Goober5000
ae639154f9
removed an unneeded parameter and renamed some stuff
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--Goober5000
2005-10-14 07:22:24 +00:00
taylor
79296221d5
fix memory freakage from dynamic spawn weapon types
2005-10-11 08:30:38 +00:00
taylor
20054116b3
actual cmeasure fix, don't know why the hell it didn't end up other commit
2005-10-10 17:32:59 +00:00
taylor
d3481714d0
remove NO_NETWORK
2005-10-10 17:21:11 +00:00
taylor
b1aafc762d
remove NO_NETWORK
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little sanity on model_load() calls
fix cmeasure bug where a blank entry was getting added
2005-10-10 17:19:07 +00:00
Kazan
c2448a5e74
some weird character was on the head of weapons.cpp
2005-10-09 23:56:22 +00:00
wmcoolmon
9c98551411
Added names to the 'limits reached' dialogs in ship/weapons.tbl
2005-10-09 17:38:49 +00:00
wmcoolmon
7e03e42748
Much better laser weapon/pof handling, removed a couple unneccessary
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warnings (used to try and track down a bug)
2005-10-09 03:13:13 +00:00
wmcoolmon
49f27a4ee6
Extendable modular tables (XMTs); added weapon dialogs to the Lab
2005-10-09 00:43:09 +00:00
Goober5000
2e06e37264
parse fixage
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--Goober5000
2005-09-29 04:26:09 +00:00
Goober5000
6a3c8e79ff
Okay, everything should now work again. :p Still have to do a little more with the asteroids.
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--Goober5000
2005-09-25 08:25:16 +00:00
phreak
50cb940d83
sort_weapons_by_type() now also subsorts primaries by whether its supposed to only
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be used on big ships or not.
2005-09-11 03:50:42 +00:00
phreak
c7f4bd2762
sort_weapons_by_type() now subsorts missiles and places fighter-sized weapons ahead of capital weapons and child weapons
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its also alot less memory intensive too.
2005-09-08 23:20:54 +00:00
Kazan
d9f82bda6f
fixed a bug related to multiplayer table validation and modular tables
2005-09-06 00:32:20 +00:00
phreak
1d279a469d
don't wrap the U_offset variable since it causes the beam to jump once it gets reset.
2005-09-03 17:48:21 +00:00
Goober5000
9fa9ae8310
roll back and recommit the minimally invasive version of phreak's fix...
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this removes a bit of redundant code
--Goober5000
2005-08-31 06:12:41 +00:00
phreak
a8b4fdd4ef
real spawn angle fix. The problem stemmed from the matrix argument in vm_vec_random_cone()
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being objp->orient and should have been the matrix formed by vm_vector_2_matrix(&m, &objp->orient.vec.fvec, NULL, NULL);
2005-08-31 05:47:02 +00:00
Goober5000
51587ee9ff
made spawning missiles work like retail when appropriate
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--Goober5000
2005-08-31 00:48:22 +00:00
taylor
2a97e46c9b
basic cleaning, removing old/useless code, sanity stuff, etc:
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- very minor performance boost from not doing stupid things :)
- minor change to 3d shockwave sizing to better approximate 2d effect movements
- for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
- removed extra tcache_set on OGL spec map code, not sure how that slipped in
2005-08-25 22:40:04 +00:00
taylor
e001fd52d6
some minor cleanup
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don't load the default 2d shockwave graphics if we have a default 3d shockwave, they won't get used and only take up memory
2005-08-07 09:25:55 +00:00
taylor
9016077974
fix 3-D shockwave frame detection so that it will use the proper number of frames for the animation (not less, not more)
2005-08-05 15:33:45 +00:00
wmcoolmon
c3c798ef46
MR_NO_FOGGING for shockwaves
2005-07-31 20:31:41 +00:00
taylor
bb1c89b3ab
safety check for TYPE_D beam weapons, the +Shots: count needs to be at least 1 to avoid various errors
2005-07-29 10:18:26 +00:00
Goober5000
27b8e4d992
more bugs and tweaks
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--Goober5000
2005-07-25 08:22:00 +00:00
taylor
4a3aa3ba0b
proper multi support for fighter beams, already has code to break protocol commented out if we need it,
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decided to skip and beam type checks and let beam_fire() reassign it (should work ok)
2005-07-24 18:35:44 +00:00
wmcoolmon
67c6bca0de
Multiple shockwaves support.
2005-07-24 06:01:37 +00:00
wmcoolmon
c9fb193cc2
Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl
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support for the demo/FS1
2005-07-24 00:32:45 +00:00
Goober5000
2a307d099a
CVS header tweaks
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--Goober5000
2005-07-22 10:18:41 +00:00
taylor
85b24f500f
better error checking/handling for when you fire primary/beam weapons without a target selected
2005-07-22 03:54:46 +00:00
Goober5000
2394e9801b
remove PreProcDefine #includes in FS2
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--Goober5000
2005-07-13 03:35:36 +00:00
Goober5000
4285720027
properly fixed beam_apply_whack()
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--Goober5000
2005-07-12 21:01:40 +00:00
phreak
e22f6bcba1
remove the BEAM_NO_WHACK flag in beam_apply_whack()
2005-07-01 17:19:43 +00:00
Goober5000
928cd2870a
Removed "beam no whack" as setting the beam's mass to 0 achieves the same effect.
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--Goober5000
2005-06-30 00:36:10 +00:00
wmcoolmon
d81092d96f
This may stop targeting not-targetable ships in EMP
2005-06-07 06:10:51 +00:00
wmcoolmon
2607cf6af9
Protected ships are safe from spawning weapons. :)
2005-06-02 02:41:52 +00:00
taylor
b275424411
more from Jens...
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- make sure that a frame number doesn't get carried over to non-animated weapon glows
- move the line splitting code in missiontraining.cpp so that we don't have to worry about EOS chars
2005-05-23 05:55:13 +00:00
taylor
3f6e13d20b
use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
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fixes various problems and is past time to make the switch
2005-05-12 17:49:18 +00:00
wmcoolmon
b39cdf84a0
armor.tbl revamp
2005-05-08 20:21:48 +00:00
phreak
3440b0b1c5
bumped MAX_SPAWN_WEAPONS to 30 for inferno builds
2005-05-01 23:40:44 +00:00
phreak
37b6872b9c
buckets in sort_weapons_by_type() allocated on the heap instead of the stack.
2005-04-30 18:20:57 +00:00
wmcoolmon
a0a5b6261a
Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
2005-04-28 05:29:30 +00:00
wmcoolmon
d9909754b9
stuff_byte to stuff_ubyte
2005-04-28 01:39:14 +00:00
wmcoolmon
cb91362461
Use parse_sound instead of code chunks
2005-04-25 00:34:00 +00:00
taylor
2bbef05162
little cleanup of laser rendering
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- fix animated glows
- proper alpha modification (still messed up somewhere though, shows in neb missions)
- remove excess batch_render()
2005-04-24 12:47:36 +00:00
Goober5000
c2c5b253a5
made swarm/corkscrew/flak conflict more friendly
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--Goober5000
2005-04-24 07:31:34 +00:00
wmcoolmon
ed1ea9d172
Local codebase commit; adds armor system.
2005-04-15 06:23:18 +00:00
taylor
7f786136a6
s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
2005-04-05 05:53:25 +00:00
phreak
9f5f6692d9
put First_secondary_index back in so FRED can compile.
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The weapons list is also sorted whenever all loading is done so lasers and beams always
come before missiles. FRED's loadout code needs this behavior to stick.
2005-04-02 21:34:08 +00:00
wmcoolmon
e7f1c3e1fa
Made it so *Snd fields in ships.tbl and weapons.tbl take the sound name
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as well as its index (ie "L_sidearm.wav" instead of "76")
2005-03-30 02:32:41 +00:00
Goober5000
6c17ef09ab
clarified max hull/shield strength names and added ship guardian thresholds
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--Goober5000
2005-03-27 12:28:35 +00:00