Author Topic: Extendable modular tables  (Read 2407 times)

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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Extendable modular tables
I wrote up ~3 pages of overview, examples, and what my recent commit to CVS added.

Then Linux Firefox decided to crash when I pressed the right arrow key. :)

So instead, here's a list...
  • Modular table entries for weapons, countermeasures, ships, and engine washes do not completely replace other entries
  • Instead, each variable in an entry (ship, weapon, countermeasure, engine wash) changes the variable.
  • If a variable isn't defined in an entry, it isn't changed
  • Any lists (ie trails, subsystems, animation triggers, flags, allowed weapons, beam sections, etc) are added onto.
  • The "+nocreate" flag on the line right after "$Name" specifies that if the entry doesn't already exist, it won't be created (Good for multiple-mod-friendly modular tableS)
  • In a couple cases of multiple floating point values on the same line, a double comma can be used to skip a variable ($Subsystem: Communications ,, 10)
  • All top-level variables for ships, weapons, engine washes, and countermeasures are now optional. Defaults are either null, or something that shouldn't crash (if possible).
  • Obviously I haven't tested all possible permutations of leaving out variables; doing something silly like never specifying a model in any entry for a ship will probably crash freespace 2 if that ship is used.


I've also added some weapons dialogs to the lab.
-C

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Extendable modular tables
Very nice. :yes:
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Offline Spicious

  • Master Chief John-158
  • 210
Extendable modular tables
Quote
Originally posted by DaBrain
Very nice. :yes:
:nod:

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Extendable modular tables
people, hail with your right hand, mod with your left.
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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Extendable modular tables
Something else I did with this update is added a check to make sure that the ship and weapon limits aren't gone over. It'll skip any more ship or modular table entries that create ships once they're reached, and give a warning in debug builds that tells you what the limit is. (In release builds it doesn't say anything)

I just committed a slight change to CVS so that it'll also tell you the first ship, weapon, or countermeasure that will be skipped in the message.
-C

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Extendable modular tables
Quote
Originally posted by WMCoolmon
Then Linux Firefox decided to crash when I pressed the right arrow key. :)


Maybe you should look into extensions a little :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Extendable modular tables
cool :D
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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