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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 28, 2009, 09:13:52 am

Title: Nightly (Windows): 28 Aug 2009 - Revision 5548
Post by: SirKnightly on August 28, 2009, 09:13:52 am
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)

Code: [Select]
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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
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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)
------------------------------------------------------------------------


Title: Re: Nightly (Windows): 28 Aug 2009 - Revision 5548
Post by: The E on August 28, 2009, 10:28:37 am
Inferno and SSE2 builds available here:
http://www.mediafire.com/?cdweejmzjyt
Title: Re: Nightly (Windows): 28 Aug 2009 - Revision 5548
Post by: Aardwolf on August 28, 2009, 12:20:18 pm
Code: [Select]
Allow bombs to use their actual radius when working out collisions rather than doubling it.

Explain please... how is this controlled?
Title: Re: Nightly (Windows): 28 Aug 2009 - Revision 5548
Post by: Wanderer on August 28, 2009, 01:17:44 pm
Code: [Select]
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"
Title: Re: Nightly (Windows): 28 Aug 2009 - Revision 5548
Post by: Fury on August 28, 2009, 01:40:57 pm
So how does this collision thingy affect gameplay?
Title: Re: Nightly (Windows): 28 Aug 2009 - Revision 5548
Post by: Sushi on August 28, 2009, 08:12:03 pm
@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:

Code: [Select]
// 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. :)
Title: Re: Nightly (Windows): 28 Aug 2009 - Revision 5548
Post by: karajorma on August 29, 2009, 04:23:18 am
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