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
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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
Goober5000
fb0b00fabc
commented a slide_face_ship that I missed before
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--Goober5000
2004-02-28 01:36:20 +00:00
bobboau
6bc70bcde1
fixed a Z buffer error in HTL submodel rendering,
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and glow points,
and other stuff
2004-02-27 04:09:56 +00:00
Goober5000
731038a55d
removed an old function
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--Goober5000
2004-02-23 07:45:38 +00:00
Goober5000
1f27a82d03
made code more uniform and simplified some things,
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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?
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--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
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warnings disabled
--Goober5000
2003-11-11 02:15:47 +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
d28f7402b3
cleaned up some logic
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--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
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--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.
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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
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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
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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
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--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000
b1e4605bed
preliminary work on ai facing sexp
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--Goober5000
2003-03-30 04:34:38 +00:00
Goober5000
a8ecbb2980
more housecleaning, this time for debug warnings
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--Goober5000
2003-03-19 09:05:26 +00:00
Goober5000
4214c8c99f
fixed some misspellings
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--Goober5000
2003-03-18 01:44:31 +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
Goober5000
37e4dd5bc7
finished up my fighterbay code - ships will not be able to arrive from or depart into
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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
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--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,
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and departure into hangars should now all work properly
--Goober5000
2003-01-19 22:20:23 +00:00
Goober5000
c3c63dff85
more tweaky bug fixes
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--Goober5000
2003-01-19 09:10:40 +00:00
Goober5000
55135e0f68
oops - forgot a bit of departure code :)
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--Goober5000
2003-01-19 07:13:05 +00:00
Goober5000
341803c8c0
fixed a bunch of bugs - "no-subspace-drive" should now work properly for
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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*
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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
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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 --
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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
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--Goober5000
2003-01-07 20:06:44 +00:00
Goober5000
f56a7e8b8d
implemented keep-safe-distance
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--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
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--Goober5000
2002-12-31 18:59:43 +00:00
Goober5000
acefe1a8a9
simplified end-user implementation of ballistic primaries
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--Goober5000
2002-12-31 08:20:31 +00:00