Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on August 22, 2009, 08:45:14 am
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Here is the nightly for Windows on 22 Aug 2009 - Revision 5529
fso-WIN-20090822_r5529.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090822_r5529.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090822_r5529.md5)
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r5525 | Wanderer | 2009-08-21 13:20:28 -0500 (Fri, 21 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/aibig.cpp
M /trunk/fs2_open/code/ai/aicode.cpp
M /trunk/fs2_open/code/ai/aiturret.cpp
M /trunk/fs2_open/code/ship/ship.cpp
M /trunk/fs2_open/code/weapon/weapon.h
M /trunk/fs2_open/code/weapon/weapons.cpp
lots of fixes to the earlier burst fire mode
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r5526 | Wanderer | 2009-08-22 01:32:11 -0500 (Sat, 22 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/aicode.cpp
M /trunk/fs2_open/code/ai/aiturret.cpp
M /trunk/fs2_open/code/model/modelanim.cpp
M /trunk/fs2_open/code/model/modelanim.h
M /trunk/fs2_open/code/parse/lua.cpp
M /trunk/fs2_open/code/ship/ship.h
nuke's scripting and submodel animation changes
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r5527 | Wanderer | 2009-08-22 03:41:53 -0500 (Sat, 22 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/model/modelread.cpp
commit of set of vm_vec_normalize_safe functions to modelread.cpp
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r5528 | Wanderer | 2009-08-22 04:00:33 -0500 (Sat, 22 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/aibig.cpp
M /trunk/fs2_open/code/ai/aiturret.cpp
M /trunk/fs2_open/code/ship/ship.h
turret fov check improvements
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r5529 | Wanderer | 2009-08-22 04:25:34 -0500 (Sat, 22 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/ai_profiles.cpp
M /trunk/fs2_open/code/ai/ai_profiles.h
M /trunk/fs2_open/code/weapon/beam.cpp
option to force beam turrets to use same FOV limits as the rest of the turrets
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lots of fixes to the earlier burst fire mode
commit of set of vm_vec_normalize_safe functions to modelread.cpp
turret fov check improvements
option to force beam turrets to use same FOV limits as the rest of the turrets
Explain those changes, please?
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Burst fire mode fixes.. Now it should work nicely with turrets... added (new options listed as well) $Burst Flags: ( "fast firing" "random length" ) after the already existing burst fire options. Fast firing tries to remove added fire waits essentially making the weapons fire more like swarm does. Random length makes ai to shoot burst which are from 1 to burst shots in length instead of always firing max length bursts.
Vm_vec_normalize_safe changes should help with some of the 'not-length-of-1' normals and in some dot product calculations. Nothing on user side though (hopefully).
Turret fov checks - arranged the code in slightly different way and - related to above - removed unnecessary function calls.
Option to force beam turret to use same fov limits adds an ai profiles option $force beam turrets to use normal fov: (after $disarm or disable cause global ai goal effects:) which in turn tells turret firing code to prevent beam firings outside of turrets FOV area/cone unlike in retail where especially multipart mounted turrets routinely fire outside of the FOVs (at times through the firing ship as well).
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Now it should work nicely with turrets
What was wrong with it before?
Turret fov checks - arranged the code in slightly different way and - related to above - removed unnecessary function calls.
So this doesn't alter turret behavior, only makes the code more efficient?
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Now it should work nicely with turrets
What was wrong with it before?
More like what wasn't wrong with it...
Turret fov checks - arranged the code in slightly different way and - related to above - removed unnecessary function calls.
So this doesn't alter turret behavior, only makes the code more efficient?
Yes
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Now it should work nicely with turrets
What was wrong with it before?
More like what wasn't wrong with it...
And here I was, thinking I was doing something wrong with the burst settings.
Getting this build and giving the burst fire mode a second shot.
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Where's the info on nuke's code?