Author Topic: Star Fox: Event Horizon for FSO  (Read 30618 times)

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Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
Is there a way to get the game to read the mod.ini file while also being standalone?

No, the mod.ini is designed for mods only.  I think here you'll need to extract the assets you're using from mediavps_3612 into your standalone data/(etc) directories.

I have the mediavps_3612 files and folder in my mod's data folder, I still get the crash. I remember getting this crash before and using this version of mediavps solved the problem.

Here's the error I'm getting just in case it's something else:

Code: [Select]
Could not load in 2_CommandBrief-mb!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>

 

Online niffiwan

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Re: Star Fox: Event Horizon for FSO
If you're just using the media3612 .vp files, then they need to go in your standalone "root" folder.  If you're using files extracted from the VPs then they need to go into their correct folders like <root>/data/tables, <root>/data/models, etc.  If you try that stuff and it doesn't work, please post a fs2_open.log file.

(as an aside, the mod system exists to provide a simple way to change data which is in the root game dir, and let players switch what the changes are without copying files around. As you're releasing a "base game" / standalone, you don't need to worry about overriding anything.  You want all the data in the root dir to be exactly what you want to exist in the game.  No need to override anything)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
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Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
If you're using files extracted from the VPs then they need to go into their correct folders like <root>/data/tables, <root>/data/models, etc. 

Putting the .vp file in the root folder solved the problem. Many thanks.  :yes:

Hopefully I'll have  demo ready in the next day or so.

 

Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
Well I've run into another problem. Every time I install the mod as a Standalone on another PC the sound does not work at all. No music, no sound effects, nothing, even though it all works completely fine on the host PC and I have all the music and sound files in the right folders. Any idea what would cause this?

 

Offline AdmiralRalwood

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Re: Star Fox: Event Horizon for FSO
Well I've run into another problem. Every time I install the mod as a Standalone on another PC the sound does not work at all. No music, no sound effects, nothing, even though it all works completely fine on the host PC and I have all the music and sound files in the right folders. Any idea what would cause this?
Having a debug log from both computers (for comparison) would be helpful.
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Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
I've determined that the problem is being unable to select "Generic Software" in the Audio/Joystick tab of the Launcher. Is there any reason that the Generic Software option would not show up under Preferred Playback Device ?

EDIT: I'm an idiot, I forgot to install OpenAL on the other PC's. I'll just have to inform players to install OpenAL before starting the mod.  :lol:
« Last Edit: August 17, 2014, 04:22:37 pm by UndyingNephalim »

 

Offline Colonol Dekker

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Re: Star Fox: Event Horizon for FSO
Open AL.

Edit ninja'd.

 
 

Offline X3N0-Life-Form

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Re: Star Fox: Event Horizon for FSO
Just poping in to say that this is super fun to play. :)

I've had a few crashes though, but no time to do a proper debug analysis yet.

 

Offline Herra Tohtori

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Re: Star Fox: Event Horizon for FSO
Highlight added. I used a cropped part of the ModDB banner for the highlight image. I hope that's all right. if you want it changed, contact me. :)
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Offline CT27

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Re: Star Fox: Event Horizon for FSO
Looks awesome.  How many missions are in this demo?

 

Offline Lepanto

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Re: Star Fox: Event Horizon for FSO
This is a splendid piece of work, and you must've put a LOT of effort into it. Props for simplifying some of the features of FS gameplay.
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Offline Nyctaeus

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Re: Star Fox: Event Horizon for FSO
Quality of this mod is stunning. I'm not familiar with the universe, but it's just awesome how much work You put into this. Kudos :yes:
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Offline z64555

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Re: Star Fox: Event Horizon for FSO
Liking the demo missions so far, although, it's difficult what to tell the objectives are and who's the current player character amongst the dialog.

Things appear to be fairly crashy with the large number of ships spawned individually, I suggest grouping them into wings/flights and spawn them that way rather than have the events spawn the craft individually. This also has the benefit of a cleaner Hotkey selection screen.

The hotkey screen is where the players can assign ships and wings to the F5~F12 keys, Very useful to quickly select a large group of fighter wings or the group of carriers you're supposed to be blowing up.

Naturally, Fredder's can assign wings and ships to hotkey selection as well. This'll result in a set of hotkey selections made for the mission, so that the player saves a minute or two of setting it up themselves. Additionally, you can send the hotkey setting over the objectives screen, or over the radio messages.

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Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
Random Question time yet again:

1) Is it possible to create either a primary or secondary weapon that charges like beams, but fires a single projectile like a laser or missile? I'll like to create a long ranged artillery weapon that requires the player to hold and charge but it fires a single giant blast rather than a beam.

2) Is there a proper Minelayer weapon? I think I have a workaround by giving a missile an extremely slow velocity and high radius detonation that spawns a moving missile when an enemy is too close, but if there is a cleaner way to make mines that would be great.

3) I have noticed beam weapons do not seem to work on my capital ship turrets, even with a 360 degree fire arc. Is there something else beam weapons need to work on Capital Ships?

Things appear to be fairly crashy with the large number of ships spawned individually, I suggest grouping them into wings/flights and spawn them that way rather than have the events spawn the craft individually. This also has the benefit of a cleaner Hotkey selection screen.

That does sound like it would probably be a better method. I'm still learning my way around Fred and was only using sample scripts, I've not really messed with Wings at all yet.

 

Online niffiwan

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Re: Star Fox: Event Horizon for FSO
Random Question time yet again:

1) Is it possible to create either a primary or secondary weapon that charges like beams, but fires a single projectile like a laser or missile? I'll like to create a long ranged artillery weapon that requires the player to hold and charge but it fires a single giant blast rather than a beam.

I'm not aware of any hold-to-charge primary mechanics in the FSO engine (I'm thinking like the Charging Mass Driver from Wing Commander Prophecy).  You  can certainly add a delay between trigger pull and the 1st "round" leaving the weapon; see this weapon property (it's obviously intended for gatling style weapons that need to spin up the barrels before they start firing, but I think it would work in this case as well)

2) Is there a proper Minelayer weapon? I think I have a workaround by giving a missile an extremely slow velocity and high radius detonation that spawns a moving missile when an enemy is too close, but if there is a cleaner way to make mines that would be great.

Again, I don't believe there's any support in the FSO engine for this style of mine; just sentry gun style mines.  Your current workaround sounds pretty good though :)

3) I have noticed beam weapons do not seem to work on my capital ship turrets, even with a 360 degree fire arc. Is there something else beam weapons need to work on Capital Ships?

Beams should work just fine on capital ship turrets, e.g. the Orion chin beam from FS2 retail.  Could you post your beam table entry and your ship table entry and maybe someone will be able to spot something?
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----
Linux OBS Packages: FSO 3.7.0 | FSO BP Build | wxLauncher (?) | PCS2 (?) | wxVPView (?)
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
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Offline z64555

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Re: Star Fox: Event Horizon for FSO
1) Is it possible to create either a primary or secondary weapon that charges like beams, but fires a single projectile like a laser or missile? I'll like to create a long ranged artillery weapon that requires the player to hold and charge but it fires a single giant blast rather than a beam.

Not at the moment, although there is interest by several mod developers for this feature. If I can ever get around to getting necessary stuff done, I would like to work on this feature myself.

Quote
2) Is there a proper Minelayer weapon? I think I have a workaround by giving a missile an extremely slow velocity and high radius detonation that spawns a moving missile when an enemy is too close, but if there is a cleaner way to make mines that would be great.

Not by player craft, but there is a script somewhere that spawns laser mines that shoot at passerby craft. You might be able to modify a coutermeasure weapon and use that as the mine delevery mechanic, but I'm not sure how that would work.

Alternatively, you could make a secondary weapon type that moves at a reasonable speed, then spawns a stationary mine that has some reasonable life (such as a minute or so). Experiment :)


Quote
3) I have noticed beam weapons do not seem to work on my capital ship turrets, even with a 360 degree fire arc. Is there something else beam weapons need to work on Capital Ships?

IIRC, beam turrets are disabled until a beam-free sexp is run, or otherwise an opening mission flag is set. One of the regular Fredder's should know more :)

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Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
Again, I don't believe there's any support in the FSO engine for this style of mine; just sentry gun style mines.  Your current workaround sounds pretty good though :)
Is there an example of a Sentry Turret weapon floating around? There does not seem to be any info about them on the wiki.

IIRC, beam turrets are disabled until a beam-free sexp is run, or otherwise an opening mission flag is set. One of the regular Fredder's should know more :)
I'll look through FRED mission settings and see if I can find anything beam related.

 

Online niffiwan

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Re: Star Fox: Event Horizon for FSO
Again, I don't believe there's any support in the FSO engine for this style of mine; just sentry gun style mines.  Your current workaround sounds pretty good though :)
Is there an example of a Sentry Turret weapon floating around? There does not seem to be any info about them on the wiki.

The sentry turret weapons are just standard primaries, like the Subach HL-7 attached to this sentry gun. (i.e. X-wing / TIE Fighter style "mines")
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Linux OBS Packages: FSO 3.7.0 | FSO BP Build | wxLauncher (?) | PCS2 (?) | wxVPView (?)
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
The sentry turret weapons are just standard primaries, like the Subach HL-7 attached to this sentry gun. (i.e. X-wing / TIE Fighter style "mines")

I meant to specify a weapon that actually deploys the turrets from your craft, not the weapon the turret itself uses.

Another question, are cloaking devices possible in Freespace 2? It seems like they are just a special effect you can set in FRED, not an actual ability.