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81
Nightly Builds / Nightly: 15 September 2025 - Revision a32c3187d
« Last post by SirKnightly on September 15, 2025, 01:49:47 am »
Here is the nightly for 15 September 2025 - Revision a32c3187d



Group: Linux-arm64
nightly_20250915_a32c3187d-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250915_a32c3187d-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250915_a32c3187d-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250915_a32c3187d-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250915_a32c3187d-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250915_a32c3187d-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 1e7431a04
Author: BMagnu
Commit: GitHub

    Give Particles Access to Their Spawner Effect (#7034)
 .clang-tidy                                |   2 +
 code/particle/ParticleEffect.cpp           |  59 ++++++------
 code/particle/ParticleEffect.h             |  38 +++++++-
 code/particle/ParticleManager.cpp          |   8 +-
 code/particle/ParticleParse.cpp            |  19 +---
 code/particle/ParticleSource.h             |   5 -
 code/particle/hosts/EffectHostParticle.cpp |  17 ++--
 code/particle/particle.cpp                 | 141 +++++++++--------------------
 code/particle/particle.h                   |  59 ++++--------
 code/utils/modular_curves.h                |  26 ++++--
 10 files changed, 165 insertions(+), 209 deletions(-)

------------------------------------------------------------------------
commit b0166dd6a
Author: Goober5000
Commit: GitHub

    fix null vector assertion in slash beam collisions (#7038)
 code/weapon/beam.cpp | 10 +++++++---
 1 file changed, 7 insertions(+), 3 deletions(-)

------------------------------------------------------------------------
commit bf51f8ee9
Author: Goober5000
Commit: Goober5000

    fix load/save mismatch in missions
 code/mission/missionparse.cpp | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

------------------------------------------------------------------------
commit f2bc71c13
Author: Goober5000
Commit: Goober5000

    small optimization
 code/fireball/fireballs.cpp | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

------------------------------------------------------------------------
commit f88e5c475
Author: Goober5000
Commit: Goober5000

    modular table fix for cinematic warp
 code/fireball/fireballs.cpp | 77 +++++++++++++++++++++++----------------------
 1 file changed, 39 insertions(+), 38 deletions(-)
83
So Christmas in September is really a thing :D

Glad to see the PBR-love for these ships. Also the skybox and variants are absolutely impressive, I've seen pretty much every FS-related SB in existence but that's really top-grade :eek:
84
Download!



What this contains:

- Shiny metallic-looking fighters! :D

- PBR maps and un-****ed normalmaps for GTF Kvasir, based on Earth Defense textures

- PBR maps and un-****ed normalmaps for GTB Rhea, based on Earth Defense textures

- PBR maps and un-****ed normalmaps(IIRC) for GTB Stheno, based on original release (IIRC)

- PBR maps and un-****ed normalmaps for TF Gefjon, based on original release
- Also a modified Gefjon model, with smaller and slimmer main chassis (with cockpit proportions adjusted to match), for better primary gun placement. Use either the model or maps or both, the UV maps are unchanged so it all works out
- Also includes a glowpoint texture for my version of the model which I thought looked cool (glowpoints go in data/effects/), you can also just remove those if you want, whichever works for your mod

- PBR maps for GTF Tyr, based on default pirate maps from TI

- Custom shield HUD icons I made for all these fighters

- A planet skybox that I Blendered, including a nebula skybox that's partly AI-upscaled (rendering the planet separately wasn't working because of premultiplied alpha map ****ery, but I might just release the blend file sometime once I clean it up a bit so you can use your own skyboxes). Includes four different versions with different lighting conditions. Planet is lit assuming that the sun is in the default position in FRED (0, 0) and the skybox is unrotated. Also includes planet-less skybox with only the nebula/stars.

Download!

This is NOT a full complete release of these ships since I didn't want to rerelease other people's stuff unmodified. You'll have to get the tbls and models from somewhere - should be fine to yoink them from the same sources I did.

Let me know if there's any problems or essential stuff I missed!
85
FreeSpace Discussion / Re: A celebration of Freespace
« Last post by Shivan Hunter on September 13, 2025, 08:33:59 pm »
Did you ever release the things you showed off here? :nervous:

I should probably do that lol

[EDIT] ;)
86
FreeSpace Discussion / Re: A celebration of Freespace
« Last post by Nightmare on September 13, 2025, 07:42:53 pm »
Its finally working people.

Looks pretty neat :yes:

More texturing misadventures lmao

The Gefjon's normal map is ****ed up - the green channel needs to be in the alpha, and the alpha channel needs to be in the green. This is why it looks so odd in campaigns that use it sometimes :rolleyes:

Anyway I fixed it and gave it a dollop of PBR

Did you ever release the things you showed off here? :nervous:
87
FreeSpace Discussion / Re: A celebration of Freespace
« Last post by ShivanSpS on September 13, 2025, 07:25:59 pm »
Its finally working people.
88
Exile / Re: Exile on Paladin Gaming!
« Last post by Renegade Paladin on September 12, 2025, 03:52:07 pm »
Onward!



89
FreeSpace Discussion / Re: Weird Freespace dreams
« Last post by Assassin714 on September 11, 2025, 04:37:35 am »
I had one that was rather involved, and had a lot of non-Freespace related parts and parts that I don't remember, but I do recall clearly seeing a fight between the Lucifer and the Sa-Matra from Star Control 2.

The Lucifer's shields were able to absorb a few blasts from the Sa-Matra which would have destroyed almost any other ship, but then the next blast overwhelmed its shields and destroyed it. The Lucifer never even got within range to fire its own weapons.

I also didn't even see the Sa-Matra, since it was firing from an incredibly long distance.

Then I remember someone discussing that if the Sa-Matra were to be modeled in the Freespace engine, what size it should be, and they eventually decided on around 10 km long.
90
FreeSpace Discussion / Re: How do you feel about the Myrmidon?
« Last post by 0rph3u5 on September 10, 2025, 04:20:28 pm »
First thing, you have to acknowledge that planned obsolescence was a much bigger part of game design in 1999. Secondly, the Vasudan fighters are much more usable in FS2 than they were in FS1, as such you also have to include them an on progression curve.

If you acknowledge these points you can see that Myrmidon is limited by outside factors than internal balance.

But it has its good points, for one with 3 secondary banks it is one of the more versatile fighters of the Terrans, hindered only by the small capacity per bank and lacking access to the Harpoon.
It's rotation time could also use a bit of the buff to put it between the Perseus and the Herc II, instead in the 4s.

Now there is also more I would like to tweak, but that needs to be embedded into overhaul of weapons and damage that cannot be limited to just the Myrmidon, so I will not elaborate on it more.

It's not a successor of Apollo. Perseus is.

The Perseus is a successor the Vakyrie in more than fluff.
It did loose the top speed and afterbruner speed, but has better acceleration and rotation times. But more importantly it is far more reliable, especially in the newly important bomb intercept role; its improved shields and subsystem health (the percentages are the same, but with higher base HP and smaller radi) make it more durable against the fallout from shooting down bombs. Adding to that both primary banks can now be used against any target (Valk's wing guns are only really good against larger targets) and the second secondary bank, which gives it more mission variety, it easy to see it as a holistic evolution, even if one performance metric, namely speed, has gone down.
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