Tided D3D texture code. Merged remaining section code into the rest of the system.
Prepared for removal of code causing waste of memory for secondry store of textures.
Changed htl to be on by default, command now -nohtl
Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
Its optional and off by default, use -d3d_particle to activiate.
Also bumped up D3D ambient light setting, it was way too dark.
Its now set to something similar to the original game.
Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default
Hopefully have fixed D3D text batching bug that caused old values to appear
Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target
Fixed jump nodes not showing
Added -query_flag to identify builds with speech not compiled and other problems
Now loads up launcher if videocard reg entry not found
Now offers to go online to download launcher if its not present
Changed target view not to use lower res texture, hi res one is already chached so might as well use it
Added stats command for ingame stats on memory usage.
Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
Added fix for fonts wrapping round in non standard hi res modes.
Changed D3D mipmapping to a good value to suit htl mode.
Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again.
Made some commandline variables fit the naming standard.
Changed timerbar system not to run pushes and pops if its not in use.
Put in a note about not uncommenting asserts.
Fixed up a lot of missing POP's on early returns?
Perhaps the motivation for Assert functionality getting commented out?
Fixed up some bad asserts.
Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248)
Before the poofs were creating a nasty stripe effect where they intersected with ships hulls.
Put in a special check for the signs of that D3D init bug I need to lock down.
Put 32 bit PCX stuff on -pcx32 (still has bugs)
Added multisample checking on device initialisation
Changed unrecognised parameter message (as requested) to be more user friendly
Speech now chooses voice based on reg value set by launcher v3.1
Fixed up some more non standard res stuff
Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
Made fade in credits work
Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
Deleted directx8 directory content, has never been needed.
Put my 32bit PCX loading under PCX_32 compile flag until its working.
Fixed a bug with res 640x480 I introduced with my non standard mode code.
Changed JPG and TGA loading command line param to "-t32"
Also 32 bit PCX, but it still has some bugs to be worked out
Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it.
It doesnt use the backgrounds anymore but its still an improvement.
Currently it fogs to a brighter colour than it should because of Bob specular code.
I will fix this after discussing it with Bob.
Also tided up some D3D stuff, a cmdline variable name and changed a small bit of
the htl code to use the existing D3D engine instead of work around it.
And added extra information in version number on bottom left of frontend screen.
cell shadeing has been added activated via the comand line '-cell',
3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
useing a phong lighting model I have made specular highlights
that are mapped to the model,
rendering them is still slow, but they look real purdy
also 4 new (untested) comand lines, the XX is a floating point value
-spec_exp XX
the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
-spec_point XX
-spec_static XX
-spec_tube XX
these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
static is the local stars,
point is weapons/explosions/warp in/outs,
tube is beam weapons,
for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
Made a slight AI adjustment to how ships choose to attack turrets (they now have a 25% chance of attacking a beam turret which has fired at them from another ship)