chief1983
f5f0713345
Fix for fighter beams from Taylor's 3610 patch
2009-01-03 02:36:22 +00:00
taylor
19c1520dba
final part of the fighter beam fix; freaky as it is, it actually managed to not break anything :D (Mantis #1795 )
2008-10-23 13:00:21 +00:00
taylor
acf1aa60ac
get rid of some useless/annoying debug messages
2008-10-14 16:58:26 +00:00
taylor
d23e80bdef
fix some bad if statements
2008-10-14 16:35:49 +00:00
phreak
1a3e5f28af
Fix beam damage when time compression is active.
2008-08-17 21:55:03 +00:00
Wanderer
15209a2a5f
Fixes beams have migrating firing points (Mantis #1688 )
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Prevents simultaneously fired weapons from sharing firing points.
2008-06-01 10:50:28 +00:00
phreak
39c067de07
-Fixed null pointer exception in beam_delete()
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-Got Targeting Laser to sort of work, it paints, but does not render.
2008-05-29 03:54:33 +00:00
Backslash
e26c2a7487
Whoops, that beam chargeup particle fix only worked with certain table settings. This should work for everything.
2008-04-03 15:33:03 +00:00
Backslash
28e71f63ce
Make generated muzzle particles' initial velocity match the parent ship -- this way they stay around the turret and don't go trailing behind.
2008-03-25 02:44:24 +00:00
taylor
5e1b66993b
make sure that beam bitmaps are always loaded (like normal weapons are handled)
2008-03-21 01:57:19 +00:00
taylor
29f8a54cd9
change gr_set_cull() so that it works better (mainly part of the RTT fix)
2008-03-20 20:18:49 +00:00
WMCoolmon
7e7d77c8d7
*Drumroll* The official scripting system commit to the stable branch!
2008-03-15 08:56:43 +00:00
taylor
bc5e9722c9
fix fighter beam weapon energy draw to work correctly (Mantis #1170 )
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setup fighter beams to work a bit better for players, with a good timestamp and a fail sound
2008-02-22 02:18:20 +00:00
taylor
28af506677
various bits of cleanup
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don't draw beam impact effect if we are hitting a shield
updated hit shield quadrant properly for player when a beam hits
set shield quadrant and exit_flag properly for collision info so that we don't count damage twice and handle no_pierce_shields properly
2007-05-28 19:41:47 +00:00
wmcoolmon
9aba4be554
Added armor support for asteroid, debris, ship, and beam damage
2007-05-28 18:27:36 +00:00
taylor
42503bf705
cleanup error message
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allow launch_snd from tbl to be used for beam weapon shot sound (Mantis #1263 )
2007-04-11 18:17:26 +00:00
taylor
9624ac64a4
fix strange bug where a beams parent will die and the object reset before the beam gets the chance to fire
2007-03-22 19:30:00 +00:00
Goober5000
3c3416fa3b
the great big duplicate model removal commit
2007-02-20 04:20:38 +00:00
taylor
65603b3186
bit of cleanup and minor performance tweaks
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sync up with new generic_anim/bitmap and weapon delayed loading changes
with generic_anim, use Goober's animation timing for beam section and glow animations
make trail render list dynamic (as well as it can be)
2007-02-12 00:45:24 +00:00
Goober5000
850e65f754
Clean up the ship-weapon collision code for both conventional weapons and beams. Improved readability and clarity; untangled program flow; cleaned up sloppy enhancements. Fixed a few bugs too.
2007-02-07 07:35:01 +00:00
taylor
28d78bf454
updated/fixed modelanim code
2006-10-27 21:41:22 +00:00
Goober5000
d5ad083d91
fix forum links
2006-10-08 02:05:38 +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
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
Goober5000
ab19abcb21
cvs comment tweaks
2006-07-05 23:37:13 +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
b52b6b1e00
spelling
2006-02-25 21:47:19 +00:00
taylor
42264f422c
another NULL VEC3D warning fix
2006-01-15 18:56:45 +00:00
wmcoolmon
246cfcfa65
Codebase commit, most notably including objecttypes.tbl
2005-12-29 08:08:42 +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
Goober5000
b33caf6f45
change from "setting" to "profile"; this way makes more sense
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--Goober5000
2005-11-21 02:43:37 +00:00
Goober5000
956e48daf4
add ai_settings.tbl
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--Goober5000
2005-11-21 00:50:02 +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
taylor
d3481714d0
remove NO_NETWORK
2005-10-10 17:21:11 +00:00
Goober5000
6a3c8e79ff
Okay, everything should now work again. :p Still have to do a little more with the asteroids.
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--Goober5000
2005-09-25 08:25:16 +00:00
phreak
1d279a469d
don't wrap the U_offset variable since it causes the beam to jump once it gets reset.
2005-09-03 17:48:21 +00:00
taylor
4a3aa3ba0b
proper multi support for fighter beams, already has code to break protocol commented out if we need it,
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decided to skip and beam type checks and let beam_fire() reassign it (should work ok)
2005-07-24 18:35:44 +00:00
Goober5000
2a307d099a
CVS header tweaks
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--Goober5000
2005-07-22 10:18:41 +00:00
taylor
85b24f500f
better error checking/handling for when you fire primary/beam weapons without a target selected
2005-07-22 03:54:46 +00:00
Goober5000
2394e9801b
remove PreProcDefine #includes in FS2
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--Goober5000
2005-07-13 03:35:36 +00:00
Goober5000
4285720027
properly fixed beam_apply_whack()
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--Goober5000
2005-07-12 21:01:40 +00:00
phreak
e22f6bcba1
remove the BEAM_NO_WHACK flag in beam_apply_whack()
2005-07-01 17:19:43 +00:00
wmcoolmon
a0a5b6261a
Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
2005-04-28 05:29:30 +00:00
taylor
7f786136a6
s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
2005-04-05 05:53:25 +00:00
Goober5000
5548a8e954
edited for language ;)
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--Goober5000
2005-03-08 03:50:25 +00:00
taylor
efe1254bb9
animated beam muzzle glows
2005-03-03 16:40:29 +00:00
taylor
91e9fb4433
more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too
2005-03-02 21:24:48 +00:00
argv
64590007e7
Surface shields.
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See forum thread:
http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=29643
-- _argv[-1]
2005-01-17 23:35:45 +00:00
argv
1213166f64
Revision 2.42 (Goober's fixes) broke "no pierce shields". Fixed.
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-- _argv[-1]
2005-01-14 23:08:17 +00:00
Goober5000
099d2700d0
multiple ship docking :)
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don't tell anyone yet... check the SCP internal
--Goober500
2005-01-11 21:38:51 +00:00