Commit Graph
170 Commits
Author SHA1 Message Date
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
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 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
wmcoolmon 2ad2aa2aef "laser" and "missile" to "primary" and "secondary" 2005-12-05 01:54:16 +00:00
wmcoolmon 9fea22d551 Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons 2005-12-04 19:02:36 +00:00
phreak e92d279af7 Apply lighting to missiles if -missile_lighting command line is set. 2005-11-24 06:37:17 +00:00
taylor a927686ddf when using cheats be sure to properly load up all weapons that aren't already paged in 2005-11-23 06:53:22 +00:00
taylor 7a0adb4233 yuck, ugly mistake on my part (thanks Goober!) 2005-11-22 04:50:52 +00:00
taylor 9df5fc333e combine weapon_info_close() and weapon_close()
changes to allow use of weapon_expl.tbl and the modular table versions once more
 - the tables aren't required (but a warning will be produced if weapon_expl.tbl doesn't exist)
 - don't back load LODs, if it's not there then don't use it
 - handle a couple of error conditions a bit better
2005-11-22 00:01:11 +00:00
Goober5000 b33caf6f45 change from "setting" to "profile"; this way makes more sense
--Goober5000
2005-11-21 02:43:37 +00:00
Goober5000 956e48daf4 add ai_settings.tbl
--Goober5000
2005-11-21 00:50:02 +00:00
taylor 368afa64da don't try to apply a shockwave force if there is no actual force to apply, avoids needless math and fixes a NULL vec3d warning 2005-11-16 21:27:31 +00:00
taylor d79cf2dee8 -loadonlyused in on by default now, can be turned off with -loadallweps 2005-11-13 06:49:05 +00:00
wmcoolmon 7cd75811db More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix 2005-11-08 01:04:02 +00:00
wmcoolmon b3e7e10a64 Fix(?) for checking whether a weapon is armed or not 2005-11-05 05:12:21 +00:00
wmcoolmon 78fab0c331 Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes 2005-10-30 06:45:00 +00:00
taylor 53d95c6b04 make sure that XMTs don't try to still create an invalid entry when +nocreate is used 2005-10-26 00:43:06 +00:00
taylor dd21fa57f2 some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about 2005-10-23 20:34:30 +00:00
taylor 4fc5973d71 fix some bugs with spawn type weapon assignments, particularly with TBMs 2005-10-19 20:54:06 +00:00
Goober5000 ae639154f9 removed an unneeded parameter and renamed some stuff
--Goober5000
2005-10-14 07:22:24 +00:00
taylor 79296221d5 fix memory freakage from dynamic spawn weapon types 2005-10-11 08:30:38 +00:00
taylor 20054116b3 actual cmeasure fix, don't know why the hell it didn't end up other commit 2005-10-10 17:32:59 +00:00
taylor b1aafc762d remove NO_NETWORK
little sanity on model_load() calls
fix cmeasure bug where a blank entry was getting added
2005-10-10 17:19:07 +00:00
Kazan c2448a5e74 some weird character was on the head of weapons.cpp 2005-10-09 23:56:22 +00:00
wmcoolmon 9c98551411 Added names to the 'limits reached' dialogs in ship/weapons.tbl 2005-10-09 17:38:49 +00:00
wmcoolmon 7e03e42748 Much better laser weapon/pof handling, removed a couple unneccessary
warnings (used to try and track down a bug)
2005-10-09 03:13:13 +00:00
wmcoolmon 49f27a4ee6 Extendable modular tables (XMTs); added weapon dialogs to the Lab 2005-10-09 00:43:09 +00:00
Goober5000 2e06e37264 parse fixage
--Goober5000
2005-09-29 04:26:09 +00:00
phreak 50cb940d83 sort_weapons_by_type() now also subsorts primaries by whether its supposed to only
be used on big ships or not.
2005-09-11 03:50:42 +00:00
phreak c7f4bd2762 sort_weapons_by_type() now subsorts missiles and places fighter-sized weapons ahead of capital weapons and child weapons
its also alot less memory intensive too.
2005-09-08 23:20:54 +00:00
Kazan d9f82bda6f fixed a bug related to multiplayer table validation and modular tables 2005-09-06 00:32:20 +00:00
Goober5000 9fa9ae8310 roll back and recommit the minimally invasive version of phreak's fix...
this removes a bit of redundant code
--Goober5000
2005-08-31 06:12:41 +00:00
phreak a8b4fdd4ef real spawn angle fix. The problem stemmed from the matrix argument in vm_vec_random_cone()
being objp->orient and should have been the matrix formed by vm_vector_2_matrix(&m, &objp->orient.vec.fvec, NULL, NULL);
2005-08-31 05:47:02 +00:00
Goober5000 51587ee9ff made spawning missiles work like retail when appropriate
--Goober5000
2005-08-31 00:48:22 +00:00
taylor bb1c89b3ab safety check for TYPE_D beam weapons, the +Shots: count needs to be at least 1 to avoid various errors 2005-07-29 10:18:26 +00:00
wmcoolmon 67c6bca0de Multiple shockwaves support. 2005-07-24 06:01:37 +00:00
wmcoolmon c9fb193cc2 Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl
support for the demo/FS1
2005-07-24 00:32:45 +00:00
Goober5000 2a307d099a CVS header tweaks
--Goober5000
2005-07-22 10:18:41 +00:00
Goober5000 2394e9801b remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:35:36 +00:00