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 28, 2009, 09:13:52 am
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Here is the nightly for Windows on 28 Aug 2009 - Revision 5548
fso-WIN-20090828_r5548.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090828_r5548.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090828_r5548.md5)
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r5542 | Wanderer | 2009-08-27 10:34:51 -0500 (Thu, 27 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/hud/hud.cpp
Fix for mantis 1986
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r5543 | karajorma | 2009-08-27 19:04:25 -0500 (Thu, 27 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/aicode.cpp
Don't bother with any other AI checks for afterburner use when the ship doesn't even have an afterburner. Might fix Mantis 1982.
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r5544 | Wanderer | 2009-08-28 02:53:45 -0500 (Fri, 28 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/parse/lua.cpp
M /trunk/fs2_open/code/parse/sexp.cpp
M /trunk/fs2_open/code/parse/sexp.h
runsexp debug console functions - runsexp lua scripting functions
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r5545 | karajorma | 2009-08-28 02:59:31 -0500 (Fri, 28 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/object/collideweaponweapon.cpp
M /trunk/fs2_open/code/weapon/weapon.h
M /trunk/fs2_open/code/weapon/weapons.cpp
Allow bombs to use their actual radius when working out collisions rather than doubling it.
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r5547 | portej05 | 2009-08-28 08:16:53 -0500 (Fri, 28 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/graphics/gropenglshader.cpp
Hery's shader unification patch (from Antipodes #2)
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r5548 | Wanderer | 2009-08-28 08:48:24 -0500 (Fri, 28 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
option to always allow hull armor type to be used (fix for mantis 1973)
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Inferno and SSE2 builds available here:
http://www.mediafire.com/?cdweejmzjyt
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Allow bombs to use their actual radius when working out collisions rather than doubling it.
Explain please... how is this controlled?
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Allow bombs to use their actual radius when working out collisions rather than doubling it.
Explain please... how is this controlled?
Seems to be new weapons flag "no radius doubling"
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So how does this collision thingy affect gameplay?
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@Fury: Basically it makes missiles/bombs (optionally) harder to shoot down. Normally they are made artificially easier to hit.
Kara, I was looking at 5543 (the afterburner one) and it looks a bit off to me:
// bail if the ship doesn't even have an afterburner
if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_AFTERBURNER) {
return 0;
}
As far as I can tell, that bails if the ship DOES have an afterburner. Which is backwards: I think you're missing a ! somewhere. :)
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Damnit, yeah you're right. :D
There was a ! in there before I copied and pasted it in from another part of the code. :D