Commit Graph
90 Commits
Author SHA1 Message Date
taylor 639ee761ac don't try and draw starfield bitmaps if they aren't valid
make AB thruster stuff in ship_create() a little less weird
replace an Int3() with debug warning and fix crash in docking code
make D3D Textures[] allocate on use like OGL does, can only use one anyway
2005-02-15 00:03:36 +00:00
taylor 09167fa382 merge with Linux/OSX tree - p0204-2 2005-02-04 20:06:10 +00:00
Goober5000 cc85c92369 changed a bunch of transpose-rotate sequences to use unrotate instead
--Goober5000
2005-01-28 11:06:23 +00:00
Goober5000 56ae570469 finished implementing docking to a rotating submodel
--Goober5000
2005-01-28 09:01:04 +00:00
Goober5000 86ad5d5d40 dock points on rotating submodels is *almost* working
--Goober5000
2005-01-27 11:26:23 +00:00
Goober5000 2a41ef68ce dockpoints now rotate with rotating subobjects
--Goober5000
2005-01-26 01:26:09 +00:00
Goober5000 c4ed88f317 fixed a silly error
--Goober5000
2005-01-18 06:14:29 +00:00
phreak 7ab6b70960 difficulty table changes. this lets modders specify how the difficulty level affect
how the AI behaves and controls advantages given to the player based on the
skill level.

--phreak
2005-01-13 02:25:52 +00:00
Goober5000 2b19b94b77 two minor but important bugfixes to the multiple ship docking
--Goober5000
2005-01-12 00:52:42 +00:00
Goober5000 099d2700d0 multiple ship docking :)
don't tell anyone yet... check the SCP internal
--Goober500
2005-01-11 21:38:51 +00:00
taylor d80dd2c00f asteroid targetting code for capships, enabled by default, matches FS1 behavior 2005-01-01 10:38:23 +00:00
argv da012c2f56 I've just been informed that turrets do not shoot asteroids in the retail
game, and that this implementation causes them to shoot at the parent ship,
too. I'll deal with this later; in the mean time, use
"#define TURRETS_SHOOT_ASTEROIDS" to cause turrets to shoot asteroids.

-- _argv[-1]
2004-12-31 03:13:08 +00:00
argv 111d967c7b * For some reason, turret AI wasn't shooting at asteroids. It never has,
but it did in the retail game, and it should. The code to target asteroids
  was apparently missing, so I reimplemented it, and turrets shoot at
  asteroids again.
2004-12-30 08:07:52 +00:00
Goober5000 0c48b587a1 allow different wing names than ABGDEZ
--Goober5000
2004-12-14 14:46:13 +00:00
bobboau 631ad4151f sevral feature additions that WCS wanted,
and the foundations of a submodel animation system,
the calls to the animation triggering code (exept the procesing code,
wich shouldn't do anything without the triggering code)
have been commented out.
2004-12-05 22:01:12 +00:00
taylor 332962030d compiler warning fixes, maybe fix issue that would cause cap ships to not fire beam weapons 2004-10-31 22:06:42 +00:00
Goober5000 953e6a99bc added the no-bank ship flag (which works) and the affected-by-gravity flag
(which won't work until I implement gravity points)
--Goober5000
2004-10-11 22:29:25 +00:00
Kazan d330dff907 Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot 2004-10-03 21:41:11 +00:00
Kazan 6c27195392 fix autopilot formation bug 2004-09-28 22:51:41 +00:00
et1 d693230a5c Implemented "+WeaponMinRange" token. Fixed a crash issue with fighter launch checks 2004-09-10 13:54:21 +00:00
phreak e349f9b809 MISSION_FLAG_USE_NEW_AI fixes for bomber+ missile selection, rapid dumbfire
firing and primary weapons selection
2004-09-01 01:26:20 +00:00
et1 f5d7c33c1e Fixed inaccuracy problems with non-homing swarmers 2004-07-31 08:54:38 +00:00
Kazan d51241cd4e bugfixes 2004-07-29 23:41:22 +00:00
Kazan e3f5bb6229 i love it when bugs go crunch (autopilot ai fixup) 2004-07-27 18:04:09 +00:00
Kazan 864e1b5922 remove MCD complete 2004-07-26 20:47:56 +00:00
Kazan bd8b9956fe only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged 2004-07-25 19:27:51 +00:00
Kazan 257d7bef7a -fred_no_warn has become -no_warn and applies to both fred and fs2
added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP
fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed
made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug)
2004-07-25 18:46:30 +00:00
Kazan d00cd1bda7 i have absolutely nothing to say about that subject 2004-07-25 00:31:31 +00:00
Kazan 428b3dcbc9 MCD - define _MCD_CHECK to use memory tracking 2004-07-12 16:33:09 +00:00
wmcoolmon 99d1d45e56 cleared up an ambiguous call for VC7 2004-05-25 00:26:25 +00:00
Goober5000 1eeca3c3f9 commented out one of Bobboau's hacks because it was messing stuff up
--Goober5000
2004-04-06 16:19:11 +00:00
bobboau cc41a40735 new fighter beam code
fixed old after burner trails
had to bump a few limits, working on some dynamic solutions
a few fixed to background POF rendering
fixing asorted bugs
2004-03-17 04:07:32 +00:00
bobboau 07a789e9dc fixed motion debris
animated laser textures
and added a new error check called a safepoint, mostly for tracking the 'Y bug'
2004-03-06 23:28:24 +00:00
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
Goober5000 fb0b00fabc commented a slide_face_ship that I missed before
--Goober5000
2004-02-28 01:36:20 +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
Goober5000 731038a55d removed an old function
--Goober5000
2004-02-23 07:45:38 +00:00
Goober5000 1f27a82d03 made code more uniform and simplified some things,
specifically shield percentage and quadrant stuff
--Goober5000
2004-02-04 08:41:04 +00:00
Goober5000 ffbbe7aff8 whew - I just went through all the code I ever added (or at least, that I could
find that I commented with a Goober5000 tag) and added a bunch of Asserts
and error-checking
--Goober5000
2004-01-30 07:39:09 +00:00
Goober5000 ba357466f4 er... corrected some inexplicable code... Bobboau, mind explaining?
--Goober5000
2004-01-20 22:13:06 +00:00
phreak 76ec27ee01 fixed a null pointer 2003-12-19 05:58:44 +00:00
phreak 4d0baba496 added ai code for "small only" weapons. works for turrets at the moment 2003-12-17 16:42:20 +00:00
phreak 9dbdf6f449 made turrets use bob's $shots code 2003-12-15 21:32:59 +00:00
Goober5000 401967dd9d ubercommit - basically spelling and language fixes with some additional
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000 3ff0cc78c1 added some minor things, such as code cleanup and the following:
--turrets will not fire at cargo
--MAX_SHIELD_SECTIONS substituted for the number 4 in many places
--supercaps have their own default message bitfields (distinguished from capships)
--turrets are allowed on fighters
--jump speed capped at 65m/s, to avoid ship travelling too far
--non-huge weapons now scale their damage, instead of arbitrarily cutting off
----Goober5000
2003-09-13 08:27:29 +00:00
Goober5000 51b4692afd clean rollback of all of argv's stuff
--Goober5000
2003-09-13 06:02:08 +00:00
Goober5000 d28f7402b3 cleaned up some logic
--Goober5000
2003-09-12 01:12:49 +00:00
argv 175a3af33f All kinds of changes, from AI intelligence to singular shield support. 2003-09-11 19:27:30 +00:00
Goober5000 9f54fe1114 implemented rotating barrels for firing primary weapons
--Goober5000
2003-08-28 20:42:18 +00:00
phreak ca6d1ed53d ai now properly uses rapid fire dumbfires 2003-08-03 23:38:08 +00:00