Commit Graph
154 Commits
Author SHA1 Message Date
phreak e92d279af7 Apply lighting to missiles if -missile_lighting command line is set. 2005-11-24 06:37:17 +00:00
taylor a927686ddf when using cheats be sure to properly load up all weapons that aren't already paged in 2005-11-23 06:53:22 +00:00
taylor 7a0adb4233 yuck, ugly mistake on my part (thanks Goober!) 2005-11-22 04:50:52 +00:00
taylor 9df5fc333e combine weapon_info_close() and weapon_close()
changes to allow use of weapon_expl.tbl and the modular table versions once more
 - the tables aren't required (but a warning will be produced if weapon_expl.tbl doesn't exist)
 - don't back load LODs, if it's not there then don't use it
 - handle a couple of error conditions a bit better
2005-11-22 00:01:11 +00:00
Goober5000 b33caf6f45 change from "setting" to "profile"; this way makes more sense
--Goober5000
2005-11-21 02:43:37 +00:00
Goober5000 956e48daf4 add ai_settings.tbl
--Goober5000
2005-11-21 00:50:02 +00:00
taylor 368afa64da don't try to apply a shockwave force if there is no actual force to apply, avoids needless math and fixes a NULL vec3d warning 2005-11-16 21:27:31 +00:00
taylor d79cf2dee8 -loadonlyused in on by default now, can be turned off with -loadallweps 2005-11-13 06:49:05 +00:00
wmcoolmon 7cd75811db More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix 2005-11-08 01:04:02 +00:00
wmcoolmon b3e7e10a64 Fix(?) for checking whether a weapon is armed or not 2005-11-05 05:12:21 +00:00
wmcoolmon 78fab0c331 Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes 2005-10-30 06:45:00 +00:00
taylor 53d95c6b04 make sure that XMTs don't try to still create an invalid entry when +nocreate is used 2005-10-26 00:43:06 +00:00
taylor dd21fa57f2 some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about 2005-10-23 20:34:30 +00:00
taylor 4fc5973d71 fix some bugs with spawn type weapon assignments, particularly with TBMs 2005-10-19 20:54:06 +00:00
Goober5000 ae639154f9 removed an unneeded parameter and renamed some stuff
--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 b1aafc762d remove NO_NETWORK
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
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
--Goober5000
2005-09-29 04:26:09 +00:00
phreak 50cb940d83 sort_weapons_by_type() now also subsorts primaries by whether its supposed to only
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
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
Goober5000 9fa9ae8310 roll back and recommit the minimally invasive version of phreak's fix...
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()
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
--Goober5000
2005-08-31 00:48:22 +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
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
support for the demo/FS1
2005-07-24 00:32:45 +00:00
Goober5000 2a307d099a CVS header tweaks
--Goober5000
2005-07-22 10:18:41 +00:00
Goober5000 2394e9801b remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:35:36 +00:00
Goober5000 928cd2870a Removed "beam no whack" as setting the beam's mass to 0 achieves the same effect.
--Goober5000
2005-06-30 00:36:10 +00:00
wmcoolmon 2607cf6af9 Protected ships are safe from spawning weapons. :) 2005-06-02 02:41:52 +00:00
taylor b275424411 more from Jens...
- 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
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
- 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
--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.
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
as well as its index (ie "L_sidearm.wav" instead of "76")
2005-03-30 02:32:41 +00:00