Author Topic: RELEASE - Shivans! v0.2  (Read 41086 times)

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Offline Droid803

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Re: RELEASE - Shivans! v0.2
Uh it does work. You just need the SCP patch. ut let's not talk about that here.
(´・ω・`)
=============================================================

 
Re: RELEASE - Shivans! v0.2
lol. now, I ought to be able to face more than just my bro at muti-payer! =D
Creator of Black Sun Corporation, the leading manufacturer of modern warfare.

 
Re: RELEASE - Shivans! v0.2
I guess this is sort of random, but who made the marine3t-01 model?

 
Re: RELEASE - Shivans! v0.2
It's from Stratcomm's Fleet Pack.

 
Re: RELEASE - Shivans! v0.2
well, I figured out how to open rar files now. Meaning I'm able to get all the custom shivan ships! =D (meaning I can create my own personal fleet now! All i'ts missing is my flag ship...)
Creator of Black Sun Corporation, the leading manufacturer of modern warfare.

 
Re: RELEASE - Shivans! v0.2
It's from Stratcomm's Fleet Pack.

i was wondering if that was it
thanks for the info and great mod
i never thought about it before, but fighting as the shivans is really hard because of no hull strength
keep up the good work

 

Offline Stormkeeper

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Re: RELEASE - Shivans! v0.2
I think there's something wrong with the FSMods site. I tried to dl the mod and the advanced pack, but both links started downloads of the same file (advanced pack).
Ancient-Shivan War|Interview Board

Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 

Offline ShadowGorrath

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Re: RELEASE - Shivans! v0.2
It downloads the normal one now.

 
Re: RELEASE - Shivans! v0.2
So... opinions/ratings/reviews anyone?

 
Re: RELEASE - Shivans! v0.2
it was pretty nice
I liked the tech descriptions
As i already mentioned low hull strength makes playing as the Shivans quite difficult

 
Re: RELEASE - Shivans! v0.2
Shivan ships have low hull strength, but strong shielding. Shielding regenerates over time. Hull integrity does not.

Compare and contrast:
  • GTF Erinyes - 500 shields/325 hitpoints
  • GTF Ares - 650/425
  • SF Dragon - 700/100
  • SF Manticore - 500/100
  • SF Mara - 620/200
  • SF Basilisk - 950/100
  • SB Seraphim - 1600/500

The way things are balanced, guns run out of energy much faster, but do much more damage (only two weapons are really spammable, and one of them has limited ammunition). Rearming during a mission is not possible, though secondaries are more powerful.

Because of these differences, Shivan ships fly differently to GTVA ships (would likely be boring if they flew the same, right?). Tactics used when flying missions must also be different.

Hit the enemy fast and hard, though you will need time for your guns and shields to recharge between engagements. Use missles sparingly, since they are limited. Retreat when your shields are low and find cover near friendly fighters and/or a capital ship. Heroic solo charges at enemy wings is no longer an option. Wingmen are more important. Lateral thrusters can give you an edge in combat.

I hope this helps.

 
Re: RELEASE - Shivans! v0.2
For anyone interested in using a new build: http://www.hard-light.net/forums/index.php/topic,55190.0.html

Well, here's my first build post in a while.  Not much different from Taylor's, a couple commits since the 11th though.  Also thought it would be nice to show the log, there's been quite a lot of Mantis fixing going on in the last couple of months.  One big change between this and my previous builds is that I disabled UAC, so I'm wondering if this alone might help the issue of not reading the registry on Vista.  Then I might actually be able to fix a Mantis issue myself.

Other new features in SVN include the scripting changes in 4631 (WMC), ship templating code in 4636 (Blowfish and Turey), fireball handling code in 4638 (Swifty), Radar orb now renders in HTL (!!!) in 4647 (phreak), a minimal amount of code to keep the standalone from immediately crashing in 4692 (Karajorma), although I believe it's still sufficiently broken to be usable, and of course, the shader code, which when coupled with the shader 1119 vp, will allow normal maps, etc., in 4607-8, along with the new ships lab code.  I'm sure I missed some very cool things, these are just what caught my eye.  The coders seem to be stepping up the pace of 3.6.10 dev lately, so be sure to test this stuff thoroughly and let them know the features are appreciated :)

Any bugs in this are virtually guaranteed to be related to something that's been committed so be sure to Mantis.

fso-20080716_CHIEF_4708
MD5Sum
1119 Shaders Set (possible candidate for being official shaders barring further bugs)

Code: [Select]
Revision: 4708
Author: taylor
Date: 2:50:58 AM, Wednesday, July 16, 2008
Message:
damn, forgot these
----
Added : /trunk/fs2_open/code/graphics/gropengldraw.cpp
Added : /trunk/fs2_open/code/graphics/gropengldraw.h

Revision: 4707
Author: taylor
Date: 9:49:19 PM, Tuesday, July 15, 2008
Message:
basic commit of a few Xt tree changes
 - updated OpenGL code (basic shader support, etc.)
 - new ships lab code
 - scripting RTT fixes
 - don't let FRED hog CPU time
----
Modified : /trunk/fs2_open/code/Makefile.am
Modified : /trunk/fs2_open/code/bmpman/bmpman.cpp
Modified : /trunk/fs2_open/code/bmpman/bmpman.h
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/cmdline/cmdline.cpp
Modified : /trunk/fs2_open/code/cmdline/cmdline.h
Modified : /trunk/fs2_open/code/cutscene/mveplayer.cpp
Modified : /trunk/fs2_open/code/cutscene/oggplayer.cpp
Modified : /trunk/fs2_open/code/fred2/fredrender.cpp
Modified : /trunk/fs2_open/code/fred2/fredstubs.cpp
Modified : /trunk/fs2_open/code/fred2/fredview.cpp
Modified : /trunk/fs2_open/code/fred2/management.cpp
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/globalincs/systemvars.cpp
Modified : /trunk/fs2_open/code/globalincs/systemvars.h
Modified : /trunk/fs2_open/code/graphics/2d.cpp
Modified : /trunk/fs2_open/code/graphics/2d.h
Modified : /trunk/fs2_open/code/graphics/grd3dsetup.cpp
Modified : /trunk/fs2_open/code/graphics/grinternal.h
Modified : /trunk/fs2_open/code/graphics/gropengl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengl.h
Modified : /trunk/fs2_open/code/graphics/gropenglbmpman.cpp
Modified : /trunk/fs2_open/code/graphics/gropenglextension.cpp
Modified : /trunk/fs2_open/code/graphics/gropenglextension.h
Modified : /trunk/fs2_open/code/graphics/gropengllight.cpp
Modified : /trunk/fs2_open/code/graphics/gropengllight.h
Added : /trunk/fs2_open/code/graphics/gropenglshader.cpp
Added : /trunk/fs2_open/code/graphics/gropenglshader.h
Added : /trunk/fs2_open/code/graphics/gropenglstate.cpp
Added : /trunk/fs2_open/code/graphics/gropenglstate.h
Modified : /trunk/fs2_open/code/graphics/gropengltexture.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltexture.h
Modified : /trunk/fs2_open/code/graphics/gropengltnl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.h
Modified : /trunk/fs2_open/code/graphics/grstub.cpp
Modified : /trunk/fs2_open/code/graphics/grstub.h
Modified : /trunk/fs2_open/code/graphics/tmapper.h
Modified : /trunk/fs2_open/code/lab/lab.cpp
Modified : /trunk/fs2_open/code/lab/wmcgui.cpp
Modified : /trunk/fs2_open/code/lab/wmcgui.h
Modified : /trunk/fs2_open/code/lighting/lighting.cpp
Modified : /trunk/fs2_open/code/math/vecmat.cpp
Modified : /trunk/fs2_open/code/math/vecmat.h
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/model/modelread.cpp
Modified : /trunk/fs2_open/code/nebula/neb.cpp
Modified : /trunk/fs2_open/code/osapi/osapi.cpp
Modified : /trunk/fs2_open/code/osapi/osapi_unix.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/render/3ddraw.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.h
Modified : /trunk/fs2_open/projects/MSVC_6/code.dsp

Revision: 4706
Author: karajorma
Date: 1:25:41 PM, Monday, July 14, 2008
Message:
A bandaid on the gaping wound that is the current score code for ships. Should stop the missions corrupting themselves with ;;FSO 3.6.10;; messages but missions won't open in 3.6.9 now.
----
Modified : /trunk/fs2_open/code/fred2/missionsave.cpp

Revision: 4704
Author: taylor
Date: 10:11:11 PM, Sunday, July 13, 2008
Message:
add part of the Xt texture replacement code which fixed texture page-in issues for late arrivals
  (rest of the missing thruster fix)
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp

Revision: 4702
Author: phreak
Date: 6:34:50 AM, Thursday, July 10, 2008
Message:
Updated to a newer version of glext.h from SGI
----
Modified : /trunk/fs2_open/code/graphics/gl/Glext.h

Revision: 4700
Author: taylor
Date: 1:15:56 AM, Thursday, July 10, 2008
Message:
total_time fixage (it should never be allowed to be zero)
----
Modified : /trunk/fs2_open/code/model/modelinterp.cpp

Revision: 4699
Author: taylor
Date: 12:58:51 AM, Thursday, July 10, 2008
Message:
various thruster fixage from the Xt tree (should fix Mantis #1450)
----
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp

Revision: 4698
Author: taylor
Date: 12:10:31 AM, Thursday, July 10, 2008
Message:
fix HB being sent after server disconnect (made games show up for up to 10 minutes after they had ended)
make the chat channel count update more than once, since that didn't appear to work very well
fix compile error with GCC 4.3
----
Modified : /trunk/fs2_open/code/fs2netd/fs2netd_client.cpp
Modified : /trunk/fs2_open/code/fs2netd/tcp_client.cpp

Revision: 4697
Author: Goober5000
Date: 10:44:45 PM, Wednesday, July 09, 2008
Message:
the second half of the Mantis #1271 fix
----
Modified : /trunk/fs2_open/code/fred2/freddoc.cpp

Revision: 4695
Author: Swifty
Date: 11:17:49 AM, Tuesday, July 08, 2008
Message:
Mantis 1707: fix for FTL warp effect going out of bounds.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp

Revision: 4694
Author: Goober5000
Date: 3:03:31 AM, Tuesday, July 08, 2008
Message:
d'oh -- fix Mantis #1271
----
Modified : /trunk/fs2_open/code/fred2/freddoc.cpp

Revision: 4692
Author: karajorma
Date: 3:46:17 AM, Monday, July 07, 2008
Message:
Couple of small changes to make the Standalone work again.
----
Modified : /trunk/fs2_open/code/network/multiteamselect.cpp
Modified : /trunk/fs2_open/code/playerman/managepilot.cpp

Revision: 4689
Author: Goober5000
Date: 4:18:46 PM, Thursday, June 26, 2008
Message:
fix incompatibility in sexps between retail and SCP
----
Modified : /trunk/fs2_open/code/parse/sexp.cpp

Revision: 4688
Author: phreak
Date: 9:52:51 PM, Wednesday, June 25, 2008
Message:
Properly autocenter the missile models in the techroom.
----
Modified : /trunk/fs2_open/code/model/modelinterp.cpp

Revision: 4687
Author: Wanderer
Date: 7:27:49 AM, Tuesday, June 24, 2008
Message:
added startMission lua function
----
Modified : /trunk/fs2_open/code/parse/lua.cpp

Revision: 4686
Author: phreak
Date: 5:09:04 PM, Monday, June 23, 2008
Message:
Fix mantis #1710
----
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4685
Author: karajorma
Date: 3:47:26 PM, Monday, June 23, 2008
Message:
Allow capship beams to take full credit for their kills if a flag is set.
----
Modified : /trunk/fs2_open/code/ai/ai_profiles.cpp
Modified : /trunk/fs2_open/code/ai/ai_profiles.h
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Modified : /trunk/fs2_open/code/ship/shiphit.cpp

Revision: 4684
Author: karajorma
Date: 2:01:08 PM, Monday, June 23, 2008
Message:
Doh!
----
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp

Revision: 4683
Author: karajorma
Date: 11:27:14 AM, Monday, June 23, 2008
Message:
Fix a bug that meant players sometimes didn't get an assist is someone had already earned one.
Make it possible to decide what percentage of the damage a ship receives earns you a kill.
----
Modified : /trunk/fs2_open/code/ai/ai_profiles.cpp
Modified : /trunk/fs2_open/code/ai/ai_profiles.h
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Modified : /trunk/fs2_open/code/stats/scoring.cpp

Revision: 4682
Author: WMCoolmon
Date: 2:50:47 AM, Monday, June 23, 2008
Message:
The new scripting hooks for mouse/keyboard.
----
Modified : /trunk/fs2_open/code/io/key.cpp
Modified : /trunk/fs2_open/code/io/mouse.cpp
Modified : /trunk/fs2_open/code/parse/scripting.cpp
Modified : /trunk/fs2_open/code/parse/scripting.h

Revision: 4681
Author: Swifty
Date: 2:39:01 AM, Monday, June 23, 2008
Message:
Even more accurate HUD reticle offset calculations.
----
Modified : /trunk/fs2_open/code/hud/hud.cpp

Revision: 4680
Author: phreak
Date: 8:58:02 PM, Sunday, June 22, 2008
Message:
Get rid of my mixed case old username.
----
Modified : /trunk/fs2_open/code/menuui/credits.cpp

Revision: 4679
Author: phreak
Date: 8:54:33 PM, Sunday, June 22, 2008
Message:
Fixed filename cases in the code, fred2, and freespace2 project files.  The files were originally mixed-case (from fs2-public) and the mixed-case names would be restored when saving the files.  This didn't sit too well with SVN.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj

Revision: 4678
Author: karajorma
Date: 11:57:35 AM, Sunday, June 22, 2008
Message:
Change No Debrief to Toggle Debrief. It will now turn on debriefings for dogfight missions (Which otherwise get the kills matrix).
----
Modified : /trunk/fs2_open/code/fred2/missionnotesdlg.cpp
Modified : /trunk/fs2_open/code/missionui/missiondebrief.cpp
Modified : /trunk/fs2_open/code/network/multiutil.cpp

Revision: 4677
Author: karajorma
Date: 11:55:29 AM, Sunday, June 22, 2008
Message:
Add the Hide-ship-name ship flag
----
Modified : /trunk/fs2_open/code/fred2/missionsave.cpp
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/fred2/fred.rc
Modified : /trunk/fs2_open/code/fred2/resource.h
Modified : /trunk/fs2_open/code/fred2/shipflagsdlg.cpp
Modified : /trunk/fs2_open/code/fred2/shipflagsdlg.h
Modified : /trunk/fs2_open/code/hud/hudbrackets.cpp
Modified : /trunk/fs2_open/code/hud/hudtarget.cpp
Modified : /trunk/fs2_open/code/hud/hudtargetbox.cpp
Modified : /trunk/fs2_open/code/mission/missionparse.h
Modified : /trunk/fs2_open/code/network/multi.h
Modified : /trunk/fs2_open/code/ship/ship.h

Revision: 4676
Author: Swifty
Date: 3:24:57 AM, Sunday, June 22, 2008
Message:
Fixed inaccurate slewing HUD reticle as pointed out by Goober.
----
Modified : /trunk/fs2_open/code/hud/hud.cpp

Revision: 4675
Author: Goober5000
Date: 11:02:07 PM, Saturday, June 21, 2008
Message:
added missing TrackIR offsets in FS1 HUD code
disabled the entire HUD nose offset system until Swifty can fix the centering algorithm
----
Modified : /trunk/fs2_open/code/hud/hud.cpp
Modified : /trunk/fs2_open/code/hud/hudreticle.cpp

Revision: 4672
Author: taylor
Date: 11:36:26 PM, Wednesday, June 18, 2008
Message:
fix compiling on F9 (per the standard, limits.h isn't implicitly included)
----
Modified : /trunk/fs2_open/code/lab/wmcgui.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/fs2netd/fs2netd_client.cpp
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/object/objectshield.cpp

Revision: 4671
Author: karajorma
Date: 5:24:56 PM, Wednesday, June 18, 2008
Message:
I'm fairly sure FRED shouldn't be calling that function. Certainly not for BtRL at least as it was causing a crash.
----
Modified : /trunk/fs2_open/code/ship/ship.cpp

Revision: 4663
Author: phreak
Date: 4:02:18 PM, Sunday, June 15, 2008
Message:
Fix for mantis #1691: Ships disappear at stage 2 of knossos warpout.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp

Revision: 4662
Author: Wanderer
Date: 8:18:43 AM, Friday, June 13, 2008
Message:
fix for the detail box parsing (issue reported by Water)
----
Modified : /trunk/fs2_open/code/model/modelread.cpp

Revision: 4661
Author: WMCoolmon
Date: 5:38:28 PM, Wednesday, June 11, 2008
Message:
Move gr_reset_clip into draw_model_rotating, and don't assume that if a NULL closeup pos is passed that it's a missile.
----
Modified : /trunk/fs2_open/code/missionui/missionscreencommon.cpp
Modified : /trunk/fs2_open/code/missionui/missionshipchoice.cpp
Modified : /trunk/fs2_open/code/missionui/missionweaponchoice.cpp

Revision: 4657
Author: phreak
Date: 8:14:32 PM, Monday, June 09, 2008
Message:
fix mantis #1682 - weapon ship collisions not applying to ships beyond the warpout clip plane.
----
Modified : /trunk/fs2_open/code/object/collideshipweapon.cpp

Revision: 4656
Author: phreak
Date: 8:13:48 PM, Monday, June 09, 2008
Message:
Shoudln't forgetting a return statement be an error and not a warning?
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp

Revision: 4655
Author: phreak
Date: 5:27:21 PM, Monday, June 09, 2008
Message:
Mantis #1676 - Prevent particles from appearing during warpout and the particle emitter is beyond the clip plane.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Modified : /trunk/fs2_open/code/ship/shipfx.h

Revision: 4654
Author: Wanderer
Date: 3:11:27 AM, Monday, June 09, 2008
Message:
Fix for mantis #1687 (corkscrew missiles and turrets)
----
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/weapon/swarm.cpp

Revision: 4653
Author: phreak
Date: 8:10:43 PM, Sunday, June 08, 2008
Message:
Added SSE/SSE2 build configurations.  These builds are are optional versions of the release builds with SSE/SSE2 instruction support.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.sln
Modified : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj

Revision: 4652
Author: phreak
Date: 6:53:12 PM, Sunday, June 08, 2008
Message:
Added additional compiler optimizations for release builds.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj

Revision: 4651
Author: phreak
Date: 6:59:05 PM, Saturday, June 07, 2008
Message:
Add Visual Studio 2008 project files.

The release builds have been configured to use Multi-processor support (/MP) when compiling.
----
Added : /trunk/fs2_open/projects/MSVC_2008
Added : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/Freespace2.sln
Added : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj

Revision: 4650
Author: phreak
Date: 7:18:58 PM, Monday, June 02, 2008
Message:
Alpha blending and line widths for radar orb rings when in HTL mode.
----
Modified : /trunk/fs2_open/code/graphics/2d.h
Modified : /trunk/fs2_open/code/graphics/grd3dsetup.cpp
Modified : /trunk/fs2_open/code/graphics/gropengl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.h
Modified : /trunk/fs2_open/code/graphics/grstub.cpp
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4649
Author: Wanderer
Date: 3:51:50 PM, Monday, June 02, 2008
Message:
fix for cutscene jerkyness (part of mantis #1697)
----
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp

Revision: 4648
Author: Wanderer
Date: 1:28:13 AM, Monday, June 02, 2008
Message:
fix for the Mantis #1703 (debris and alt names)
----
Modified : /trunk/fs2_open/code/hud/hudtargetbox.cpp
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/debris/debris.h

Revision: 4647
Author: phreak
Date: 12:54:02 PM, Sunday, June 01, 2008
Message:
Render the radar orb using HTL.  It still wasn't doing that after all these years.  The original rendering method is still in place.
----
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4646
Author: Wanderer
Date: 5:50:28 AM, Sunday, June 01, 2008
Message:
Fixes beams have migrating firing points (Mantis #1688)
Prevents simultaneously fired weapons from sharing firing points.
----
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/weapon/beam.cpp

Revision: 4643
Author: phreak
Date: 12:05:11 PM, Friday, May 30, 2008
Message:
minor bugfix, readability.
----
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4642
Author: Backslash
Date: 10:33:27 PM, Thursday, May 29, 2008
Message:
Minor typos.  Also an fspeed -> speed change.
----
Modified : /trunk/fs2_open/code/parse/sexp.cpp

Revision: 4641
Author: Wanderer
Date: 10:46:09 AM, Thursday, May 29, 2008
Message:
removed a couple of unreferenced variables
----
Modified : /trunk/fs2_open/code/ship/ship.cpp

Revision: 4640
Author: phreak
Date: 10:54:33 PM, Wednesday, May 28, 2008
Message:
-Fixed null pointer exception in beam_delete()
-Got Targeting Laser to sort of work, it paints, but does not render.
----
Modified : /trunk/fs2_open/code/weapon/beam.cpp

Revision: 4639
Author: Swifty
Date: 10:31:46 PM, Wednesday, May 28, 2008
Message:
Various 'pit bug fixes. Prevent TrackIR users from leaning back. Removed superfluous ApplyViewShake from game_render_frame_setup(). Fixed zbuffer clipping bug for separate cockpit POFs.
----
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/playerman/playercontrol.cpp

Revision: 4638
Author: Swifty
Date: 10:26:23 PM, Wednesday, May 28, 2008
Message:
Modified fireball handling; ship class or type specific explosions.
----
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Modified : /trunk/fs2_open/code/ship/shiphit.cpp
Modified : /trunk/fs2_open/code/ship/ship.h
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/asteroid/asteroid.cpp
Modified : /trunk/fs2_open/code/fireball/fireballs.cpp
Modified : /trunk/fs2_open/code/fireball/fireballs.h
Modified : /trunk/fs2_open/code/hud/hudartillery.cpp

Revision: 4637
Author: karajorma
Date: 11:39:59 AM, Monday, May 26, 2008
Message:
Fix a couple of those pesky scoping in for loops problems.
----
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/parse/lua.cpp

Revision: 4636
Author: karajorma
Date: 10:54:29 AM, Monday, May 26, 2008
Message:
Blowfish's port of Turey's ship template code.
----
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/ship/ship.h
Modified : /trunk/fs2_open/code/parse/parselo.cpp
Modified : /trunk/fs2_open/code/parse/parselo.h

Revision: 4635
Author: karajorma
Date: 8:40:07 AM, Monday, May 26, 2008
Message:
Display the pilots score in the barracks.
----
Modified : /trunk/fs2_open/code/menuui/barracks.cpp

Revision: 4634
Author: karajorma
Date: 8:36:01 AM, Monday, May 26, 2008
Message:
Fix the primary weapons won't cycle bug (Mantis 1673)
----
Modified : /trunk/fs2_open/code/io/keycontrol.cpp

Revision: 4633
Author: karajorma
Date: 8:29:53 AM, Monday, May 26, 2008
Message:
Allow priorities higher than 89 for orders in FRED. Clean up unused parameters from several AI methods.
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/fred2/fred.rc
Modified : /trunk/fs2_open/code/ai/ai.h
Modified : /trunk/fs2_open/code/ai/aicode.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.cpp
Modified : /trunk/fs2_open/code/fred2/initialstatus.cpp
Modified : /trunk/fs2_open/code/fred2/shipgoalsdlg.cpp
Modified : /trunk/fs2_open/code/fred2/shipgoalsdlg.h
Modified : /trunk/fs2_open/code/weapon/emp.cpp

Revision: 4632
Author: Backslash
Date: 1:59:00 AM, Monday, May 26, 2008
Message:
Fix to not play the flyby sound repeatedly for a stupid reason when viewing from another ship.  (The player is NOT always the center of the universe.)
----
Modified : /trunk/fs2_open/code/object/objectsnd.cpp

Revision: 4631
Author: WMCoolmon
Date: 5:52:05 PM, Sunday, May 25, 2008
Message:
Scripting:
- Add On Mission Start, On Mission End hooks; swap Warpin and Warpout to Warp In and Warp Out
- Safer handle helper structs
- Improved math, eg matrix interpolation and vector multiply/divide
- Filesystem read AND write support
- Initial scripting orders support
- Better waypoints support
- Assorted requested scripting functions
bmpman:
- Safer bm_get_filename
cfile:
- Support for RW, rather than just R or W, file modes.
model:
- Safer texture_info struct. Taylor, I know we talked about this, but I realized that it was just a lot better for what it does and it shouldn't be too much trouble to replace with the new system (operations tend to be much more concise and clear). Let me know if any unexpected difficulties arise.
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/bmpman/bmpman.cpp
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/model/modelread.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/parse/lua.cpp
Modified : /trunk/fs2_open/code/parse/scripting.cpp
Modified : /trunk/fs2_open/code/parse/scripting.h
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/asteroid/asteroid.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.h
Modified : /trunk/fs2_open/code/cfile/cfile.h
Modified : /trunk/fs2_open/code/cfile/cfilearchive.cpp
Modified : /trunk/fs2_open/code/cfile/cfilearchive.h
Modified : /trunk/fs2_open/code/fred2/shiptexturesdlg.cpp
Modified : /trunk/fs2_open/code/model/modelcollide.cpp
Modified : /trunk/fs2_open/code/object/waypoint.cpp
Modified : /trunk/fs2_open/code/object/waypoint.h

Revision: 4630
Author: WMCoolmon
Date: 3:13:52 PM, Sunday, May 25, 2008
Message:
Fix signed/unsigned mismatch
----
Modified : /trunk/fs2_open/code/network/multiui.cpp

Revision: 4629
Author: WMCoolmon
Date: 3:13:35 PM, Sunday, May 25, 2008
Message:
Don't quit the game when -output_sexps is used, and move the bulk of the code to a more appropriate location.
----
Modified : /trunk/fs2_open/code/cmdline/cmdline.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/parse/sexp.h

PS this also has one little extra lua function, the one I posted in my last build.  I really should get that committed sometime.

 

Offline Droid803

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Re: RELEASE - Shivans! v0.2
SB Taurvi - 1000/600
WHAT WEAK HULL????

Thats more than most terran bombers!
(´・ω・`)
=============================================================

 
Re: RELEASE - Shivans! v0.2
the taurvi packs a punch and has great hull and shield strength. The only thing that balances it is it's pathetic  lack of speed.
Creator of Black Sun Corporation, the leading manufacturer of modern warfare.

 

Offline Droid803

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Re: RELEASE - Shivans! v0.2
Yeah. Lack of afterburner.
Otherwise, it would make a good intercept missile boat like the Ares. Its got a very nice centerline firepoint for bomb-interception :P
(´・ω・`)
=============================================================

 
Re: RELEASE - Shivans! v0.2
Except that single gun is usually armed with a bomb-like primary. :D

 
Re: RELEASE - Shivans! v0.2
not to mention it has a rear turret(s) to protect itself! =D
Creator of Black Sun Corporation, the leading manufacturer of modern warfare.

 
Re: RELEASE - Shivans! v0.2
Nope, no turret. Only the Nephilim and Seraphim have turrets.

 
Re: RELEASE - Shivans! v0.2
ah. ok. Drat, it would've been better with a turret. And only now do I remember the design. (I was thinking of the Nephilem...) :P Thanks.
Creator of Black Sun Corporation, the leading manufacturer of modern warfare.

 
Re: RELEASE - Shivans! v0.2
You can always use the mod to FRED your own missions and test ships (or just play the BOE demo mission since all options are available).