wmcoolmon
65a6fcbf37
Trails update: Better, faster, stronger, but not much more reliable
2005-02-20 07:39:34 +00:00
wmcoolmon
12c2e477a4
Removed trails limit
2005-02-19 07:57:03 +00:00
wmcoolmon
cd3689feb3
Added $Tech Model (after +Tech Description)
2005-02-18 04:54:44 +00:00
taylor
2a8dd7547b
make hudparse GCC 3.4 friendly (WMCoolmon way want to check this with tbl)
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fix OSX compile problem
debug message in weapons_page_in() should have been real debug message
2005-02-14 23:59:23 +00:00
taylor
09167fa382
merge with Linux/OSX tree - p0204-2
2005-02-04 20:06:10 +00:00
phreak
c840b77b0c
revert to default d-missile behavior if the electroinics parameters aren't specified.
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added an option to customize the old-style disruption calculation as well.
2005-02-03 01:26:45 +00:00
phreak
40b25f8860
shockwave weapons now work properly with the electronics (d-missible) tag
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added in a "randomness factor" for electronics parameters. This adds or subtracts
a random value between 0 and this factor to the disruption time. This was hard coded
to be 4 seconds in retail.
2005-01-28 04:05:05 +00:00
taylor
8363163b86
fully working (??) -loadonlyused, allocate used_weapons[] and ship_class_used[] only when needed
2005-01-11 04:05:23 +00:00
taylor
5b7b87648f
make sure we're not loading weapons that are left over from larger missions
2005-01-05 23:17:38 +00:00
taylor
29c631c38d
stupid mistake
2005-01-03 18:46:03 +00:00
wmcoolmon
76b9870a68
Fix to modular tables workaround with Fs2NetD
2004-12-25 09:25:41 +00:00
wmcoolmon
45b2843965
Added +Hud Image: for weapons, which replaces the weapon name in the list with an image.
2004-12-23 23:35:02 +00:00
taylor
bf0b047002
support for animated beam sections
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various weapon-only-used fixes
remove the -1 frame fix since it was fixed elsewhere
2004-11-21 11:38:17 +00:00
taylor
74caede040
animate weapon glow/bitmaps properly while in flight, make sure
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we don't exceed bitmap frame numbers, don't try to calculate
frame for particle spew animations since particle_render_all()
does that for us already
2004-11-02 08:32:38 +00:00
et1
40e1dfe93f
Implemented "+WeaponMinRange" token
2004-09-10 13:50:09 +00:00
et1
51301cfadf
Implemented "+SwarmWait:"-token and fixed weapon glow tails
2004-07-31 08:58:07 +00:00
Kazan
864e1b5922
remove MCD complete
2004-07-26 20:47:56 +00:00
taylor
46f274f38d
add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again
2004-07-17 09:26:00 +00:00
wmcoolmon
5ca7069215
Better -load_only_used handling; added mark_weapon_used(weapon ID), which does check for IDs of -1.
2004-07-14 01:27:01 +00:00
Kazan
428b3dcbc9
MCD - define _MCD_CHECK to use memory tracking
2004-07-12 16:33:09 +00:00
bobboau
a3422b4d01
added the working decal code
2004-07-11 03:22:54 +00:00
phreak
c565876ce1
function pointer radar update.
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will enable us to make different radar styles that we can switch between
2004-07-01 01:54:59 +00:00
wmcoolmon
2c4057c20c
Support as well as the extern for "-load_only_used"; this way everything that includes cmdline.h doesn't have to be recompiled.
2004-06-29 06:02:34 +00:00
wmcoolmon
b1ab3f347f
Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code.
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OGG code has been commented out, so you don't need the SDK yet.
2004-06-22 23:14:10 +00:00
wmcoolmon
ed78b00a8d
Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values
2004-06-18 04:59:55 +00:00
phreak
f21eed24a5
spawn weapons can now be specified to be spawned at different angles other than
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the sphere thats used in retail
2004-06-05 19:15:39 +00:00
wmcoolmon
22ed91e5ad
Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages
2004-05-26 21:02:27 +00:00
wmcoolmon
eda69a3959
Ship & weapon modular table files
2004-05-26 03:52:08 +00:00
phreak
9adfa4226f
oops, hanging ')'
2004-04-06 05:28:07 +00:00
phreak
f808f46118
properly commented Local SSM code.
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put in some estimation code so the Local SSMs warp in closer to moving ships
2004-04-06 05:26:59 +00:00
phreak
ccee36c720
Local SSMs now working again after the code for setting the jumpout/jumpin
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times for the missile were removed.
2004-04-06 04:53:21 +00:00
randomtiger
f188726bb6
Added base for a general dynamic batching solution.
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Fixed NO_DSHOW_CODE code path bug.
2004-03-20 14:47:14 +00:00
bobboau
cc41a40735
new fighter beam code
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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
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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
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--Goober5000
2004-03-05 09:02:13 +00:00
bobboau
e050aa42c3
pluged memory leaks,
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3D HTL lasers (they work perfictly)
and posably fixed Turnsky's shinemap bug
2004-02-20 04:29:57 +00:00
randomtiger
19bef23d16
Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
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OK, these changes effect a lot of file, I suggest everyone updates ASAP:
Removal of many files from project.
Removal of meanless Gr_bitmap_poly variable.
Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
Removal of redundant Fred paths that arent needed for Fred OGL.
Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
Fixed many D3D non standard mode bugs and brought OGL up to the same level.
Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
2004-02-14 00:18:37 +00:00
Goober5000
56ab08b66a
fixed a few random bugs
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--Goober5000
2004-02-05 14:31:45 +00:00
Goober5000
5e72cca3bf
fixed Asserts in two places and commented out an unneeded variable
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--Goober5000
2004-02-04 04:28:15 +00:00
Goober5000
ffbbe7aff8
whew - I just went through all the code I ever added (or at least, that I could
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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
84f705b670
heat-seekers now home in on hidden ships
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--Goober5000
2004-01-20 22:10:01 +00:00
phreak
4fbb6f6e6c
fixed some logic when dealing with parsing local ssms
2003-12-17 20:38:26 +00:00
phreak
b3f0771bee
"small only" weapons flag added. weapon shoots at small ships like fighters
2003-12-17 16:41:25 +00:00
Goober5000
390e969586
fixed CVS log header so that changes would update more cleanly
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--Goober5000
2003-12-02 03:16:16 +00:00
fryday
ba0927f69f
Changed default alpha value for lasers in OpenGL to be like in D3D
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Fixed Glowmaps being rendered with GL_NEAREST instead of GL_LINEAR.
Dynamic Lighting almost there. It looks like some normals are fudged or something.
2003-11-22 10:36:32 +00:00
Goober5000
401967dd9d
ubercommit - basically spelling and language fixes with some additional
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warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000
21656d6636
fixed spelling
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--Goober5000
2003-11-09 07:36:52 +00:00
bobboau
5b504cc840
adding FOF stuff,
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and fixed a small error in the matrix code,
I told you it was indeed suposed to be gr_start_instance_matrix
in g3_done_instance,
g3_start_instance_angles needs to have an gr_ API abstraction version of it made
2003-10-25 06:56:07 +00:00
Kazan
4b042fcbeb
Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down
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Commented out the "warning null vector in vector normalize" crap since we don't give a rats arse
Added "beam no whack" flag for beams - said beams NEVER whack
Some reliability updates in FS2NetD
2003-10-13 05:57:50 +00:00
bobboau
300d5fc2c1
commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
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still needs a lot of work, ubt the frame rates were getting with it are incredable
the biggest problem it still has is a bad lightmanegment system, and the zbuffer
doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
and weapons, I think these should be modifyed to be sent through hardware,
it would be slightly faster and it would likely fix the problem
also the thruster glow/particle stuff I did is now in.
2003-09-26 14:37:16 +00:00