Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: karajorma on May 14, 2009, 08:14:03 am
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Here is the nightly for Windows on 11 May 2009 - Revision 5227
FSO-WIN-090511_r5227 (http://www.freespacefaq.com/Misc-Downloads/Nightlies/FSO-WIN-090511_r5227.7z)
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r5221 | karajorma | 2009-05-11 03:41:09 -0500 (Mon, 11 May 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/shiphit.cpp
Allow beams on any player ship to count for kills. Not just fighters and bombers.
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r5222 | karajorma | 2009-05-11 03:41:51 -0500 (Mon, 11 May 2009) | 2 lines
Changed paths:
M /trunk/fs2_open/code/fred2/briefingeditordlg.cpp
M /trunk/fs2_open/code/fred2/cmdbrief.cpp
M /trunk/fs2_open/code/fred2/debriefingeditordlg.cpp
M /trunk/fs2_open/code/fred2/eventeditor.cpp
M /trunk/fs2_open/code/localization/localize.cpp
M /trunk/fs2_open/code/localization/localize.h
M /trunk/fs2_open/code/parse/parselo.cpp
Fix Mantis 1753 (Using " or ; in briefings and messages causes them to either vanish or truncate the message)
Fix a bug that prevented lcl_replace_stuff() working properly when a message had two or more replacements of the same type.
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r5223 | karajorma | 2009-05-11 03:45:58 -0500 (Mon, 11 May 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/weapon/weapon.h
M /trunk/fs2_open/code/weapon/weapons.cpp
Fix an issue with homing capship missiles not tracking correctly in multiplayer.
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r5224 | karajorma | 2009-05-11 03:48:05 -0500 (Mon, 11 May 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/fred2/shipeditordlg.cpp
Fix Mantis 1910 (Assist Percentage resets itself when ships are multi selected)
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r5225 | karajorma | 2009-05-11 03:54:28 -0500 (Mon, 11 May 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/fred2/briefingeditordlg.cpp
M /trunk/fs2_open/code/fred2/campaigneditordlg.cpp
M /trunk/fs2_open/code/fred2/debriefingeditordlg.cpp
M /trunk/fs2_open/code/fred2/eventeditor.cpp
M /trunk/fs2_open/code/fred2/messageeditordlg.cpp
M /trunk/fs2_open/code/fred2/missiongoalsdlg.cpp
M /trunk/fs2_open/code/fred2/sexp_tree.cpp
M /trunk/fs2_open/code/fred2/sexp_tree.h
M /trunk/fs2_open/code/fred2/shipeditordlg.cpp
M /trunk/fs2_open/code/fred2/wing_editor.cpp
Fix Mantis 1884 (Entering the name of an invalid operator in any dialog other than events editor would crash FRED)
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r5226 | karajorma | 2009-05-11 03:54:52 -0500 (Mon, 11 May 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/parse/sexp.cpp
Fix a typo in disable-builtin-messages
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r5227 | karajorma | 2009-05-11 04:00:40 -0500 (Mon, 11 May 2009) | 4 lines
Changed paths:
M /trunk/fs2_open/code/fred2/sexp_tree.cpp
M /trunk/fs2_open/code/fred2/sexp_tree.h
Fix Mantis 1911 (Add Data doesn't show the <argument> option)
Fix Mantis 1813 (Negative number constants could be added in FRED for SEXPs which expected OPF_POSITIVE, often resulting in crashes).
Fix (part of) Mantis 1677 (cap-subsys-cargo-known-delay doesn't list the correct ships)
Fix Mantis 1909 (Can't paste variables in FRED)
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So will beams now accrue kills by default, or does it have to be enabled?
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Looks like it's for beams mounted on player ships.
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Any beam on a player ship which isn't a fighter or bomber will now also count for kills. This only affects TBP (where several ships are gunship class) and any campaign where you can fly capships.
Beams on fighters and bombers already counted for kills and there is a AI Profile setting that allows you to turn it on for everything else anyway.