taylor
99e83dece2
fix bug with +remove that made a beam section still appear partially valid
...
fix temp-var snaffu that hendered debugging
2007-10-21 03:40:41 +00:00
taylor
c5235c6428
FS2NetD v.2 (still a work in progress, but is ~98% complete)
2007-10-15 06:43:23 +00:00
Goober5000
6ab0b17acc
added fixes for #1415 and #1483 , made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable
2007-09-02 02:10:29 +00:00
phreak
e1ddcd3e68
Local SSMs shouldn't jump into subspace if they're not homing.
2007-08-16 00:45:54 +00:00
Goober5000
c8638e7630
restore WMC's ship flag
2007-07-15 06:29:56 +00:00
Goober5000
1505576dfb
fixed a small bug in the lab
...
moved WMC's no damage scaling flag to ai_profiles and made it work correctly
removed my old supercap damage scaling change
moved Turey's truefire flag to ai_profiles
2007-07-15 02:45:51 +00:00
taylor
deb8f63073
fix armor index bug for shockwaves
2007-05-28 19:38:10 +00:00
wmcoolmon
9aba4be554
Added armor support for asteroid, debris, ship, and beam damage
2007-05-28 18:27:36 +00:00
taylor
fb040db978
only add player-allowed flag on #Weak weapons when their non-weak versions also have the flag (Goober #73 )
2007-04-14 23:44:08 +00:00
taylor
2ca01a97bc
little bit of cleanup
...
set "#Weak" weapons to always get the "player allowed" flag (Mantis #1301 )
2007-03-22 19:31:25 +00:00
Goober5000
64eb8b400e
revert to retail behavior
2007-02-20 04:27:23 +00:00
Goober5000
3c3416fa3b
the great big duplicate model removal commit
2007-02-20 04:20:38 +00:00
taylor
93042aa6e9
make use of generic_anim and generic_bitmap where possible
...
bunch of cleanup and little optimizations
add "+remove" tbl option to completely get rid of particular beam sections
delayed loading of bitmaps, will only do it after all tbl/tbm have been parsed
if we are using a POF missile which isn't loaded yet, try and load it before going crazy
bug fix and optimization for laser color setting
2007-02-12 00:54:31 +00:00
Goober5000
043f3c5e82
hmm... I guess when I fixed this back in 2004, I fixed it the wrong way :D
2007-01-12 04:33:50 +00:00
taylor
3be2a9640b
fix a couple of memory leaks with modular tables
2007-01-07 12:16:31 +00:00
taylor
e6bc39dba2
make weapon_expl info dynamic
2006-12-26 05:32:59 +00:00
taylor
2873974f60
cleanup shockwave code a bit
...
make Shockwave_info dynamic
lot of fixage to allow 2D and 3D shockwaves to work better
fix for Mantis bug #1148
properly handle both "none" and "<none>" for 2D and 3D shockwave names
better handling, preloading wise, of 3D shockwaves and their textures
2006-12-07 18:30:20 +00:00
taylor
2f3b5f2910
fixes for stuff_string() bounds checking
...
stict compiler build fixes
2006-09-11 01:12:50 +00:00
taylor
7727992e21
make muzzle flash info dynamic
...
add support for modular mflash tables (*-mfl.tbm)
2006-08-22 05:50:12 +00:00
taylor
29e712a23c
debug-build-only issue, make sure that thrusters are properly enabled if needed for POF based weapons when using cheat keys
2006-07-08 11:30:40 +00:00
Goober5000
2a5b51cd9b
1) complete (almost) changeover to reorganized texture mapping system
...
2) finally fix texture animation; textures now animate at the correct speed
--Goober5000
2006-07-06 04:06:04 +00:00
Goober5000
698af681d9
--in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P
...
--this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly
--Goober5000
2006-07-04 07:42:50 +00:00
taylor
f4decb31df
make sure we don't process cmeasure homing more than once (this should also fix the incompatible network packet)
...
fix flag check to be sure that we properly detonate missiles tracking cmeasures
2006-06-18 16:53:59 +00:00
wmcoolmon
86544a331d
Remove $Collide Ship and $Collide Weapon options from 3.6.9, as these are not finalized
2006-06-04 17:57:00 +00:00
taylor
f7d89326b0
some minor cleanup
...
remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
Goober5000
7e41877b7b
proper capitalization according to Volition
2006-04-20 06:32:30 +00:00
Goober5000
b52b6b1e00
spelling
2006-02-25 21:47:19 +00:00
taylor
ed3380aafb
keep weapon model refcount correct (this is admittedly strange, but safer than before)
2006-02-16 05:48:48 +00:00
wmcoolmon
2a2d52145a
Blah, pulled a Goober.
2006-02-15 07:26:52 +00:00
wmcoolmon
d43babc2d5
Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks
2006-02-15 07:19:50 +00:00
Goober5000
a9642a2a86
more tweaks, plus clarification of checks for the existence of files
...
--Goober5000
2006-02-13 00:20:46 +00:00
wmcoolmon
0c8c487d3c
Remove initial corkscrew values from parse_weapon
2006-02-12 17:54:35 +00:00
taylor
6397a8f093
fix endless loop when we've got too many weapons
2006-01-30 07:00:14 +00:00
taylor
7c0a59c1a7
add transparent, cycling alpha, and no-light options for weapons
2006-01-30 06:33:19 +00:00
taylor
481d9b0811
if a weapon model isn't loaded then be sure to load it in weapon_create() (catches a few weird weapon setups)
2006-01-18 16:02:26 +00:00
Goober5000
4d5a477f71
übercommit of custom IFF stuff :)
2006-01-13 03:31:20 +00:00
phreak
7665133851
Remove tertiary weapons in their current form, I want something more flexable instead of what I had there.
2006-01-09 04:54:51 +00:00
taylor
5a0c85036d
make sure that thrusters will still render with a missing primary bitmap if they have a primary glow
2006-01-07 12:48:04 +00:00
taylor
54478d16f8
weapon precedence wasn't getting read in on normal weapon.tbl parse, should fix the missing primary weapons in early retail missions
2006-01-03 06:02:59 +00:00
wmcoolmon
246cfcfa65
Codebase commit, most notably including objecttypes.tbl
2005-12-29 08:08:42 +00:00
taylor
425c7b86b4
deal with cf_find_file_location() changes
...
add a central parse_modular_table() function which anything can use
fix up weapon_expl so that it can properly handle modular tables and LOD count changes
add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds)
2005-12-28 22:17:02 +00:00
taylor
a0329bfabb
fix a couple of beam section issues when using modular tables
2005-12-24 04:18:57 +00:00
taylor
eddf28ad6e
add the name of the modular table about to be parsed to the debug log
...
a missing weapon_expl table should just be a note in the debug log rather than a popup warning
2005-12-21 08:27:37 +00:00
wmcoolmon
8c7b258e51
Swap beam fixed/animation image loading order
2005-12-18 20:13:26 +00:00
wmcoolmon
e5c23334bc
Added +nocreate and more verbose index handling for beam sections
2005-12-17 00:59:48 +00:00
wmcoolmon
3bc1b2f1be
Better handling of beam overrides (bm_unload textures as they are replaced)
2005-12-17 00:50:55 +00:00
phreak
f4a2c22285
Countermeasres parameters. Lets users specify how easily missiles are spoofed by countermeasures
...
A missile is given a seeker strength. Aspect default of 2. Heat default of 3. This is a missile's resistance to spoofage
A countermesaure is given an effectiveness for each type. The defaults for countermeasure heat and aspect effectiveness are both 1.
Also gave the countermeasure an effective range. Default is 300 meters.
A missiles chance of being spoofed is calculated by <cm type effectiveness>/<seeker strength>
So by default, 1/2 of aspect seekers will be fooled by a countermeasures, while 1/3 of heat seekers would be spoofed by default.
Also i gave the option of aspect missiles having a view cone different from 180 degrees. This parameter is optional and doesn't effect anything already there.
2005-12-15 06:03:50 +00:00
phreak
b0b9202aa2
various countermeasures related fixes. Special cases needed to be handled.
2005-12-13 05:27:36 +00:00
taylor
5bb3145073
allow use of a specific LOD for ship and weapon rendering in the hud targetbox
2005-12-12 21:32:14 +00:00
taylor
e0a4ca8494
switch the shockwave pof and normal names back to the correct spots, this was probably causing some
...
3-D shockwave usage issues since they wouldn't have rendered
2005-12-08 15:33:39 +00:00