Author Topic: Nightly (Windows): 08 Oct 2010 - Revision 6581  (Read 1402 times)

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Offline Zacam

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Nightly (Windows): 08 Oct 2010 - Revision 6581
Here is the nightly for Windows on 08 Oct 2010 - Revision 6581

Group: Inferno
fso-WIN-Inferno-20101008_r6581.7z
MD5: CD11517E8A9430DA56C63A21144B5B29

Group: Inferno_SSE
fso-WIN-Inferno_SSE-20101008_r6581.7z
MD5: EE330450B1C1CFCBD2A8472A1E8713C9

Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20101008_r6581.7z
MD5: CCA0F9D0706A419DF9B59FCEDCCCB6EA

Code: [Select]
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r6577 | Zacam | 2010-10-06 19:21:15 -0800 (Wed, 06 Oct 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Warning Fix: "sexp_show_subtitle_text"/"sexp_show_subtitle_image"
No more 'float' to 'int'. (not the best way, but it is expedient and doesn't risk breaking things)
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r6578 | The_E | 2010-10-08 03:15:40 -0800 (Fri, 08 Oct 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

Fix for Mantis 1817 & 2323 (Glide does not get reset on mission restart/player respawn)

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r6579 | The_E | 2010-10-08 05:01:11 -0800 (Fri, 08 Oct 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Patch for Mantis 1963 (Optional argument for set-object-facing and set-object-facing-object doesn't work)

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r6580 | Wanderer | 2010-10-08 14:05:40 -0800 (Fri, 08 Oct 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

feature commit - diaspora turret related patch
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r6581 | Wanderer | 2010-10-08 14:32:48 -0800 (Fri, 08 Oct 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/model/model.h
   M /trunk/fs2_open/code/model/modelread.cpp
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/ship/ship.h
   M /trunk/fs2_open/code/ship/shipfx.cpp
   M /trunk/fs2_open/code/ship/shiphit.cpp
   M /trunk/fs2_open/code/weapon/weapons.cpp

feature commit - diaspora subsystem options
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"If you can keep a level head in all this confusion, you just don't understand the situation"

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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Dragon

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Re: Nightly (Windows): 08 Oct 2010 - Revision 6581
What does this new stuff for Diaspora does and how to use it?
"Subsystem options" look interesting.

 

Offline Zacam

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Re: Nightly (Windows): 08 Oct 2010 - Revision 6581
http://www.hard-light.net/wiki/index.php/Subsystem

Updated by Wanderer recently.

From the code:
Code: (ship.h Subsystem) [Select]
#define SSF_NO_REPLACE         (1 << 4) // prevents 'destroyed' submodel from being rendered if subsys is destroyed.
#define SSF_NO_LIVE_DEBRIS         (1 << 5) // prevents subsystem from generating live debris
#define SSF_VANISHED             (1 << 6) // allows subsystem to be made to disappear without a trace (for swapping it for a true model for example.
#define SSF_MISSILES_IGNORE_IF_DEAD (1 << 7) // forces homing missiles to target hull if subsystem is dead before missile hits it.

Code: (ai_profiles.cpp) [Select]
set_flag(profile, "$advanced turret fov edge checks:", AIPF2_ADVANCED_TURRET_FOV_EDGE_CHECKS, AIP_FLAG2);

set_flag(profile, "$require turrets to have target in fov:", AIPF2_REQUIRE_TURRET_TO_HAVE_TARGET_IN_FOV, AIP_FLAG2);
Keep turrets from locking up/freezing when the target they are trying to hit is not in alignment, but the object housing the target IS.

(if I've gotten anything wrong, I'm sure Wanderer will be by in exasperation to correct me)
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Wanderer

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Re: Nightly (Windows): 08 Oct 2010 - Revision 6581
To require turret to have target in fov is a method to prevent turret targeting logic from getting into loops that occur when target exists near the fov edge.

The other option 'fov edge checks' also deals with the similar issue however in this case when turret is targeting a ship it actually targets very specific spot on the ship (or on a subsystem as the case might be) however if the game is unable to get valid FOV to the predicted impact position (ie. the point where the shot from the turret would intercept the intended aiming point on the target's hull) it may revert to targeting the target ship centerpoint. Now if you have ships side by side this event will cause turrets to jam and only occasionally start firing at visible targets and then cease again. Even though there would be valid visible spots for the turret to target. Now with the flag the turret tries to find a position on the edge of the FOV as close as possible to the intended position and aim (and shoot) at that direction. There are no guarantees that it would actually hit the target. But its better to at least try to shoot at the target than for the turret to lockup and cease functioning altogether.
Do not meddle in the affairs of coders for they are soggy and hard to light

  

Offline Dragon

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Re: Nightly (Windows): 08 Oct 2010 - Revision 6581
Sounds usefull, thanks.