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
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--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 :)
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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
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--Goober5000
2004-12-14 14:46:13 +00:00
bobboau
631ad4151f
sevral feature additions that WCS wanted,
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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
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(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
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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
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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
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--Goober5000
2004-04-06 16:19:11 +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
Goober5000
fb0b00fabc
commented a slide_face_ship that I missed before
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--Goober5000
2004-02-28 01:36:20 +00:00
bobboau
6bc70bcde1
fixed a Z buffer error in HTL submodel rendering,
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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,
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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
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warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000
3ff0cc78c1
added some minor things, such as code cleanup and the following:
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--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
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--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
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--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
phreak
1575894d9a
fixed a warning.
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previous cvs message should read: cloaked ship will decloak if a turret fires
2003-07-15 02:51:01 +00:00
phreak
42f5a1c556
cloaked ships now are less visible with distance
2003-07-15 02:41:41 +00:00