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
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
f623737a98
clarified stuff and tweaked the damage ratio for big ships
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--Goober5000
2003-09-12 02:08:57 +00:00
argv
a5c904c210
New weapon table flags, configurable beam whacking, subsystem display names, new energy system, modified the meaning of big damage.
2003-09-11 19:48:00 +00:00
bobboau
a76ebd336e
specular code should be bugless now,
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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
2003-08-22 07:35:09 +00:00
phreak
99e73f948f
preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed
2003-08-06 17:37:08 +00:00
phreak
5b5a4c4bd4
added support for weapons that only fire when tagged
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also added limited firing range for local ssms
2003-06-25 03:21:03 +00:00
phreak
080ac424f9
fixed a bug where local ssms may miss the warphole when entering subspace
2003-06-14 22:56:17 +00:00
phreak
97d550de8c
added a warning that will display if a modder puts in a local ssm that:
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is a laser or beam
doesn't home
2003-06-13 15:33:57 +00:00
phreak
7236a2e555
local ssms fired without lock will not enter subspace at all
2003-06-12 21:21:26 +00:00
phreak
cee725592e
local ssm warpin is now handled better than what i committed earlier
2003-06-12 17:45:54 +00:00
phreak
b4dd4e6527
fixed a minor bug where local ssms will warpin at 0,0,0 if their target was destroyed while in subspace
2003-06-12 16:54:06 +00:00
phreak
5101801bbe
i hate to update again so soon, but there was a compile warning that i accidently passed over
2003-06-11 03:13:39 +00:00
phreak
49704751cf
local subspace missiles are now in game. yay
2003-06-11 03:06:07 +00:00
Goober5000
527d43e28b
fixed small bug inadvertently added by Phreak affecting the custom hitpoints
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mod; also fixed a small bug in the new disruption mod (disrupting all subsystems,
as opposed to only those within the weapon radius)
--Goober5000
2003-05-05 20:55:44 +00:00
phreak
04d6f2039b
fixed mispelling
2003-05-04 19:51:28 +00:00
phreak
c157c24b62
added multipliers for beam turrets and sensors for disruptor missiles
2003-05-03 23:47:04 +00:00
phreak
2c271ff1c3
changed around the way disruptor weapons work
2003-05-03 16:48:08 +00:00
Goober5000
458634292a
implemented the custom hitpoints mod
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--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000
3f0643a9b2
made beams default shield piercing again
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also added a beam no pierce command line flag
and fixed something else which I forgot :P
--Goober5000
2003-03-29 09:42:05 +00:00
Goober5000
a8ecbb2980
more housecleaning, this time for debug warnings
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--Goober5000
2003-03-19 09:05:26 +00:00
unknownplayer
3a7cc9cc63
The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
2003-03-18 10:07:06 +00:00
Goober5000
988b046585
fixed a subtle bug with EMP parsing which probably never happened and never will,
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but it's nice to know it's solved :)
--Goober5000
2003-03-18 06:10:14 +00:00
Goober5000
0608f193b9
fixed misspelling of "attenuation"
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--Goober5000
2003-03-04 04:41:03 +00:00
Goober5000
e946f44853
made error message appear if EMP used without necessary parameters
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--Goober5000
2003-03-04 02:25:25 +00:00
Goober5000
4e8174b0e8
fixed the tech room bug! yay!
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--Goober5000
2003-03-03 04:28:37 +00:00
bobboau
03fb48d8aa
fixed a bunch of fighter beam bugs,
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most notabley the sound now works corectly,
and they have limeted range with atenuated damage (table option)
added bank specific compatabilities
2003-02-25 06:22:50 +00:00
bobboau
013930bc99
added glow map nebula bug fix for d3d, someone should add a fix for glide too
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more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
2003-02-16 05:14:29 +00:00