Author Topic: Stellar Assault FSO - The Old Thread  (Read 36779 times)

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Offline Spoon

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Re: What can I do to change the game mechanics?
Quote
http://www.youtube.com/watch?v=CMGvmLcQJlw Saturn Version (1998)
That game actually looks like a lot of fun to play! (I guess the japanese voices also help, i'm such an otaku  :blah: )
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline chief1983

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Re: What can I do to change the game mechanics?
There's a lot of this stuff in the Wanderer branch right now.  Most of it was at FotG's request.  We needed computer assisted targeting to make up for everything being so small and fast.  Basically, with the code in his branch (there is a build with it in Recent Builds, I'll probably put up another one within the week), you can have something like this:

Code: [Select]
$Name: BTL-A4 Y-Wing
+nocreate
$Autoaim FOV:                 5
+Converging Autoaim
+Minimum Distance:            100
$Convergence:
+Automatic
+Minimum Distance:            100

The FOV is the degrees for the autoaim 'cone', there is converging autoaim, or you can have the shots follow a parallel path by leaving that off, you can set a minimum distance for the convergence to be allowed, and then, supposedly if the Autoaim can't be achieved, it should fall back on a default convergence (I think there might be an issue with that currently).  This is all newer experimental code, but hopefully it should be cleaned up and in the main code within a few months after 3.6.10.  If you want to set a static convergence, you can but I don't remember the code for that right now.  You're probably more interested in the Autoaim FOV enhancements though anyway.  Cheers to Wanderer for this little enhancement.  Next, we're hoping to get the Primary Lock feature, so that it's not immediate but rather after a delay to acquire the lock (also definable per ship I hope).  We're also trying to come up with a unique way of presenting this lock info to the user, separate of the secondary lock mechanism.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Quanto

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Re: What can I do to change the game mechanics?
Alright, I just ran the game from 3.6.10 debug, and I at least made it to the title screen. I had to tell it to ignore 4 errors. Then when loading the campaign, it hit me with one last error.

Assert: bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS
File: ModelRead.cpp
Line: 3784


Call stack:
------------------------------------------------------------------
    model_load()    ship_page_in()    level_page_in()    freespace_mission_load_stuff()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77444911()
    ntdll.dll 77a0e4b6()
------------------------------------------------------------------

So yeah...
The others as well:


Warning: For 'RailgunImpact', 3 of 4 LODs are missing!
File: Weapons.cpp
Line: 1267


Call stack:
------------------------------------------------------------------
    parse_weapon()    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77444911()
    ntdll.dll 77a0e4b6()
    ntdll.dll 77a0e489()
------------------------------------------------------------------

NEXT...

Warning: For 'bomb_flare', 3 of 4 LODs are missing!
File: Weapons.cpp
Line: 1267


Call stack:
------------------------------------------------------------------
    parse_weapon()    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77444911()
    ntdll.dll 77a0e4b6()
    ntdll.dll 77a0e489()
------------------------------------------------------------------

Again...

Warning: Invalid +Index value of 2 specified for beam section on weapon 'LSilver'; valid values at this point are 0 to 1.
File: Weapons.cpp
Line: 2984


Call stack:
------------------------------------------------------------------
    parse_weaponstbl()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77444911()
    ntdll.dll 77a0e4b6()
    ntdll.dll 77a0e489()
------------------------------------------------------------------

More...

Warning: Inverted bounding box on model 'shockwave_red.pof'!  Swapping values to compensate.
File: ModelRead.cpp
Line: 2185


Call stack:
------------------------------------------------------------------
    model_load()    shockwave_load()    load()    ship_page_in()    level_page_in()    freespace_mission_load_stuff()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------

Last one

Warning: Inverted bounding box on submodel '' of model 'shockwave_red.pof'!  Swapping values to compensate.
File: ModelRead.cpp
Line: 2340


Call stack:
------------------------------------------------------------------
    model_load()    shockwave_load()    load()    ship_page_in()    level_page_in()    freespace_mission_load_stuff()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------


Hopefully this will lend you some help in the problem.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Quanto

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Re: What can I do to change the game mechanics?
Quote
http://www.youtube.com/watch?v=CMGvmLcQJlw Saturn Version (1998)
That game actually looks like a lot of fun to play! (I guess the japanese voices also help, i'm such an otaku  :blah: )
Actually, the Japanese voices were the only thing I didn't like, they go on and on. And I had no idea what they were talking about ;_;

Often the voice acting parts went longer than the combat missions. That was my only gripe with the game. They could have done all that talking during the fighting >_>
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline The E

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Re: What can I do to change the game mechanics?
If you ran a debug build, there should be a log file in the \data\ folder. Posting that is usually a greater help when figuring out problems.
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline chief1983

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Re: What can I do to change the game mechanics?
Are you running the MediaVPs 3.6.10?  The 3.6.8 ones throw quite a few warnings...
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Quanto

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Re: What can I do to change the game mechanics?
Here is the full Error log
>_>


Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -spec
  -mod shivans,mediavps
Building file index...
Found root pack 'C:\games\freespace2\shivans\adv_shivans.vp' with a checksum of 0x81720c53
Found root pack 'C:\games\freespace2\shivans\shivans.vp' with a checksum of 0xb218d3c7
Found root pack 'C:\games\freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\games\freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\games\freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\games\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\games\freespace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'C:\games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\games\freespace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'f:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'f:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'f:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\games\freespace2\shivans\' ... 18 files
Searching root pack 'C:\games\freespace2\shivans\adv_shivans.vp' ... 576 files
Searching root pack 'C:\games\freespace2\shivans\shivans.vp' ... 1567 files
Searching root 'C:\games\freespace2\mediavps\' ... 0 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Assets.vp' ... 1679 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Core.vp' ... 72 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Effects.vp' ... 1022 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'C:\games\freespace2\' ... 6 files
Searching root pack 'C:\games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\games\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 3 files
Searching root pack 'f:\tango1_fs2.vp' ... 32 files
Searching root pack 'f:\tangoA_fs2.vp' ... 0 files
Searching root pack 'f:\warble_fs2.vp' ... 52 files
Found 26 roots and 15074 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9800 GTX+/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.0.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
OpenGL: Created 512x512 FBO!
OpenGL: Reusing 512x512 FBO!
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
WARNING: "For 'RailgunImpact', 3 of 4 LODs are missing!" at Weapons.cpp:1267
BMPMAN: Found EFF (bomb_flare.eff) with 86 frames at 24 fps.
WARNING: "For 'bomb_flare', 3 of 4 LODs are missing!" at Weapons.cpp:1267
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'shivans_flak-wep.tbm' ...
TBM  =>  Starting parse of 'shivans_effects-wep.tbm' ...
TBM  =>  Starting parse of 'shivans_adv_beams-wep.tbm' ...
WARNING: "Invalid +Index value of 2 specified for beam section on weapon 'LSilver'; valid values at this point are 0 to 1." at Weapons.cpp:2984
TBM  =>  Starting parse of 'shivans_adv-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'shivans_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'shivans_trails-shp.tbm' ...
TBM  =>  Starting parse of 'shivans_tech-shp.tbm' ...
TBM  =>  Starting parse of 'shivans_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'shivans_models-shp.tbm' ...
TBM  =>  Starting parse of 'shivans_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 465
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load misc 2_title anim in main hall
ANI 2_Exit.ani with size 272x55 (14.1% wasted)
ANI 2_Pilot.ani with size 272x55 (14.1% wasted)
ANI 2_Continue.ani with size 272x55 (14.1% wasted)
ANI 2_Techdata.ani with size 272x55 (14.1% wasted)
ANI 2_Options.ani with size 272x55 (14.1% wasted)
ANI 2_Campaign.ani with size 272x55 (14.1% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 1012822985, IBX checksum: 3226283165 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3636355033, IBX checksum:  546289972 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Shivan Mission 1.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 264
Ending mission message count : 269
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'capital2s-01.pof'
IBX: Found a good IBX to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 3107866366, IBX checksum: 2943945225 -- "capital2s-01.pof"
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
BMPMAN: Found EFF (minertile2-glow.eff) with 30 frames at 15 fps.
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2s-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2s-01.pof
Allocating space for at least 38 new ship subsystems ...  a total of 200 is now available (38 in-use).
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum:  651225735, IBX checksum: 3749023199 -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 2246874044, IBX checksum: 3104060394 -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum:  131622925, IBX checksum: 1025691878 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 384 new ship subsystems ...  a total of 600 is now available (63 in-use).
About to page in ships!
ANI shield-f10 with size 112x93 (27.3% wasted)
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 3533707295, IBX checksum: 1503289896 -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldfs-03 with size 112x93 (27.3% wasted)
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 3525829606, IBX checksum: 2847941254 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'shockwave_red.pof'
IBX: Found a good IBX to read for 'shockwave_red.pof'.
IBX-DEBUG => POF checksum:  211450703, IBX checksum:  273281165 -- "shockwave_red.pof"
BMPMAN: Found EFF (shockwave3d_red-glow.eff) with 159 frames at 24 fps.
WARNING: "Inverted bounding box on model 'shockwave_red.pof'!  Swapping values to compensate." at ModelRead.cpp:2185
Model shockwave_red.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "Inverted bounding box on submodel '' of model 'shockwave_red.pof'!  Swapping values to compensate." at ModelRead.cpp:2340
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum:  676122068, IBX checksum: 2570923354 -- "cruiser03x.pof"
BMPMAN: Found EFF (cruiser03x-01-glow.eff) with 37 frames at 15 fps.
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 2527255781, IBX checksum: 1758251859 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'corvette2s-01.pof'
IBX: Found a good IBX to read for 'corvette2s-01.pof'.
IBX-DEBUG => POF checksum: 3899406533, IBX checksum: 2409004565 -- "corvette2s-01.pof"
BMPMAN: Found EFF (corvstile3-glow.eff) with 37 frames at 15 fps.
Unknown special object type $path17 while reading model corvette2s-01.pof
Unknown special object type $path25 while reading model corvette2s-01.pof
Unknown special object type $path15 while reading model corvette2s-01.pof
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship corvette2s-01.pof
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship corvette2s-01.pof
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 3647508254, IBX checksum: 1158518330 -- "support2t-01.pof"
Loading model 'carrier3t-01.pof'
IBX: Found a good IBX to read for 'carrier3t-01.pof'.
IBX-DEBUG => POF checksum: 2533234878, IBX checksum: 2516311486 -- "carrier3t-01.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship carrier3t-01.pof
Int3(): From d:\c++\freespace\fs2_open - 3.6.9 development\code\globalincs\windebug.cpp at line 1051


I don't understand Hex at all, so this stuff means pretty little to me. But if any of you guys understand it, have a blast.
« Last Edit: April 15, 2009, 03:15:04 pm by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline The E

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Re: What can I do to change the game mechanics?
Not the error log. Go to your fs2 folder. There is a folder called data in it. In that folder, you will find a file called fs2_open.log. Post that here.
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline Quanto

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Re: What can I do to change the game mechanics?
Last post edited for new log. And yes, it is much more interesting.

You'll have excuse my noobishness, I've played Freespace for a long long time, but this is my first time really attempting to mod it or learn the nuts and bolts.

By the way, where should I start when beginning a project? I have a game plan written up, but as far as how I "Start" a mod, where should I begin? Models? Game code? Interface?
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline chief1983

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Re: What can I do to change the game mechanics?
How much of it do you think you're going to be doing?  You probably won't need much code unless you're trying to do something pretty different from any existing behavior.  Models is always a good place, interface is usually not necessary unless you're doing a full total conversion.  Then, it can't hurt but you probably want to start on the gameplay with models, weapons and effects.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
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Offline The E

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Re: What can I do to change the game mechanics?
Yes, that's much better. Now, first off, you can make FS2 look a lot more awesome by using a few custom flags for lighting and so on. Also, your graphics card should be able to handle the shaders for added normal mapping goodness.
Second, there is something (a FreeSpace CD?) in your disk drive. Please remove that.
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Offline chief1983

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Re: What can I do to change the game mechanics?
Yes, the files it found on drive F: could be causing issues.  Or it could be something wrong with Shivans, I don't know how stable that mod is in terms of debug warnings and such.  Also, I'm wondering why your shaders aren't already on.  You did not run the game with -no_glsl, so if the shaders were found, it should be using them.  The MediaVP files look like the current set, so my only other guess is that you're using a 3.6.10 build that is too old.  If so, get the RC2 build.  Shaders should just work then.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline The E

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Re: What can I do to change the game mechanics?
I just tried shivans! 0.21 with the regular RC2 build, and it worked just fine for me. The debug build did complain a few times, but it didn't crash.
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Offline Quanto

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Re: What can I do to change the game mechanics?
Alright, I'm downloading RC2.

On the subject of my project, yes I plan on creating a full blown TC.

It shouldn't look anything like FS2 when finished.

I'll go ahead and past my Game-Plan from wordpad to give you guys an idea of what I'm shooting for.

Stellar Assault FSO
Game Plan

Ships:
Friendly:

Feather 1 - Playable (Interceptor)
Feather 2 - Playable (Space Superiority)
Feather 3 - Playable (Experimental)

Support Ship - NPC
Torpedo Bomber - NPC

Capitals:

Main Carrier - NPC
Light Cruiser - NPC
Destroyers - NPC

Enemy:

Easy - "Twin Claw"
Basic - "Tri Blade"
Improved - "Quad Cannon"
Advanced - "Piercer"
Space Superiority - "Delta Fluke"

Capitals:

Delmer - FF
Balsark - DD
Medelus - CA
Carvelus - BC (BB?)
Ganeluza - CV (EPIC SIZE!)

Others:

Acceleration Gate
Booster Ship


Civilian Vessels:

"Sail Ship" - Cruiseliner


Features:

Stellar Assault will focus on a simplified game design focusing on a story driven campaign with a variety of combat venues.
There will be three main things to worry about on the HUD:

Shield Strength   (Recharges, but drains the Main Energy with each    recharge...)
Main Energy Stores (Supplies both the weapons and Sheilds, the more the lasers, plasma missiles, & sheilds get drained, the more this runs out)
Targets (Displayed around the main target reticule. These function as normal in most Space Sims.)

The game will also feature Newtonian physics as well as Computer Assisted Targeting. Ships will "auto-glide" when the accelerator isn't held down. Enemy Squadrons and forces will be massive in number and will be set up so as to overwhelm the player's senses.

The game challenge will not focus on individual "Fighter Duels" but rather on survival and being able to prioritize targets while also managing the Shields and Main Energy. Hull strength is not very strong and the player may as well forfeit their life when shields are fully down.

Style:

The game will try to look as much like its predecessors as possible while also taking advantage of the graphical features of the FSO Engine and the PC in general.

The ships will be brightly colored and may very well be visible from very far. Because of the larger than normal number of enemies, Poly counts will be kept  as close to the original games as possible while making up for that with texturing.

All fighters have Capital-Ship killing capability. As a result, warfare in this distant future is Carrier Based, and destroying the enemy Carriers will be of paramount importance whenever possible.

While I do plan on creating a full campaign based on the Sega Saturn Campaign, emphasis will be based on multiplayer if possible.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline The E

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Re: What can I do to change the game mechanics?
Then i guess the first thing you should get working on is the modelling side of things. Models are, (for obvious reasons) the most visible part of your game, and the one thing that seems to draw the most attention.
And *ahem* that's a very ambitious project. Good Luck with it.
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Offline Mobius

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Re: What can I do to change the game mechanics?
I always thought FREDding was the most important part... :nervous:

 

Offline Quanto

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Re: What can I do to change the game mechanics?
Well...
Help from any interested parties would be much appreciated  :nervous:
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Mobius

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Re: What can I do to change the game mechanics?
Can you FRED?

 

Offline Snail

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Re: What can I do to change the game mechanics?
FREDding is what makes your game. Models are just parts of it.

 

Offline Quanto

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Re: What can I do to change the game mechanics?
I can model, I can texture, and I can even script a bit. Tabling shouldn't be too hard to learn. And I attempted a bit of fredding a few years before FSO came out. To be brief, I have dabbled. Help from anyone with more experience is always welcome >_>
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")