Commit Graph
61 Commits
Author SHA1 Message Date
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
--Goober5000
2004-04-06 16:19:11 +00:00
bobboau cc41a40735 new fighter beam code
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
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
--Goober5000
2004-03-05 09:02:13 +00:00
Goober5000 fb0b00fabc commented a slide_face_ship that I missed before
--Goober5000
2004-02-28 01:36:20 +00:00
bobboau 6bc70bcde1 fixed a Z buffer error in HTL submodel rendering,
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,
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
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000 3ff0cc78c1 added some minor things, such as code cleanup and the following:
--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
--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
--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.
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
phreak 3ba479444b ai now properly fires bomber+ missiles at capital ships. 2003-07-02 03:31:27 +00:00
phreak fdafdd1bcb changed around ai code to take into account a limited lock range for local ssms 2003-06-25 03:16:32 +00:00
phreak d69cb5a4b7 capital ship turrets that use the "huge" flag will not target bombs
this will prevent large beams from shooting the player if he shoots a bomb at a destroyer
2003-06-14 21:22:42 +00:00
phreak 010cafc687 turrets now properly use local ssms 2003-06-12 16:53:16 +00:00
phreak 955dbfcfff the ai can now use local ssms. they are able to use them at *very* long range 2003-06-11 03:03:16 +00:00
phreak eca3de01ef fixed a small bug
ai_select_primary_weapon may have a null pointer passed to it.
2003-06-04 15:31:49 +00:00
Goober5000 458634292a implemented the custom hitpoints mod
--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000 b1e4605bed preliminary work on ai facing sexp
--Goober5000
2003-03-30 04:34:38 +00:00
Goober5000 a8ecbb2980 more housecleaning, this time for debug warnings
--Goober5000
2003-03-19 09:05:26 +00:00
Goober5000 4214c8c99f fixed some misspellings
--Goober5000
2003-03-18 01:44:31 +00:00
bobboau 03fb48d8aa fixed a bunch of fighter beam bugs,
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
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
Goober5000 37e4dd5bc7 finished up my fighterbay code - ships will not be able to arrive from or depart into
fighterbays that have been destroyed (but you have to explicitly say in the tables
that the fighterbay takes damage in order to enable this)
--Goober5000
2003-01-27 07:46:33 +00:00
Goober5000 f34be99a5e removed unreferenced variable
--Goober5000
2003-01-19 22:25:10 +00:00
Goober5000 31d970d8ee fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag,
and departure into hangars should now all work properly
--Goober5000
2003-01-19 22:20:23 +00:00
Goober5000 c3c63dff85 more tweaky bug fixes
--Goober5000
2003-01-19 09:10:40 +00:00
Goober5000 55135e0f68 oops - forgot a bit of departure code :)
--Goober5000
2003-01-19 07:13:05 +00:00
Goober5000 341803c8c0 fixed a bunch of bugs - "no-subspace-drive" should now work properly for
all ships, and all ships who have their departure anchor set to a capital ship
should exit to that ship when told to depart
--Goober5000
2003-01-19 07:02:16 +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 512b21ee37 made "no-subspace-drive" applicable to all ships and fixed a really *STUPID*
bug that made FRED keep crashing (missing comma, bleagh!)
--Goober5000
2003-01-18 23:25:39 +00:00
Goober5000 c9ea61c266 fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather
than SF_ flags
--Goober5000
2003-01-18 09:25:42 +00:00
Goober5000 22f3dc3889 changed most references to modelnum to use ship instead of ship_info --
this will help with the change-model sexp and any other instances of model
changing
--Goober5000
2003-01-15 07:09:09 +00:00
Goober5000 4587aa1d8d added ai-chase-any-except sexp
--Goober5000
2003-01-07 20:06:44 +00:00
Goober5000 f56a7e8b8d implemented keep-safe-distance
--Goober5000
2003-01-06 22:57:23 +00:00
Goober5000 b53761bbd4 Fixed some minor bugs, and added a primitive-sensors flag, where if a ship
has primitive sensors it can't target anything and objects don't appear
on radar if they're outside a certain range.  This range can be modified
via the sexp primitive-sensors-set-range.
--Goober5000
2003-01-03 21:58:08 +00:00
Goober5000 1e8f49d1ef if it ain't broke, don't fix it
--Goober5000
2002-12-31 18:59:43 +00:00
Goober5000 acefe1a8a9 simplified end-user implementation of ballistic primaries
--Goober5000
2002-12-31 08:20:31 +00:00