Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: Zacam on October 08, 2010, 06:02:44 pm
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Here is the nightly for Windows on 08 Oct 2010 - Revision 6581
Group: Inferno
fso-WIN-Inferno-20101008_r6581.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20101008_r6581.7z)
MD5: CD11517E8A9430DA56C63A21144B5B29
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20101008_r6581.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20101008_r6581.7z)
MD5: EE330450B1C1CFCBD2A8472A1E8713C9
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20101008_r6581.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20101008_r6581.7z)
MD5: CCA0F9D0706A419DF9B59FCEDCCCB6EA
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r6577 | Zacam | 2010-10-06 19:21:15 -0800 (Wed, 06 Oct 2010) | 2 lines
Changed paths:
M /trunk/fs2_open/code/parse/sexp.cpp
Warning Fix: "sexp_show_subtitle_text"/"sexp_show_subtitle_image"
No more 'float' to 'int'. (not the best way, but it is expedient and doesn't risk breaking things)
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r6578 | The_E | 2010-10-08 03:15:40 -0800 (Fri, 08 Oct 2010) | 2 lines
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
Fix for Mantis 1817 & 2323 (Glide does not get reset on mission restart/player respawn)
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r6579 | The_E | 2010-10-08 05:01:11 -0800 (Fri, 08 Oct 2010) | 2 lines
Changed paths:
M /trunk/fs2_open/code/parse/sexp.cpp
Patch for Mantis 1963 (Optional argument for set-object-facing and set-object-facing-object doesn't work)
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r6580 | Wanderer | 2010-10-08 14:05:40 -0800 (Fri, 08 Oct 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/parse/sexp.cpp
feature commit - diaspora turret related patch
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r6581 | Wanderer | 2010-10-08 14:32:48 -0800 (Fri, 08 Oct 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/model/model.h
M /trunk/fs2_open/code/model/modelread.cpp
M /trunk/fs2_open/code/ship/ship.cpp
M /trunk/fs2_open/code/ship/ship.h
M /trunk/fs2_open/code/ship/shipfx.cpp
M /trunk/fs2_open/code/ship/shiphit.cpp
M /trunk/fs2_open/code/weapon/weapons.cpp
feature commit - diaspora subsystem options
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What does this new stuff for Diaspora does and how to use it?
"Subsystem options" look interesting.
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http://www.hard-light.net/wiki/index.php/Subsystem
Updated by Wanderer recently.
From the code:
#define SSF_NO_REPLACE (1 << 4) // prevents 'destroyed' submodel from being rendered if subsys is destroyed.
#define SSF_NO_LIVE_DEBRIS (1 << 5) // prevents subsystem from generating live debris
#define SSF_VANISHED (1 << 6) // allows subsystem to be made to disappear without a trace (for swapping it for a true model for example.
#define SSF_MISSILES_IGNORE_IF_DEAD (1 << 7) // forces homing missiles to target hull if subsystem is dead before missile hits it.
set_flag(profile, "$advanced turret fov edge checks:", AIPF2_ADVANCED_TURRET_FOV_EDGE_CHECKS, AIP_FLAG2);
set_flag(profile, "$require turrets to have target in fov:", AIPF2_REQUIRE_TURRET_TO_HAVE_TARGET_IN_FOV, AIP_FLAG2);
Keep turrets from locking up/freezing when the target they are trying to hit is not in alignment, but the object housing the target IS.
(if I've gotten anything wrong, I'm sure Wanderer will be by in exasperation to correct me)
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To require turret to have target in fov is a method to prevent turret targeting logic from getting into loops that occur when target exists near the fov edge.
The other option 'fov edge checks' also deals with the similar issue however in this case when turret is targeting a ship it actually targets very specific spot on the ship (or on a subsystem as the case might be) however if the game is unable to get valid FOV to the predicted impact position (ie. the point where the shot from the turret would intercept the intended aiming point on the target's hull) it may revert to targeting the target ship centerpoint. Now if you have ships side by side this event will cause turrets to jam and only occasionally start firing at visible targets and then cease again. Even though there would be valid visible spots for the turret to target. Now with the flag the turret tries to find a position on the edge of the FOV as close as possible to the intended position and aim (and shoot) at that direction. There are no guarantees that it would actually hit the target. But its better to at least try to shoot at the target than for the turret to lockup and cease functioning altogether.
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Sounds usefull, thanks.