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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on August 03, 2009, 09:25:26 am

Title: Nightly (Windows): 03 Aug 2009 - Revision 5506
Post by: SirKnightly on August 03, 2009, 09:25:26 am
Here is the nightly for Windows on 03 Aug 2009 - Revision 5506

fso-WIN-20090803_r5506.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090803_r5506.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090803_r5506.md5)

Code: [Select]
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r5503 | portej05 | 2009-08-02 01:32:38 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
   M /trunk/fs2_open/code/cutscene/cutscenes.cpp

Fix crash when no cutscenes are defined (NULL pointer dereference through vector [] overload)
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r5504 | portej05 | 2009-08-02 04:22:40 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
   M /trunk/fs2_open/code/globalincs/mspdb_callstack.cpp

Fix for pdb debugging not showing the symbols on subsequent warnings.
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r5505 | Wanderer | 2009-08-02 07:20:36 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/shipfx.cpp

fix to allow live debris from static subsystems
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r5506 | Wanderer | 2009-08-02 07:56:26 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/ship/ship.h
   M /trunk/fs2_open/code/ship/shiphit.cpp

Fix for the 'carry-no-damage' subsystem flag, feature commit of shield armor types and shield armor type based piercing percentage setting.
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Title: Re: Nightly (Windows): 03 Aug 2009 - Revision 5506
Post by: Dragon on August 04, 2009, 01:11:15 pm
Code: [Select]
feature commit of shield armor types and shield armor type based piercing percentage setting.

Can you provide some examples of what should I put into armor, ships and weapons tables to make it work?
Title: Re: Nightly (Windows): 03 Aug 2009 - Revision 5506
Post by: Wanderer on August 04, 2009, 02:23:44 pm
arm-shp.tbm
Code: [Select]
#Ship Classes

$Name:   GTB Ursa
   +nocreate
$Shield Armor Type:  Holey

$Name:   GTB Medusa
   +nocreate
$Shield Armor Type:  Ubershield

#End

arm-wep.tbm
Code: [Select]
#Primary Weapons

$Name:   Subach HL-7
   +nocreate
$Damage Type:  Laser

$Name:   Prometheus S
   +nocreate
$Damage Type:  Kinetic

#End

armor.tbl
Code: [Select]
#Armor Type
$Name: Holey

$Damage Type: Laser
   +Calculation: Multiplicative
   +Value: 0.75
   +Shield Piercing Percentage:    0.85

$Damage Type: Kinetic
   +Calculation: Multiplicative
   +Value: 1.33
   +Shield Piercing Percentage:    0.85

#End

#Armor Type
$Name: Ubershield

$Damage Type: Laser
   +Calculation: Multiplicative
   +Value: 0.01
   +Shield Piercing Percentage:    0.00

$Damage Type: Kinetic
   +Calculation: Multiplicative
   +Value: 2

#End
ALL calculations for against that specific damage type have to be defined BEFORE the shield piercing percentage is defined - if it is defined at all
Title: Re: Nightly (Windows): 03 Aug 2009 - Revision 5506
Post by: Dragon on August 04, 2009, 03:46:08 pm
Does it also works with standard weapons with "Pierce shields" flag, or just for beams?
EDIT: Nevermind, I found it myself.
Thanks for explaination.