Commit Graph
43 Commits
Author SHA1 Message Date
taylor bf0b047002 support for animated beam sections
various weapon-only-used fixes
remove the -1 frame fix since it was fixed elsewhere
2004-11-21 11:38:17 +00:00
Kazan 864e1b5922 remove MCD complete 2004-07-26 20:47:56 +00:00
Kazan 428b3dcbc9 MCD - define _MCD_CHECK to use memory tracking 2004-07-12 16:33:09 +00:00
Goober5000 5c066e259a ugh - added back in something that Bobboau removed
-Goober5000
2004-04-06 05:42:49 +00:00
bobboau dc29468e31 commiting recent minor bug fixes 2004-04-03 02:55:50 +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
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
Goober5000 87b4aab308 made FS2 able to account for subsystem mismatches between ships.tbl and the
model file - e.g. communication vs. communications
--Goober5000
2004-02-07 00:48:53 +00:00
bobboau 5a2ec84253 made the poly list dynamicly alocated,
started work on fixing the node model not rendering,
but most of that got commented out so I wouldn't have to deal with it
while mucking about with the polylist
2003-11-17 04:25:58 +00:00
Goober5000 4c165d76ef language 2003-11-16 04:09:27 +00:00
bobboau df0bab0bcf shit load of bug fixing, much of it in nebula and bitmap drawing 2003-11-11 03:56:13 +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
randomtiger d86faac276 Bobs changes (take 2) 2003-10-23 18:03:25 +00:00
phreak 1aa48038a0 commented out some mprintfs that kazan missed 2003-10-22 23:10:14 +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
Goober5000 51b4692afd clean rollback of all of argv's stuff
--Goober5000
2003-09-13 06:02:08 +00:00
argv b29cd59a27 New energy system, fixes, random beam slash, don't slash if targeting a subsystem, surface shields, singular shields, configurable beam whacking, friendly beam fire does full damage. 2003-09-11 19:43:43 +00:00
phreak 4035c1d69e zeroed out the specular fields since they caused some flickering 2003-08-21 15:04:17 +00:00
phreak 0c53451f6e fixed a dumb bug 2003-07-16 23:12:44 +00:00
phreak ddec102ece fixed problem where beams that ignore shields do not fully damage the target
disabled attenuation for beams, pending rework
2003-07-15 02:39:59 +00:00
phreak ccf24c31a5 beams can't fire when disrupted.
cycle ends if the beam is firing and shooting ship is disrupted
2003-05-04 20:21:00 +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 f67379b05d comments
--Goober500
2003-03-20 23:20:46 +00:00
Goober5000 1431e1d1d8 commented an unneeded variable
-- Goober5000
2003-03-02 17:19:45 +00:00
bobboau 0806e440db fixed the bug with fighter beams not giveing you kills 2003-02-26 02:56:55 +00:00
bobboau 417e500307 doh... forgot something in the beam rendering code 2003-02-25 07:15:07 +00:00
bobboau 03fb48d8aa fixed a bunch of fighter beam bugs,
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
phreak cbc3f3fb09 fixed typecasting warnings 2003-02-16 18:55:59 +00:00
bobboau 013930bc99 added glow map nebula bug fix for d3d, someone should add a fix for glide too
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
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 78976694ff bug hunting; fixed the beam whack effect bug
--Goober5000
2003-01-13 23:20:01 +00:00
Goober5000 1c73dc4cf9 the insidious beam bug is now squashed AND committed!
--Goober5000
2002-12-27 17:58:11 +00:00
DTP eb8ee38f08 DTP FIX, fast fix to the beam/shield bug problem. will maybe commit later when i find out why this is getting triggered when it should not 2002-12-20 00:50:41 +00:00
bobboau 2dbc7e5277 inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
2002-12-07 01:37:43 +00:00
bobboau 0a93058abc added warp model and type 1 glow points
and well as made the new glow file type,
some general improvement to fighter beams,
2002-11-14 04:18:17 +00:00
bobboau c4c099ac0b inital commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam sheild hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry 2002-10-19 19:29:29 +00:00
penguin 0c503be8d1 The big include file move 2002-08-01 01:41:11 +00:00
wmcoolmon e0bf60b559 Added Bobboau's beam tiling code 2002-07-26 03:11:24 +00:00
wmcoolmon 34119582f2 Added Bobboau's fighter-beam code. 2002-07-25 04:50:48 +00:00
penguin 8f92eebd34 Warpcore CVS sync 2002-06-03 04:10:40 +00:00
penguin 663b3471b9 Volition sources -- warpcore CVS import 2002-06-03 03:26:03 +00:00