Author Topic: Nightly (Windows): 13 Sep 2010 - Revision 6461  (Read 1893 times)

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Offline SirKnightly

  • George or Keira?
  • 211
Nightly (Windows): 13 Sep 2010 - Revision 6461
Here is the nightly for Windows on 13 Sep 2010 - Revision 6461

Group: Inferno
fso-WIN-Inferno-20100913_r6461.7z
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Group: Inferno_SSE
fso-WIN-Inferno_SSE-20100913_r6461.7z
MD5Sum

Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20100913_r6461.7z
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Code: [Select]
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r6451 | The_E | 2010-09-08 09:58:41 -0500 (Wed, 08 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

Thanks to Goober for the warning.

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r6452 | The_E | 2010-09-08 11:42:58 -0500 (Wed, 08 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

....And another fix for is-facing.

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r6453 | karajorma | 2010-09-10 05:42:12 -0500 (Fri, 10 Sep 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Fix sexp_show_subtitle_image to work properly in multiplayer.
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r6454 | The_E | 2010-09-10 15:51:55 -0500 (Fri, 10 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp

Adding the vector:getNormalized() and object:getfvec() functions

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r6455 | The_E | 2010-09-10 18:11:28 -0500 (Fri, 10 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp

Adding object:getrvec() and object:getuvec() for completeness' sake

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r6456 | Goober5000 | 2010-09-10 19:08:57 -0500 (Fri, 10 Sep 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/cmeasure/cmeasure.cpp

partial revert on 6444... don't forget, someone recently fixed a five-year-old bug in the countermeasures code :)
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r6457 | The_E | 2010-09-11 11:52:36 -0500 (Sat, 11 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp

Adding ship:getEMP() for scripting.

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r6458 | The_E | 2010-09-11 11:55:10 -0500 (Sat, 11 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp

... right this time.

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r6459 | The_E | 2010-09-12 14:30:10 -0500 (Sun, 12 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Fix for is-facing (hopefully)

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r6460 | The_E | 2010-09-12 14:38:48 -0500 (Sun, 12 Sep 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

...For real

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r6461 | Sushi | 2010-09-13 09:27:42 -0500 (Mon, 13 Sep 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/model/model.h
   M /trunk/fs2_open/code/object/collidedebrisship.cpp
   M /trunk/fs2_open/code/object/collideshipship.cpp
   M /trunk/fs2_open/code/object/objcollide.cpp
   M /trunk/fs2_open/code/object/objcollide.h
   M /trunk/fs2_open/code/physics/physics.cpp
   M /trunk/fs2_open/code/physics/physics.h
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/ship/ship.h

Re-added collision physics, added basic landings support (still needs some work)
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Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Nightly (Windows): 13 Sep 2010 - Revision 6461
Code: [Select]
Re-added collision physics, added basic landings support (still needs some work)
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How exactly does this "basic landing support" works?
It looks like beggining of something truly awesome, I'd like to give it a try someday.

 

Offline Iss Mneur

  • 210
  • TODO:
Re: Nightly (Windows): 13 Sep 2010 - Revision 6461
Code: [Select]
Re-added collision physics, added basic landings support (still needs some work)
------------------------------------------------------------------------
How exactly does this "basic landing support" works?
It looks like beggining of something truly awesome, I'd like to give it a try someday.

Set the "allow landing" flag on a subsystem that you are to land on (like a carrier deck).

In ship.tbl/.tbm under $Collision Physics: for the ship that you are going to land (ie. the fighter), add the following parameter to the end of the current options supported by $Collision Physics: (all are optional):
Code: [Select]
+Landing Max Forward Vel:
+Landing Min Forward Vel:
+Landing Max Descent Vel:
+Landing Max Horizontal Vel:
+Landing Max Angle:
+Landing Min Angle:
+Landing Max Rotate Angle:
;If within certain bounds, we want to add some more rotation towards the "resting orientation" of the ship
;These bounds are defined separately from normal "landing" bounds so that they can be more generous:
;we can have crash landings that still re-orient the ship.
+Reorient Max Forward Vel:
+Reorient Min Forward Vel:
+Reorient Max Descent Vel:
+Reorient Max Horizontal Vel:
+Reorient Max Angle:
+Reorient Min Angle:
+Reorient Max Rotate Angle:
+Reorient Speed Mult: ;multiplier
+Landing Rest Angle:
+Landing Sound:

Note that apparently you can still fall though the deck (I personally haven't tried it, this is what was said on internal), and it doesn't work so well if the carrier ship is moving.
« Last Edit: September 15, 2010, 10:39:24 am by Iss Mneur »
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
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Offline Sushi

  • Art Critic
  • 211
Re: Nightly (Windows): 13 Sep 2010 - Revision 6461
Actually, the fall-through has been determined to have been due to a model problem, not a code problem. It actually works just fine on moving ships. :)

But yeah, the landings feature is intended for Diaspora (BSG Combat Landings) and is still being worked on a bit.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Nightly (Windows): 13 Sep 2010 - Revision 6461
Does the landing deck subsystem needs to be a submodel?

 

Offline Sushi

  • Art Critic
  • 211
Re: Nightly (Windows): 13 Sep 2010 - Revision 6461
Does the landing deck subsystem needs to be a submodel?

Yes, it needs to be associated with a submodel.

 

Offline Iss Mneur

  • 210
  • TODO:
Re: Nightly (Windows): 13 Sep 2010 - Revision 6461
It actually works just fine on moving ships. :)
Well not according to the code :P
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
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