Author Topic: Nightly (Windows): 17 Oct 2014 - Revision 11150  (Read 901 times)

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Offline SirKnightly

  • George or Keira?
  • 211
Nightly (Windows): 17 Oct 2014 - Revision 11150
Here is the nightly for Windows on 17 Oct 2014 - Revision 11150

Open non-feature issues in Mantis: 122

Group: Standard
fso_Standard_20141017_r11150.7z
MD5Sum

Group: NO-SSE
fso_NO-SSE_20141017_r11150.7z
MD5Sum

Group: SSE
fso_SSE_20141017_r11150.7z
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Code: [Select]
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r11141 | Goober5000 | 2014-10-16 21:08:42 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
   M /trunk/fs2_open/code/weapon/beam.cpp

xt branch: minor optimizations in beam.cpp
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r11142 | Goober5000 | 2014-10-16 21:12:24 -0500 (Thu, 16 Oct 2014) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/weapon/beam.cpp

xt branch:
"Nothing major here, just added the same basic stuff from the nebula code to make beam glows fade out depending on how close to the eye they are. The primary reason for this was for beams on fighters, since the muzzle glows tend to block your view when they show up. Having them fade out still gives you the visual effect, but allows you to see through them as well."
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r11143 | Goober5000 | 2014-10-16 21:21:53 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

xt branch: minor ship.cpp fixes
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r11144 | Goober5000 | 2014-10-16 21:26:03 -0500 (Thu, 16 Oct 2014) | 4 lines
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

refine the calculation of effective_primary_banks...
1) optimization from xt branch: don't calculate if we only actually have one bank on our ship
2) make sure to count the current bank that we're firing, to avoid an edge case where we might have a negative fire penalty
3) make the condition logic a little clearer
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r11145 | Goober5000 | 2014-10-16 21:29:33 -0500 (Thu, 16 Oct 2014) | 3 lines
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

xt branch:
1) the number of beam firing points should be the same as the number of ship firing points, because that's how we're calculating the expenditure of weapon energy
2) clear out Ship_type information when we exit the game
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r11146 | Goober5000 | 2014-10-16 21:31:33 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/shipfx.cpp
   M /trunk/fs2_open/code/ship/shiphit.cpp

xt branch: minor tweaks
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r11147 | Goober5000 | 2014-10-16 21:34:58 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/shipfx.cpp
   M /trunk/fs2_open/code/weapon/weapon.h
   M /trunk/fs2_open/code/weapon/weapons.cpp

xt branch: WIF_MFLASH is unnecessary because we can check whether there is a muzzle flash index
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r11148 | Goober5000 | 2014-10-16 21:43:54 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
   M /trunk/fs2_open/code/weapon/weapons.cpp

xt branch: memset a bunch of weapons strings
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r11149 | Goober5000 | 2014-10-16 21:45:05 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
   M /trunk/fs2_open/code/missionui/missionweaponchoice.cpp

xt branch: load stuff from the correct location
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r11150 | Goober5000 | 2014-10-17 00:18:29 -0500 (Fri, 17 Oct 2014) | 1 line
Changed paths:
   M /trunk/fs2_open/code/fred2/missionsave.cpp
   M /trunk/fs2_open/code/fred2/missionsave.h

MageKing17 has done yeoman's work in fixing the version-specific commenting system.  Thanks, MageKing17!
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Offline niffiwan

  • 211
  • Eluder Class
Re: Nightly (Windows): 17 Oct 2014 - Revision 11150
Code: [Select]
r11145 | Goober5000 | 2014-10-16 21:29:33 -0500 (Thu, 16 Oct 2014) | 3 lines
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

xt branch:
1) the number of beam firing points should be the same as the number of ship firing points, because that's how we're calculating the expenditure of weapon energy
2) clear out Ship_type information when we exit the game
------------------------------------------------------------------------

So.. uh... this commit has seriously broken fighter beams because the energy requirements are now far far faaaaaar higher than what certain mods were balanced with.  As one example, the Maxim Destruction on the Rhea MkII in JAD:XA can now fire for about half a second before completely draining your weapon energy. This could also affect TBP and WoD (off the top of my head those are other mods that use fighter beams).  I realise the new behaviour is "more correct", but to prevent breakage with existing mods could we wrap this change in a Game Settings table flag? (for instance)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
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Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AdmiralRalwood

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Re: Nightly (Windows): 17 Oct 2014 - Revision 11150
It looks like this change came about from a misconception about how fighter beams work.

Quote
<MageKing17> shipp->beam_sys_info is related to shipp->fighter_beam_turret_data, a fake subsystem used as the firing point for fighter beams.
<MageKing17> It's re-used for every fire point, so the fake subsystem is supposed to only have 1 firing point.

Basically, the only result of changing that line is to change energy consumption for fighter beams from n * e to n2 * e (where "e" is the energy cost and "n" is the number of firing points).
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schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Nightly (Windows): 17 Oct 2014 - Revision 11150
Yep, line 10294 in code/ship/ship.cpp is the start of the loop that spawns one fake-turret beam per firing point in the primary bank.  I'll revert that part of the commit tonight.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...