Commit Graph
271 Commits
Author SHA1 Message Date
taylor 28d78bf454 updated/fixed modelanim code 2006-10-27 21:41:22 +00:00
taylor 26ce630805 more cleanup of warp_global crap
scale render/detail box limits with detail level setting
make sure that we reset culling and zbuffer after each model buffer that gets rendered
2006-10-27 21:37:11 +00:00
taylor 7978379a54 rename set_warp_globals() to model_set_warp_globals()
remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything)
add MR_FULL_DETAIL to render an object regardless of render/detail box setting
change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive
minor bits of cleanup
change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway
2006-10-27 06:42:30 +00:00
Goober5000 d5ad083d91 fix forum links 2006-10-08 02:05:38 +00:00
taylor 2bcfd2c869 if shockwaves weren't loaded then don't try to unload them (fixes standalone crash) 2006-10-01 19:29:35 +00:00
taylor 6ab6cd71ce fixes for stuff_string() bounds checking 2006-09-11 01:17:07 +00:00
taylor 2f3b5f2910 fixes for stuff_string() bounds checking
stict compiler build fixes
2006-09-11 01:12:50 +00:00
taylor 7727992e21 make muzzle flash info dynamic
add support for modular mflash tables (*-mfl.tbm)
2006-08-22 05:50:12 +00:00
taylor f91d40c690 don't try to draw beam sections if there is no valid texture for it, or if there is no width 2006-08-22 05:47:51 +00:00
taylor 22da5ec0fd make sure that we properly page in textures for 3d shockwave models 2006-08-22 05:47:00 +00:00
taylor 0107652287 maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit 2006-08-19 04:38:47 +00:00
taylor 9f4c28bd1d minor cleanup/optimization to beam warmup glow rendering function
various lighting code cleanups
 - try to always make sure beam origin lights occur outside of model
 - make Static_lights[] dynamic
 - be sure to reset to first 8 lights when moving on to render spec related texture passes
 - add ambient color to point lights (helps warp effects)
 - sort lights to try and get more important and/or visible lights to always happen in initial render pass
2006-07-24 07:38:00 +00:00
taylor 29e712a23c debug-build-only issue, make sure that thrusters are properly enabled if needed for POF based weapons when using cheat keys 2006-07-08 11:30:40 +00:00
taylor f60885578e add some minor error catches for invalid values 2006-07-06 21:55:38 +00:00
Goober5000 2a5b51cd9b 1) complete (almost) changeover to reorganized texture mapping system
2) finally fix texture animation; textures now animate at the correct speed
--Goober5000
2006-07-06 04:06:04 +00:00
Goober5000 ab19abcb21 cvs comment tweaks 2006-07-05 23:37:13 +00:00
Goober5000 698af681d9 --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P
--this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly
--Goober5000
2006-07-04 07:42:50 +00:00
taylor f4decb31df make sure we don't process cmeasure homing more than once (this should also fix the incompatible network packet)
fix flag check to be sure that we properly detonate missiles tracking cmeasures
2006-06-18 16:53:59 +00:00
wmcoolmon 86544a331d Remove $Collide Ship and $Collide Weapon options from 3.6.9, as these are not finalized 2006-06-04 17:57:00 +00:00
taylor f7d89326b0 some minor cleanup
remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
Goober5000 7e41877b7b proper capitalization according to Volition 2006-04-20 06:32:30 +00:00
taylor e4977bad12 meh. 2006-03-18 10:28:58 +00:00
wmcoolmon 9198b46de8 Allow "none" in $Shockwave Model to disable shockwave 2006-03-18 09:25:55 +00:00
Goober5000 b52b6b1e00 spelling 2006-02-25 21:47:19 +00:00
taylor ed3380aafb keep weapon model refcount correct (this is admittedly strange, but safer than before) 2006-02-16 05:48:48 +00:00
wmcoolmon 2a2d52145a Blah, pulled a Goober. 2006-02-15 07:26:52 +00:00
wmcoolmon d43babc2d5 Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks 2006-02-15 07:19:50 +00:00
Goober5000 a9642a2a86 more tweaks, plus clarification of checks for the existence of files
--Goober5000
2006-02-13 00:20:46 +00:00
wmcoolmon 0c8c487d3c Remove initial corkscrew values from parse_weapon 2006-02-12 17:54:35 +00:00
taylor 6397a8f093 fix endless loop when we've got too many weapons 2006-01-30 07:00:14 +00:00
taylor 7c0a59c1a7 add transparent, cycling alpha, and no-light options for weapons 2006-01-30 06:33:19 +00:00
taylor 481d9b0811 if a weapon model isn't loaded then be sure to load it in weapon_create() (catches a few weird weapon setups) 2006-01-18 16:02:26 +00:00
taylor 42264f422c another NULL VEC3D warning fix 2006-01-15 18:56:45 +00:00
Goober5000 4d5a477f71 übercommit of custom IFF stuff :) 2006-01-13 03:31:20 +00:00
phreak 7665133851 Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. 2006-01-09 04:54:51 +00:00
taylor 5a0c85036d make sure that thrusters will still render with a missing primary bitmap if they have a primary glow 2006-01-07 12:48:04 +00:00
wmcoolmon 3e9b38313e Flak weapons only use detonation range if targets are further away than $Det range 2006-01-04 21:48:36 +00:00
taylor 54478d16f8 weapon precedence wasn't getting read in on normal weapon.tbl parse, should fix the missing primary weapons in early retail missions 2006-01-03 06:02:59 +00:00
wmcoolmon 246cfcfa65 Codebase commit, most notably including objecttypes.tbl 2005-12-29 08:08:42 +00:00
taylor 425c7b86b4 deal with cf_find_file_location() changes
add a central parse_modular_table() function which anything can use
fix up weapon_expl so that it can properly handle modular tables and LOD count changes
add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds)
2005-12-28 22:17:02 +00:00
taylor a0329bfabb fix a couple of beam section issues when using modular tables 2005-12-24 04:18:57 +00:00
taylor eddf28ad6e add the name of the modular table about to be parsed to the debug log
a missing weapon_expl table should just be a note in the debug log rather than a popup warning
2005-12-21 08:27:37 +00:00
wmcoolmon 8c7b258e51 Swap beam fixed/animation image loading order 2005-12-18 20:13:26 +00:00
wmcoolmon e5c23334bc Added +nocreate and more verbose index handling for beam sections 2005-12-17 00:59:48 +00:00
wmcoolmon 3bc1b2f1be Better handling of beam overrides (bm_unload textures as they are replaced) 2005-12-17 00:50:55 +00:00
phreak f4a2c22285 Countermeasres parameters. Lets users specify how easily missiles are spoofed by countermeasures
A missile is given a seeker strength.  Aspect default of 2.  Heat default of 3.  This is a missile's resistance to spoofage
A countermesaure is given an effectiveness for each type.  The defaults for countermeasure heat and aspect effectiveness are both 1.
Also gave the countermeasure an effective range.  Default is 300 meters.

A missiles chance of being spoofed is calculated by <cm type effectiveness>/<seeker strength>
So by default, 1/2 of aspect seekers will be fooled by a countermeasures, while 1/3 of heat seekers would be spoofed by default.

Also i gave the option of aspect missiles having a view cone different from 180 degrees.  This parameter is optional and doesn't effect anything already there.
2005-12-15 06:03:50 +00:00
phreak 013cb53c1e Handling of exit explosions for beams when a ship is about to get destroyed, or according to the code: "tooled".
Bumped beam frame collisions to 10 to compensate.
2005-12-14 08:07:33 +00:00
phreak b0b9202aa2 various countermeasures related fixes. Special cases needed to be handled. 2005-12-13 05:27:36 +00:00
taylor 5bb3145073 allow use of a specific LOD for ship and weapon rendering in the hud targetbox 2005-12-12 21:32:14 +00:00
taylor e0a4ca8494 switch the shockwave pof and normal names back to the correct spots, this was probably causing some
3-D shockwave usage issues since they wouldn't have rendered
2005-12-08 15:33:39 +00:00