Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on January 28, 2010, 03:39:19 pm
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Here is the nightly for Windows on 28 Jan 2010 - Revision 5852
Group: SSE2
fso-WIN-SSE2-20100128_r5852.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-SSE2-20100128_r5852.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-SSE2-20100128_r5852.md5)
Group: Standard
fso-WIN-Standard-20100128_r5852.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Standard-20100128_r5852.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Standard-20100128_r5852.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20100128_r5852.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20100128_r5852.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20100128_r5852.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20100128_r5852.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20100128_r5852.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20100128_r5852.md5)
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r5850 | Wanderer | 2010-01-28 10:05:15 -0600 (Thu, 28 Jan 2010) | 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/weapon/beam.cpp
M /trunk/fs2_open/code/weapon/weapon.h
M /trunk/fs2_open/code/weapon/weapons.cpp
added improved controls for piercing effects. fixed shield armor type bug.
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r5851 | Wanderer | 2010-01-28 14:24:39 -0600 (Thu, 28 Jan 2010) | 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/weapon/beam.cpp
M /trunk/fs2_open/code/weapon/weapons.cpp
adding 'retail' type piercing (no piercing effect, but normal beam tooling effect)
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r5852 | Wanderer | 2010-01-28 14:28:29 -0600 (Thu, 28 Jan 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/freespace2/freespace.cpp
The_E's fix for preventing lua On HUD Draw hook from being run when HUD is not visible
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added improved controls for piercing effects. fixed shield armor type bug.
Since someone is bound to ask soon. What this means is improved control in armor.tbl over when piercing triggers.
Two examples.
$Damage Type: NormalWeapon
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: None
$Damage Type: HugeBeam
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
By default beams pierce hull whenever said weapon deals enough damage (in theory) to kill its target. For other type of weapons this is whenever hull drops below 10%. Armor.tbl can be used to override both or stop piercing completely by setting +Weapon Piercing Type: None. +Weapon Piercing Effect Start Limit: 5 is hull integrity threshold when piercing effects trigger, in this case 5%. With above set-up, huge beams trigger piercing effect even if target won't be killed by said beam if hull goes below 5%.
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Can you add this to the Wiki?