taylor
28d78bf454
updated/fixed modelanim code
2006-10-27 21:41:22 +00:00
taylor
26ce630805
more cleanup of warp_global crap
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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()
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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
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stict compiler build fixes
2006-09-11 01:12:50 +00:00
taylor
7727992e21
make muzzle flash info dynamic
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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
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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
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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
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--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)
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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
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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
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--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
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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
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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
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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".
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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
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3-D shockwave usage issues since they wouldn't have rendered
2005-12-08 15:33:39 +00:00