Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on October 09, 2011, 09:56:18 am
-
Here is the nightly for Windows on 09 Oct 2011 - Revision 7888
Group: Inferno
fso-WIN-Inferno-20111009_r7888.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20111009_r7888.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20111009_r7888.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20111009_r7888.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20111009_r7888.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20111009_r7888.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20111009_r7888.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20111009_r7888.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20111009_r7888.md5)
------------------------------------------------------------------------
r7878 | Zacam | 2011-10-08 10:15:46 -0500 (Sat, 08 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/io/keycontrol.cpp
From zookeeper: [FotG] makes hyperspace warp type use a longer distance for the collision check
------------------------------------------------------------------------
r7879 | Zacam | 2011-10-08 10:38:07 -0500 (Sat, 08 Oct 2011) | 2 lines
Changed paths:
M /trunk/fs2_open/code/fred2/debriefingeditordlg.cpp
M /trunk/fs2_open/code/fred2/debriefingeditordlg.h
M /trunk/fs2_open/code/fred2/fred.rc
Adds Success/Average/Fail music selections to the Debriefing Editor.
http://www.hard-light.net/forums/index.php?topic=78504.0
------------------------------------------------------------------------
r7880 | Echelon9 | 2011-10-08 21:52:41 -0500 (Sat, 08 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/iff_defs/iff_defs.cpp
M /trunk/fs2_open/code/iff_defs/iff_defs.h
Documentation: Code cleanup of iff_deffs.cpp and related
------------------------------------------------------------------------
r7881 | Echelon9 | 2011-10-08 22:00:53 -0500 (Sat, 08 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/globalincs/globals.h
Documentation: Clean up of globals.h
------------------------------------------------------------------------
r7882 | Zacam | 2011-10-09 05:37:27 -0500 (Sun, 09 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/object/objectsort.cpp
found by Valathil; in "int obj_in_view_cone( object * objp )", codes=g3_rotate_vector(&tmp,&pt); works out better than running the check, then discarding it since g3_code_vector calls to run g3_rotate_vector anyway.
------------------------------------------------------------------------
r7884 | Echelon9 | 2011-10-09 05:52:24 -0500 (Sun, 09 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/bmpman/bmpman.cpp
Testing Assert() to track down a series of bugs reported by QuantumDelta
------------------------------------------------------------------------
r7885 | niffiwan | 2011-10-09 06:10:13 -0500 (Sun, 09 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/sound/sound.cpp
From Eli2: fix for mantis 2517: loop sounds are always at 100% volume locked and afterburner fade out sound not work
------------------------------------------------------------------------
r7887 | The_E | 2011-10-09 07:24:35 -0500 (Sun, 09 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/model/modelread.cpp
Change the log message here to better explain what's happening.
------------------------------------------------------------------------
r7888 | Echelon9 | 2011-10-09 07:57:39 -0500 (Sun, 09 Oct 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/parse/lua.cpp
From m\!m: access to the Viewer_mode as I need to know if the view is currently in the cockpit or not
------------------------------------------------------------------------
-
Can you tell me more about the collision check on hyperspace warp type ? What happens if an object is in the way of an arrival ship ? Does this last one will break his hyperspace immediatly ? And then, there is no collision.
-
Can you tell me more about the collision check on hyperspace warp type ? What happens if an object is in the way of an arrival ship ? Does this last one will break his hyperspace immediatly ? And then, there is no collision.
It only affects the collision check done when a ship tries to warp out and which aborts the warp if there's something big in the way. The standard warp type only checks up to 200m ahead, but now the hyperspace warp type checks up to 100000m. So, while previously you could jump into hyperspace even while facing an obstacle as long as it was over 200m away, you now can't (unless it's over 100000m away).