Set laser function to only render the effect one sided.
Added some stuff to the credits.
Set D3D fogging to fall back to vertex fog if table fog not supported.
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.
Simulated speech doesnt say tags marked by $ now.
The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
Error now given on missing briefing icon and bad ship normal data.
Solved more species divide by zero error.
Fixed neb cube crash.
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 -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.
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
added myself to credit
killed some of the stupid fscking warnings (including doing some casting and commenting out unused vars in the graphics modules)
Release builds should have warning level set no higher than 2 (default is 1)
Why the hell are we getting warning's about function selected for inline expansion... (killing them with warning disables)
FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either)
In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it.
Also updated some more D3D device stuff that might get a bit more speed out of some cards.
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.
Should all work now if setup properly with version 2.4 of the launcher.
FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed.
Otherwise the compile flag should not be set and it should all compile OK.
- RT