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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on January 16, 2010, 02:32:42 pm

Title: Nightly (Windows): 16 Jan 2010 - Revision 5824
Post by: SirKnightly on January 16, 2010, 02:32:42 pm
Here is the nightly for Windows on 16 Jan 2010 - Revision 5824

Group: SSE2
fso-WIN-SSE2-20100116_r5824.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-SSE2-20100116_r5824.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-SSE2-20100116_r5824.md5)

Group: Standard
fso-WIN-Standard-20100116_r5824.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Standard-20100116_r5824.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Standard-20100116_r5824.md5)

Group: Inferno_SSE
fso-WIN-Inferno_SSE-20100116_r5824.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20100116_r5824.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20100116_r5824.md5)

Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20100116_r5824.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20100116_r5824.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20100116_r5824.md5)

Code: [Select]
------------------------------------------------------------------------
r5819 | Wanderer | 2010-01-16 07:10:55 -0600 (Sat, 16 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/io/keycontrol.cpp
   M /trunk/fs2_open/code/parse/lua.cpp
   M /trunk/fs2_open/code/playerman/player.h

Lua control for getting the full button control data
------------------------------------------------------------------------
r5820 | Wanderer | 2010-01-16 10:06:32 -0600 (Sat, 16 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ai/aibig.cpp

fix for issue when ai is selecting big attack points
------------------------------------------------------------------------
r5821 | Wanderer | 2010-01-16 10:14:21 -0600 (Sat, 16 Jan 2010) | 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/ai/aiturret.cpp

enable another bitfield for ai profile flags, add ai profiles fix for turrets targeting too distant enemies in certain cases.
------------------------------------------------------------------------
r5822 | Echelon9 | 2010-01-16 10:51:43 -0600 (Sat, 16 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj
   M /trunk/fs2_open/projects/Xcode/Info.plist

Simplify the Xcode project file's CFBundleExecutable key to be truly extensible
------------------------------------------------------------------------
r5823 | Echelon9 | 2010-01-16 11:55:10 -0600 (Sat, 16 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/Xcode/Info.plist

Add to Xcode project file LSMinimumSystemVersion key for future work
------------------------------------------------------------------------
r5824 | Echelon9 | 2010-01-16 12:26:05 -0600 (Sat, 16 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/Xcode/English.lproj/InfoPlist.strings
   M /trunk/fs2_open/projects/Xcode/Info.plist

Provide a simpler way to set the CFBundleName key in the Xcode project file.
------------------------------------------------------------------------


Title: Re: Nightly (Windows): 16 Jan 2010 - Revision 5824
Post by: Dragon on January 17, 2010, 10:31:13 am
What are the new AIP functions?
Title: Re: Nightly (Windows): 16 Jan 2010 - Revision 5824
Post by: Zacam on January 17, 2010, 03:33:54 pm
Quote from: Wanderer on IRC
$turrets ignore targets radius in range checks:

this means the if that flag is in use then turrets should start firing only when the shots can actually reach the target
it does what turrets do when they don't get a target, go to 250 or 500 ms wait mode and try to reacquire target, any target.

if FOV test fails turret tries to reacquire target next frame and then shoot at it on the frame which follows that
if turret is unable to get a target due to range restrictions or some other such reason then it gets 500 ms wait time if the current wait time is shorter than 500 ms before the next check
if turret for reason fails to fire when it should have fired then it gets 100 ms wait time
if it was unable to fire due model ray checks, homing missile secondary fov restrictions it gets 500 ms wait time
if spawn missile fails to fire (not a smart spawn) turret gets 1000 ms wait