Commit Graph
67 Commits
Author SHA1 Message Date
wmcoolmon ed78b00a8d Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values 2004-06-18 04:59:55 +00:00
phreak f21eed24a5 spawn weapons can now be specified to be spawned at different angles other than
the sphere thats used in retail
2004-06-05 19:15:39 +00:00
wmcoolmon 22ed91e5ad Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages 2004-05-26 21:02:27 +00:00
wmcoolmon eda69a3959 Ship & weapon modular table files 2004-05-26 03:52:08 +00:00
phreak 9adfa4226f oops, hanging ')' 2004-04-06 05:28:07 +00:00
phreak f808f46118 properly commented Local SSM code.
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
times for the missile were removed.
2004-04-06 04:53:21 +00:00
randomtiger f188726bb6 Added base for a general dynamic batching solution.
Fixed NO_DSHOW_CODE code path bug.
2004-03-20 14:47:14 +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
bobboau e050aa42c3 pluged memory leaks,
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.
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
--Goober5000
2004-02-05 14:31:45 +00:00
Goober5000 5e72cca3bf fixed Asserts in two places and commented out an unneeded variable
--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
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
--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
--Goober5000
2003-12-02 03:16:16 +00:00
fryday ba0927f69f Changed default alpha value for lasers in OpenGL to be like in D3D
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
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000 21656d6636 fixed spelling
--Goober5000
2003-11-09 07:36:52 +00:00
bobboau 5b504cc840 adding FOF stuff,
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
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
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:
--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 f623737a98 clarified stuff and tweaked the damage ratio for big ships
--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,
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
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:
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
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
--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000 3f0643a9b2 made beams default shield piercing again
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
--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,
but it's nice to know it's solved :)
--Goober5000
2003-03-18 06:10:14 +00:00
Goober5000 0608f193b9 fixed misspelling of "attenuation"
--Goober5000
2003-03-04 04:41:03 +00:00