Author Topic: 03_05_2004 build  (Read 14788 times)

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Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
this is the table entry for the weapon itself:

$Name:                     NBeam

$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               111, 255, 67
; Puke pale green             R 192   G 255   B 200
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          105.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.0            ;; in seconds
$Damage:                        210            ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.5
$Shield Factor:                 1.0
$Subsystem Factor:              0.8
$Lifetime:                      2.0                  ;; How long this thing lives
$Energy Consumed:               1.10                 ;; Energy used when fired
$Cargo Size:                    0.0                  ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     155                   ;; The sound it makes when fired
$ImpactSnd:                     105                 ;; The sound it makes when it hits something
+Weapon Range:                 9000            ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       140
$BeamInfo:
   +Type:               1            ;; 0 - 4 are valid #'s
   +Life:                 90.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 9500         ;; warmup time in ms
   +Warmdown:               5500         ;; warmdown time in ms
   +Radius:                 90.0         ;; muzzle glow radius in meters
   +PCount:               60            ;; particles spewed every interval
   +PRadius:               1.9            ;; particle radius
   +PAngle:               75.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            0.2 0.8 1.0 1.7 2.0   ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               147            ;; the looping beam-firing sound
   +WarmupSound:            154            ;; associated warmup sound
   +WarmdownSound:            159            ;; associated warmdown sound
   +Muzzleglow:            WarpGlow02      ;; muzzle glow bitmap
   +Shots:                  0            ;; only used for TYPE 3 beams
   +ShrinkFactor:            0.4         ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
   +ShrinkPct:               0.01         ;; what percentage of max width we subtract per second
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               142            ;; width of the section
      +Texture:            beam-white2      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.3            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               149            ;; width of the section
      +Texture:            beam-blue3      ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.4         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0            ;; hehe
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               142.5         ;; width of the section
      +Texture:            beam-red1      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.3            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline TopAce

  • Stalwart contributor
  • 212
  • FREDder, FSWiki editor, and tester
Velocity * lifetime = distance

Maybe this?
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 
and there goes crash number 3, or even number 4.

i am not sure if one of these is one bug or two, can someone take a look?

http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000124

comment no.2
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
Quote
Originally posted by TopAce
Velocity * lifetime = distance

Maybe this?


hmm...thought that applied for missiles only?
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
What bugs have been fixed here? The Hygeia texture issue is still present, but I think that has something to do with the file reading order.

The big problem with the memory is still there though. Upon loading the game, the memory usage is about 100mb, as opposed to 50mb for the original 1.2 FS2, which would be okay, but here's the problem. I loaded up a simple test mission with both 1.2 and with this version (with only the default data) and the ingame memory usage was 68mb with the former and 233mb with the latter. There is obviously something wrong here.

I think that one of the major causes for this whole memory thing is that it is loading all of the game data (textures, animations, etc.) in memory at the same time even when most of it is not used. For example, I tried playing a mission without any background images but with and without Lightspeed's planets installed in the \data\effects directory. The memory usage was 230mb without them but rocketed up to 320mb with them, so it was loading those planets into memory even though the mission was not using them. Ideally it should check what resources a mission uses and load them into memory while loading the mission, and then unload them if the mission is finished or aborted.

This is all with the release version by the way. I didn't get any crashes that some have reported, although I have not tried any official campaign missions with this yet.

Quote
hmm...thought that applied for missiles only?


It works for all weapons except beams. On a side note, I have always wondered why Weapon Range (for the beams) is a sub-property of ImpactSnd. Is that a bug or is it intentional?

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
The bug where everything disappears as soon as you target something in supspace is still there.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline phreak

  • Gun Phreak
  • Moderator
  • 211
  • -1
ill fix that with a minor hack in a second.
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Saves me entering it into Mantis. :) I'm glad I doubled back to have a look at the forum again :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline phreak

  • Gun Phreak
  • Moderator
  • 211
  • -1
well its already in mantis.  goob just wants it fixed totally instead of me hacking it to work correctly while we fix it properly.

http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000029
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline Flipside

  • əp!sd!l£
  • 212
Bobb's latest build fixes this problem, but not sure if it does it the non-hack way :)

 

Offline phreak

  • Gun Phreak
  • Moderator
  • 211
  • -1
bob never committed any fixes in his envmapping build so i did this in a few seconds.
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline Wes

  • 24
Almost everything works really well for me in this build. The only bug I've encounted is that it is very difficult to select weapons and ships in the briefings.

 
the colossus' weapons dont fire...needless to say, that makes things difficult. But how can you critisise something so great, you guys have done an incredible job with this :D :D ;)

 

Offline diamondgeezer

Intro movie doesn't play properly. The splash screen pops up first then this happens. Mantisised.

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
one thing - full ships are viewable as they jump in or out - despte having one end inside the jump node and the rest out. I'll take screenies and mantis it.
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline SA22C

  • 26
I'm finding a large drain in FPS when tailing a fighter that's emitting lots of particles, moreso than with previous builds.  Other than that, there is still the customary delay when ships enter your FOV.  I haven't tried a subspace mission yet, so I can't vouch for the subspace problem...

edit: PS: I've lost the password for my SA22C account on Mantis.  Who do I ask to reset the password?

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
"Bobb's latest build fixes this problem, but not sure if it does it the non-hack way"
in the env build and not in any other?

/*to myself*/
did I do anything other than copy/paste a few dozen lines of code?
... :wtf:


...I should fix that thing with the thruster glows
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline redmenace

  • 211
http://www.swooh.com/peon/redmenace7/crash.zip
this is the assertion error I think we all know about already.
contains the error file and error message and a error window that came up.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 
Downloading now!
If you want to be ready for Wing Commander Saga: The Darkest Dawn, then download and play the prologue first.

Here,

http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html

Then, while waiting for the Darkest dawn, Download Starshatter 4.02

http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=214

You 'll understand why once you have.

 

Offline redmenace

  • 211
New bug
Error: Out of memory.  Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\GlobalIncs\WinDebug.cpp
Line: 1461

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
this was with the shipchoice3d flag selected. No rotating model. the weapons selections screen also has cursors all over it. when I move the mouse it leaves a trail.
« Last Edit: March 08, 2004, 03:05:00 am by 887 »
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat