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 17, 2014, 11:37:28 am
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Here is the nightly for Windows on 17 Oct 2014 - Revision 11150
Open non-feature issues in Mantis (http://scp.indiegames.us/mantis/view_all_set.php?type=3&source_query_id=611): 122
Group: Standard
fso_Standard_20141017_r11150.7z (http://swc.fs2downloads.com/builds/WIN/fso_Standard_20141017_r11150.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso_Standard_20141017_r11150.md5)
Group: NO-SSE
fso_NO-SSE_20141017_r11150.7z (http://swc.fs2downloads.com/builds/WIN/fso_NO-SSE_20141017_r11150.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso_NO-SSE_20141017_r11150.md5)
Group: SSE
fso_SSE_20141017_r11150.7z (http://swc.fs2downloads.com/builds/WIN/fso_SSE_20141017_r11150.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso_SSE_20141017_r11150.md5)
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r11141 | Goober5000 | 2014-10-16 21:08:42 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/weapon/beam.cpp
xt branch: minor optimizations in beam.cpp
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r11142 | Goober5000 | 2014-10-16 21:12:24 -0500 (Thu, 16 Oct 2014) | 2 lines
Changed paths:
M /trunk/fs2_open/code/weapon/beam.cpp
xt branch:
"Nothing major here, just added the same basic stuff from the nebula code to make beam glows fade out depending on how close to the eye they are. The primary reason for this was for beams on fighters, since the muzzle glows tend to block your view when they show up. Having them fade out still gives you the visual effect, but allows you to see through them as well."
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r11143 | Goober5000 | 2014-10-16 21:21:53 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
xt branch: minor ship.cpp fixes
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r11144 | Goober5000 | 2014-10-16 21:26:03 -0500 (Thu, 16 Oct 2014) | 4 lines
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
refine the calculation of effective_primary_banks...
1) optimization from xt branch: don't calculate if we only actually have one bank on our ship
2) make sure to count the current bank that we're firing, to avoid an edge case where we might have a negative fire penalty
3) make the condition logic a little clearer
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r11145 | Goober5000 | 2014-10-16 21:29:33 -0500 (Thu, 16 Oct 2014) | 3 lines
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
xt branch:
1) the number of beam firing points should be the same as the number of ship firing points, because that's how we're calculating the expenditure of weapon energy
2) clear out Ship_type information when we exit the game
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r11146 | Goober5000 | 2014-10-16 21:31:33 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/shipfx.cpp
M /trunk/fs2_open/code/ship/shiphit.cpp
xt branch: minor tweaks
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r11147 | Goober5000 | 2014-10-16 21:34:58 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/shipfx.cpp
M /trunk/fs2_open/code/weapon/weapon.h
M /trunk/fs2_open/code/weapon/weapons.cpp
xt branch: WIF_MFLASH is unnecessary because we can check whether there is a muzzle flash index
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r11148 | Goober5000 | 2014-10-16 21:43:54 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/weapon/weapons.cpp
xt branch: memset a bunch of weapons strings
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r11149 | Goober5000 | 2014-10-16 21:45:05 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/missionui/missionweaponchoice.cpp
xt branch: load stuff from the correct location
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r11150 | Goober5000 | 2014-10-17 00:18:29 -0500 (Fri, 17 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/fred2/missionsave.cpp
M /trunk/fs2_open/code/fred2/missionsave.h
MageKing17 has done yeoman's work in fixing the version-specific commenting system. Thanks, MageKing17!
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r11145 | Goober5000 | 2014-10-16 21:29:33 -0500 (Thu, 16 Oct 2014) | 3 lines
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
xt branch:
1) the number of beam firing points should be the same as the number of ship firing points, because that's how we're calculating the expenditure of weapon energy
2) clear out Ship_type information when we exit the game
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So.. uh... this commit has seriously broken fighter beams because the energy requirements are now far far faaaaaar higher than what certain mods were balanced with. As one example, the Maxim Destruction on the Rhea MkII in JAD:XA can now fire for about half a second before completely draining your weapon energy. This could also affect TBP and WoD (off the top of my head those are other mods that use fighter beams). I realise the new behaviour is "more correct", but to prevent breakage with existing mods could we wrap this change in a Game Settings table flag? (for instance)
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It looks like this change came about from a misconception about how fighter beams work.
<MageKing17> shipp->beam_sys_info is related to shipp->fighter_beam_turret_data, a fake subsystem used as the firing point for fighter beams.
<MageKing17> It's re-used for every fire point, so the fake subsystem is supposed to only have 1 firing point.
Basically, the only result of changing that line is to change energy consumption for fighter beams from n * e to n2 * e (where "e" is the energy cost and "n" is the number of firing points).
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Yep, line 10294 in code/ship/ship.cpp is the start of the loop that spawns one fake-turret beam per firing point in the primary bank. I'll revert that part of the commit tonight.