Author Topic: Nightly (Windows): 05 Nov 2012 - Revision 9326  (Read 1901 times)

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Offline SirKnightly

  • George or Keira?
  • 211
Nightly (Windows): 05 Nov 2012 - Revision 9326
Here is the nightly for Windows on 05 Nov 2012 - Revision 9326

Group: Inferno
fso-WIN-Inferno-20121105_r9326.7z
MD5Sum

Group: Inferno_SSE
fso-WIN-Inferno_SSE-20121105_r9326.7z
MD5Sum

Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20121105_r9326.7z
MD5Sum

Code: [Select]
------------------------------------------------------------------------
r9323 | Zacam | 2012-11-04 15:50:34 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/model/modelinterp.cpp

Lets see if this handles Mantis 2724.
On Valathil's suggestion, pulled the code added in 9312 from 'model_render_glow_points' and 'model_render_thrusters'
------------------------------------------------------------------------
r9325 | Goober5000 | 2012-11-04 23:43:28 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/mission/missionlog.cpp
   M /trunk/fs2_open/code/mission/missionparse.cpp
   M /trunk/fs2_open/code/parse/sexp.cpp

a ship that is self-destructed should have the same behavior as one that is destroyed, if going by mission log entries
(c.f. thread: http://www.hard-light.net/forums/index.php?topic=82718.0)
------------------------------------------------------------------------
r9326 | Goober5000 | 2012-11-05 02:31:39 -0600 (Mon, 05 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/graphics/2d.h
   M /trunk/fs2_open/code/graphics/gropengltnl.cpp
   M /trunk/fs2_open/code/graphics/gropengltnl.h
   M /trunk/fs2_open/code/graphics/grstub.cpp
   M /trunk/fs2_open/code/lab/wmcgui.cpp
   M /trunk/fs2_open/code/lab/wmcgui.h
   M /trunk/fs2_open/code/network/multi_sexp.cpp
   M /trunk/fs2_open/code/network/multi_sexp.h

inspired by recent change to multi_sexp.cpp... in most cases, SCP_string should not be passed by value
------------------------------------------------------------------------



 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Nightly (Windows): 05 Nov 2012 - Revision 9326
Code: [Select]
r9325 | Goober5000 | 2012-11-04 23:43:28 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/mission/missionlog.cpp
   M /trunk/fs2_open/code/mission/missionparse.cpp
   M /trunk/fs2_open/code/parse/sexp.cpp

a ship that is self-destructed should have the same behavior as one that is destroyed, if going by mission log entries
(c.f. thread: http://www.hard-light.net/forums/index.php?topic=82718.0)
Can we get more precisions on this ? The board is private.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 
Re: Nightly (Windows): 05 Nov 2012 - Revision 9326
Code: [Select]
r9325 | Goober5000 | 2012-11-04 23:43:28 -0600 (Sun, 04 Nov 2012) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/mission/missionlog.cpp
   M /trunk/fs2_open/code/mission/missionparse.cpp
   M /trunk/fs2_open/code/parse/sexp.cpp

a ship that is self-destructed should have the same behavior as one that is destroyed, if going by mission log entries
(c.f. thread: http://www.hard-light.net/forums/index.php?topic=82718.0)
Can we get more precisions on this ? The board is private.
A lot of sexps (and some other parts of the game code) use the mission event log to check if a ship is destroyed. There are two possible log entries: Destroyed and self-destructed. In many places the check was only done for the destroyed log entry.  In case a self-destructed ship is used this condition doesn't trigger which can cause bugs or wrong behaviour. That's what has been fixed here.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Nightly (Windows): 05 Nov 2012 - Revision 9326
That is very good. Thanks for the info.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie