taylor
85b24f500f
better error checking/handling for when you fire primary/beam weapons without a target selected
2005-07-22 03:54:46 +00:00
Goober5000
2394e9801b
remove PreProcDefine #includes in FS2
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--Goober5000
2005-07-13 03:35:36 +00:00
Goober5000
4285720027
properly fixed beam_apply_whack()
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--Goober5000
2005-07-12 21:01:40 +00:00
phreak
e22f6bcba1
remove the BEAM_NO_WHACK flag in beam_apply_whack()
2005-07-01 17:19:43 +00:00
wmcoolmon
a0a5b6261a
Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
2005-04-28 05:29:30 +00:00
taylor
7f786136a6
s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
2005-04-05 05:53:25 +00:00
Goober5000
5548a8e954
edited for language ;)
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--Goober5000
2005-03-08 03:50:25 +00:00
taylor
efe1254bb9
animated beam muzzle glows
2005-03-03 16:40:29 +00:00
taylor
91e9fb4433
more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too
2005-03-02 21:24:48 +00:00
argv
64590007e7
Surface shields.
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See forum thread:
http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=29643
-- _argv[-1]
2005-01-17 23:35:45 +00:00
argv
1213166f64
Revision 2.42 (Goober's fixes) broke "no pierce shields". Fixed.
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-- _argv[-1]
2005-01-14 23:08:17 +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
Goober5000
e5c01cb034
got rid of a nasty nasty bug in the beam collision function, and cleaned up some of Bobboau's old comments
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--Goober5000
2005-01-02 23:22:22 +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
Kazan
864e1b5922
remove MCD complete
2004-07-26 20:47:56 +00:00
Kazan
428b3dcbc9
MCD - define _MCD_CHECK to use memory tracking
2004-07-12 16:33:09 +00:00
Goober5000
5c066e259a
ugh - added back in something that Bobboau removed
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-Goober5000
2004-04-06 05:42:49 +00:00
bobboau
dc29468e31
commiting recent minor bug fixes
2004-04-03 02:55:50 +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
Goober5000
7ef2ab2e39
Uber pass at reducing #includes
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--Goober5000
2004-03-05 09:02:13 +00:00
Goober5000
87b4aab308
made FS2 able to account for subsystem mismatches between ships.tbl and the
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model file - e.g. communication vs. communications
--Goober5000
2004-02-07 00:48:53 +00:00
bobboau
5a2ec84253
made the poly list dynamicly alocated,
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started work on fixing the node model not rendering,
but most of that got commented out so I wouldn't have to deal with it
while mucking about with the polylist
2003-11-17 04:25:58 +00:00
Goober5000
4c165d76ef
language
2003-11-16 04:09:27 +00:00
bobboau
df0bab0bcf
shit load of bug fixing, much of it in nebula and bitmap drawing
2003-11-11 03:56:13 +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
randomtiger
d86faac276
Bobs changes (take 2)
2003-10-23 18:03:25 +00:00
phreak
1aa48038a0
commented out some mprintfs that kazan missed
2003-10-22 23:10:14 +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
Goober5000
51b4692afd
clean rollback of all of argv's stuff
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--Goober5000
2003-09-13 06:02:08 +00:00
argv
b29cd59a27
New energy system, fixes, random beam slash, don't slash if targeting a subsystem, surface shields, singular shields, configurable beam whacking, friendly beam fire does full damage.
2003-09-11 19:43:43 +00:00
phreak
4035c1d69e
zeroed out the specular fields since they caused some flickering
2003-08-21 15:04:17 +00:00
phreak
0c53451f6e
fixed a dumb bug
2003-07-16 23:12:44 +00:00
phreak
ddec102ece
fixed problem where beams that ignore shields do not fully damage the target
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disabled attenuation for beams, pending rework
2003-07-15 02:39:59 +00:00
phreak
ccf24c31a5
beams can't fire when disrupted.
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cycle ends if the beam is firing and shooting ship is disrupted
2003-05-04 20:21:00 +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
f67379b05d
comments
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--Goober500
2003-03-20 23:20:46 +00:00
Goober5000
1431e1d1d8
commented an unneeded variable
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-- Goober5000
2003-03-02 17:19:45 +00:00
bobboau
0806e440db
fixed the bug with fighter beams not giveing you kills
2003-02-26 02:56:55 +00:00
bobboau
417e500307
doh... forgot something in the beam rendering code
2003-02-25 07:15:07 +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
phreak
cbc3f3fb09
fixed typecasting warnings
2003-02-16 18:55:59 +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
bobboau
d4f242427d
redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
2003-01-19 01:07:43 +00:00
Goober5000
78976694ff
bug hunting; fixed the beam whack effect bug
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--Goober5000
2003-01-13 23:20:01 +00:00
Goober5000
1c73dc4cf9
the insidious beam bug is now squashed AND committed!
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--Goober5000
2002-12-27 17:58:11 +00:00
DTP
eb8ee38f08
DTP FIX, fast fix to the beam/shield bug problem. will maybe commit later when i find out why this is getting triggered when it should not
2002-12-20 00:50:41 +00:00
bobboau
2dbc7e5277
inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
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collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
2002-12-07 01:37:43 +00:00
bobboau
0a93058abc
added warp model and type 1 glow points
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and well as made the new glow file type,
some general improvement to fighter beams,
2002-11-14 04:18:17 +00:00