don't use interface anis as ship textures 2004-04-01 15:31:22 +00:00
Goober5000 c7e9c9934d got rid of all those nasty warnings from xlocale and so forth; also added comments
for #pragma warning disable to indicate the message being disabled
--Goober5000
2004-03-31 05:42:29 +00:00
bobboau 8c6001b031 fixed a texture loading bug 2004-03-21 10:34:05 +00:00
bobboau 766ad441d0 fixed -spec comand line option,
probly some other stuf
2004-03-20 21:17:13 +00:00
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
bobboau 6bc70bcde1 fixed a Z buffer error in HTL submodel rendering,
and glow points,
and other stuff
2004-02-27 04:09:56 +00:00
bobboau e050aa42c3 pluged memory leaks,
3D HTL lasers (they work perfictly)
and posably fixed Turnsky's shinemap bug
2004-02-20 04:29:57 +00:00
bobboau 315eded215 fixed sevral asorted matrix errors,
OGL people make sure I didn't break anything,
most of what I did was replaceing falses with (if graphicts_mode == D3D)
2004-02-15 06:02:32 +00:00
randomtiger a4c446a059 Turned off fog in OGL for Fred.
Simulated speech doesnt say tags marked by $ now.
The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
Error now given on missing briefing icon and bad ship normal data.
Solved more species divide by zero error.
Fixed neb cube crash.
2004-02-13 04:17:14 +00:00
Goober5000 c4e5e4bad2 hehe, fixed the subsystem compare so it's not destructive :-p
and also fixed the model checking routine
--Goober5000
2004-02-07 01:25:15 +00:00
Goober5000 87b4aab308 made FS2 able to account for subsystem mismatches between ships.tbl and the
model file - e.g. communication vs. communications
--Goober5000
2004-02-07 00:48:53 +00:00
phreak 609188df0c made some functions that are there for 2d drawing not modify T&L matrices 2003-11-11 18:06:49 +00:00
Goober5000 401967dd9d ubercommit - basically spelling and language fixes with some additional
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
randomtiger 910b9e5516 Implemented hardware fog for the HT&L code path.
It doesnt use the backgrounds anymore but its still an improvement.
Currently it fogs to a brighter colour than it should because of Bob specular code.
I will fix this after discussing it with Bob.

Also tided up some D3D stuff, a cmdline variable name and changed a small bit of
the htl code to use the existing D3D engine instead of work around it.
And added extra information in version number on bottom left of frontend screen.
2003-10-14 17:39:18 +00:00
Kazan 9c5ac6b86f #Kazan# FS2NetD client code gone multithreaded, some Fred2 Open -mod stuff [obvious code.lib] including a change in cmdline.cpp, changed Stick's "-nohtl" to "-htl" - HTL is _OFF_ by default here (Bobboau and I decided this was a better idea for now) 2003-10-12 03:46:23 +00:00
matt c1fff6095f Added -nohtl command line param to disable HT&L, nothing is IFDEFd
out now. -Sticks
2003-10-10 03:59:41 +00:00
bobboau 300d5fc2c1 commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
still needs a lot of work, ubt the frame rates were getting with it are incredable
the biggest problem it still has is a bad lightmanegment system, and the zbuffer
doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
and weapons, I think these should be modifyed to be sent through hardware,
it would be slightly faster and it would likely fix the problem

also the thruster glow/particle stuff I did is now in.
2003-09-26 14:37:16 +00:00
Goober5000 9f54fe1114 implemented rotating barrels for firing primary weapons
--Goober5000
2003-08-28 20:42:18 +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
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
penguin fa45233e73 Added #ifdef WIN32 around non-standard header file io.h
- penguin
2003-03-02 05:56:56 +00:00
bobboau 08dd102c24 fixing my bug fix for the warp model, and not being able to find it 2003-02-25 16:46:01 +00:00
bobboau 03fb48d8aa fixed a bunch of fighter beam bugs,
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 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 881306223e added capability to the $Texture replace code to substitute the textures
without needing and extra model, however, this way you can't substitute
transparent or animated textures
--Goober5000
2003-01-17 01:48:50 +00:00
Goober5000 4373cdde4f yay! got texture replacement to work!!!
--Goober5000
2003-01-16 06:49:11 +00:00
Goober5000 dd8fbddae1 NOW the model duplicates work! :p
still gotta do the textures, but it shouldn't be hard now
--Goober5000
2003-01-15 23:23:30 +00:00
Goober5000 1b66a0101e assigning duplicate models to ships now works; committing so I have a base
to fall back to as I work on texture replacement
--Goober5000
2003-01-15 08:57:23 +00:00
Goober5000 ff0c118dab moved texture loading around a bit; added Texture_replace in preparation
for some cool stuff
--Goober5000
2003-01-15 05:18:13 +00:00
phreak 1ec16a0dce fixed a small error in bob's glowmap code 2003-01-09 21:22:36 +00:00
Goober5000 4320767bc6 snagged a potential bug
--Goober5000
2003-01-09 05:52:25 +00:00
bobboau 12f8b745d2 disabled decals (for now), removed the warp ray thingys,
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
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
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
wmcoolmon c53db880a8 Added Bobboau's glow code; all comments include "-Bobboau" 2002-07-10 18:42:14 +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