Author Topic: Help please!  (Read 1765 times)

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Thanks! Where do I edit the collision groups (fred, a table file, etc.)?

I will copy the error message when I have a bit more time.

 

Online Admiral Nelson

  • Resurrecter of Campaigns
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  • The GTA expects that every man will do his duty.
FRED.  I pasted the init mission event, which is the first event to be triggered in the first mission of the Prologue.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
Here are the autopilot errors:

Unrecognized operator.

In sexpression: ( every-time
   ( and
      ( key-pressed "Alt-A" )
      ( = [] 1 )
      ( not
         ( <
            ( distance "Alpha 2" "<any hostile>" )
            5500
         )
      )
   )
   ( modify-variable
      []
      ( /
         ( *
            ( -
               ( get-object-x "NextNav:1" )
               ( get-object-x "Alpha 2" )
            )
            1000
         )
         ( distance "NextNav:1" "Alpha 2" )
      )
   )
   ( modify-variable
      []
      ( /
         ( *
            ( -
               ( get-object-y "NextNav:1" )
[...]
(Error appears to be: lock-controls)
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes

And:

Unrecognized operator.

In sexpression: ( every-time
   ( and
      ( = [] 3 )
      ( > ( mission-time ) ( + [] [] ) )
   )
   ( modify-variable [] 0 )
   ( modify-variable [] 0 )
   ( key-reset "Alt-A" )
   ( unset-cutscene-bars )
   ( reset-camera )
   ( unlock-primary-weapon
      "Alpha 2"
      "Alpha 1"
   )
   ( unlock-secondary-weapon
      "Alpha 2"
      "Alpha 1"
   )
   ( unlock-afterburner
      "Alpha 2"
      "Alpha 1"
   )
   ( hud-set-frame "Autopilot" 0 )
   ( hud-set-max-targeting-range 30000 )
   ( lock-controls ( false ) )
)
(Error appears to be: lock-controls)
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes

 
Got the collision errors fixed!

Any Idea how to restore the default Saga HUD and the default Saga engine glows? (I don't like the new flame and hetblur effects).

 

Online Admiral Nelson

  • Resurrecter of Campaigns
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  • The GTA expects that every man will do his duty.
lock-controls is a WC Saga SEXP not found in "regular" FSO.  Are you seeing that in one of the WCS Open missions?  You need to use those in place of the original WC Saga missions.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline AdmiralRalwood

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WCS Open should be playable from start to finish, so there definitely shouldn't be any invalid SEXPs.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
It was in one of the missions I created using the original Saga template. I will try adapting them to Saga Open.

Could I just delete (lock-controls)?

 

Online Admiral Nelson

  • Resurrecter of Campaigns
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  • The GTA expects that every man will do his duty.
The lock controls substitute looks rather like this in WCS Open:

Code: [Select]
$Formula: ( when
   ( true )
   ( set-cutscene-bars )
   ( lock-primary-weapon "Alpha 2" )
   ( lock-secondary-weapon "Alpha 2" )
   ( lock-afterburner "Alpha 2" )
   ( player-use-ai )
   ( set-object-position
      "Alpha 2"
      ( get-object-x "TCS Wellington" )
      ( -
         ( get-object-y "TCS Wellington" )
         5
      )
      ( -
         ( get-object-z "TCS Wellington" )
         750
      )
   )
   ( set-object-facing
      "Alpha 2"
      ( get-object-x "Alpha 2" )
      ( get-object-y "Alpha 2" )
      ( + ( get-object-z "Alpha 2" ) 50000 )
   )
   ( set-camera "Cutscene" )
   ( set-camera-position
      ( +
         ( get-object-x "TCS Wellington" )
         20
      )
      ( get-object-y "TCS Wellington" )
      ( -
         ( get-object-z "TCS Wellington" )
         500
      )
   )
   ( set-camera-target "Alpha 2" )
)
;;   ( lock-controls ( true ) )


+Name: Cutscene start
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Team: 0

You do need some way to keep the player from screwing up the cutscene.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
It worked!

Is there a way to re-implement compressing the models to .ibx files? My mod uses some big models so it takes a while for missions to load.

Where would I go to change the thruster effects?

 

Online Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
I don't believe there is any benefit to ibx files any longer in any circumstance.

Thruster effects are defined in species_defs.tbl.
« Last Edit: May 24, 2017, 05:25:51 pm by Admiral Nelson »
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline AdmiralRalwood

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Is there a way to re-implement compressing the models to .ibx files? My mod uses some big models so it takes a while for missions to load.
IBX files weren't compressed models. They were some data derived from the model that the game uses to do certain things faster. Generating that data used to take a long time, so the results were cached into IBX files, but then Swifty discovered the way the data was being generated was an inefficient brute-force approach and optimized the process so it gets generated faster than it could be read from a harddrive, so IBX files were removed from the engine entirely.

I'm not saying it's not possible to find some way to make FSO load faster, but I am saying that IBX files aren't it.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Does anyone know how to turn off the fancy flames and heatblur effects for the engines?

 

Offline niffiwan

  • 211
  • Eluder Class
I don't think you can turn off the heat blur effects until the 3.8 RC1 version of FSO, where I think they're off by default unless you enable the option "Enable Framebuffer Thrusters"

Sorry, I don't know what the fancy flames are, there's definitely options to control how the thrusters look though. Maybe these?
http://www.hard-light.net/wiki/index.php/Ships.tbl#Customized_Thruster_Effects
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...

 
Great news!

By creating a modular ships table in the mod folder adding the line:

Code: [Select]
#Ship Classes

$Name: F-44A RapierII
$Thruster Distortion: NO

#End

I was able to eliminate the heatblur effect!

Next challenge is to restore the default Saga hud with loadout selector window.

Any ideas there?

 

Online Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
Well, what exactly are you missing?  This is what I have with WCS Open.

If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
The default Saga weapon indicator on the right side of the screen. The new indicator might work with some tweaking. My goal is to make it closer to the original Wing Commander gauge. If I could at least change the dots representing the guns to images of the guns that would be great.

 

Online Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
The issue appears to be with scripting.tbl.  If you look in there you will see that Matth has commented out a number of functions with the notation "WCS Only."  You'd need a scripting guru to help with replacement LUA code.

for instance, in lines 57ff.  with "SetCustomGaugeColor" are commented out.

Code: [Select]
    makePrimarySelection = function(plr)
         for i=1, #plr.PrimaryBanks do
            if (plr.PrimaryBanks[i].Armed or plr.PrimaryBanks.Linked) then
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_L", primaryColor[i][1], primaryColor[i][2], primaryColor[i][3])
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_R", primaryColor[i][1], primaryColor[i][2], primaryColor[i][3])
            else
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_L", 128, 128, 128)
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_R", 128, 128, 128)
            end
        end
    end

Commented out lines 102 and 103 might be the specific issue here:
Code: [Select]
                --hu.setCustomGaugeFrame("HP_PBank" .. i .. "_L", primaryFrame[i])
                --hu.setCustomGaugeFrame("HP_PBank" .. i .. "_R", primaryFrame[i])


If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
Ok, so I either need a scripting guru or I need to work with the gauges I don't know much about the newer weapons gauge. Do you think it will be possible to make custom variants for each ship?

 

Online Admiral Nelson

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  • The GTA expects that every man will do his duty.
Different gauges for different ships should be entirely possible.  I'm not myself that conversant with the scripting system.  I'd suggest bringing the WCS Open scripting.tbl over into the scripting forum and see if those familiar with LUA can provide alternative code to replace the commented out stuff that works in standard FSO.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Online Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
You know, it does look like Talon 1024 created the appropriate tables for multi ship / standard FSO scripting support already.  Unfortunately, they were posted as just forum attachments and not links and so have since been deleted.  You could try and reach out to him and see if he still has these.  I did send him a PM, but he hasn't signed in in months.  He does have an e-mail address posted on the WCHF site if you'd like to try e-mailing him: http://www.ciinet.org/kevin/wchf/jointheteam.html

Here is my hud_gauges.tbl and scripting.tbl. The hud_gauges.tbl contains HUD layouts for the Arrow, Hellcat, Longbow, Excalibur, Thunderbolt, and Sabre for 1024x768, 1280x1024, and 1280x720. The scripting.tbl was adapted to work with standard FSO builds, and it makes the hardpoints gauge work as it did in WCS.

[attachment deleted by ninja]
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.