Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on November 14, 2024, 12:48:51 am
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Here is the nightly for 14 November 2024 - Revision d6b444c9e
Group: Linux
nightly_20241114_d6b444c9e-builds-Linux.tar.gz (https://scp.indiegames.us/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Linux.tar.gz) (Mirror (https://perses.feralhosting.com/datacorder/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Linux.tar.gz))
Group: MacOSX-arm64
nightly_20241114_d6b444c9e-builds-Mac-arm64.tar.gz (https://scp.indiegames.us/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Mac-arm64.tar.gz) (Mirror (https://perses.feralhosting.com/datacorder/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Mac-arm64.tar.gz))
Group: MacOSX-x86_64
nightly_20241114_d6b444c9e-builds-Mac-x86_64.tar.gz (https://scp.indiegames.us/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Mac-x86_64.tar.gz) (Mirror (https://perses.feralhosting.com/datacorder/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Mac-x86_64.tar.gz))
Group: Win32-SSE2
nightly_20241114_d6b444c9e-builds-Win32-SSE2.zip (https://scp.indiegames.us/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Win32-SSE2.zip) (Mirror (https://perses.feralhosting.com/datacorder/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-Win32-SSE2.zip))
Group: Win64-SSE2
nightly_20241114_d6b444c9e-builds-x64-SSE2.zip (https://scp.indiegames.us/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-x64-SSE2.zip) (Mirror (https://perses.feralhosting.com/datacorder/builds/nightly/20241114_d6b444c9e/nightly_20241114_d6b444c9e-builds-x64-SSE2.zip))
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commit d6b444c9e
Author: Kestrellius
Commit: GitHub
Cycle expansion (#6364)
code/controlconfig/controlsconfig.h | 2 +
code/controlconfig/controlsconfigcommon.cpp | 3 +
code/hud/hudreticle.cpp | 59 ++++-
code/io/keycontrol.cpp | 17 +-
code/localization/localize.cpp | 3 +-
code/ship/ship.cpp | 373 +++++++++++++++++++++-------
code/ship/ship.h | 13 +-
code/weapon/weapon.h | 11 +
code/weapon/weapon_flags.h | 1 -
code/weapon/weapons.cpp | 28 ++-
10 files changed, 398 insertions(+), 112 deletions(-)
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After a brief hiatus on working with TBP, I got back to it recently, and noticed that on new builds, Minbari weapons have changed their behavior. They used to cycle between firepoints, but starting with this build, they may fire with 2 or even 3 firepoints at the same time. It also affects the sound, as though the attempts of the weapons to fire at the same time, replaces the usual one with this kind of a muffled gun sound.
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Ah. I will bring this to Kestrellius's attention.
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Thanks. I should specify that it was the Minbari Neutron gun mounted on the Nial fighters.
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As an update: I just tried a stand-alone mission where you fly as a Nial. Under this new code, rather than allow each beam discharge its allotted fire time, before switching to the next firepoint, then the next, and so on, it instead will fire from all firepoints simultaneously until you run our of power in your guns. Since the power consumption is on a per-discharge basis, the result is that you go through your weapon energy MUCH faster. You get a higher volume of fire first, but it doesn't work well for sustained combat... and it doesn't match the behavior of the show. I have no updates on the nature of the sound issue.
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Could you open a github issue and put all this information in it? That will allow us to track it better, as well as put it on the high priority path.
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I've located the issue and submitted a fix. It should be reviewed and merged fairly soon.