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Hosted Projects - Standalone => The Babylon Project => Public Development => Topic started by: FUBAR-BDHR on March 24, 2009, 12:50:48 am

Title: Project Zathras
Post by: FUBAR-BDHR on March 24, 2009, 12:50:48 am
We've had this in development for several weeks now.  Finally with the release of 3.6.10's first release candidate we are releasing the first beta of Project Zathras.   To install just unzip to your TBP folder and set Zathras as you mod.  People not using windows can grab the appropriate build from the SCP release thread.  Adding -mod Zathras to you command line also works.  A shortcut for FRED is included but you will need to modify it if you installed to a location other then the default.

What is Project Zathras you ask.  Simply put it is a multiplayer mod for TBP.  This release contains the beta of the first stage of the project.  There are 2 directories.  Zathras itself contains a vp which contains patches and extras for TBP.  SCP contains some other fixes.  These are only needed for running debug mode for bug reporting.  Also included is the 3.6.10 RC1 inferno build which is now mutiplayer compatible.  That's right no more need for separate inferno and standard builds in TBP.  One build covers it all.  

Zathras is not only for fixes though.  While the main file Zathras.vp is for fixes this directory will also be used for additional multipayer content in the future.  You'll find a few new ships and other things in there now but all of that stuff was already in TBP 3.4b final in one form or another.  

Known problems that still exist:
-3 pof files still have null MOI errors.  
-The VE Dreadnought while fixed and working does not work the way it was meant to.  Hopefully this can be fixed at some point.  
-Gunship beam problem in multi.  Fix for this will be implemented in 2 ways.  Kara already has a code fix that will be added post 3.6.10.  I will also be adding some alternate AI-profiles with different multiplayer scoring features that the FREDder can select.  At lest one of these will include the flag that counts cap ship beam damage which will also fix the gunship problem.  
-Beam weapons and lag cause player to go into limo at respawn.  Will be fixed post 3.6.10.  

Complete lists of the problems found and changes made are included in the archive.  If you run into anything feel free to post.  If you know how to fix it even better.  Just post the change on email me the fix and we'll get it tested and into the next version.  

We would love some feedback.
Title: Re: Project Zathras
Post by: chief1983 on March 24, 2009, 03:44:23 pm
No one, ever listens to poor Zathras no, he's quite mad they say. It is good that Zathras does not mind, has even grown to like it.
Title: Re: Project Zathras
Post by: Vidmaster on March 25, 2009, 10:32:48 am
well, first we got 3.6.10 and second TBP has no high-profile release.

Will change with time.
Title: Re: Project Zathras
Post by: captain-custard on March 25, 2009, 10:38:52 am
this really is a gem for multiplayer and after the turmoil of the decision to develop this every one who is interested should download and use this , the game is so worth playing and with this add on that a few ppl have taken many hours getting to the beta stage the faster we test it the faster it is released....


thanks fubar and vid and the tbp and scp team for this , heads back to more bug testing.....;
Title: Re: Project Zathras
Post by: FUBAR-BDHR on April 08, 2009, 09:46:53 pm
Updated.  Not too many changes from RC1.  RC2 Inferno is now included. 

If you have RC1 it's probably a good idea to remove the existing Zathras directory before installing.  You could leave Zathras\data\cache if you have a slow system and wanted to cut down on the initial cache file building. 
Title: Re: Project Zathras
Post by: Havner on April 13, 2009, 08:04:30 am
You should make this a main page announcement that TBP bugfixing has started. I found this only by accident wandering through forums.

Looking at the number of replies in this post not many people know about this and this is so much needed set of fixes...

Thanks a lot!
Title: Re: Project Zathras
Post by: chief1983 on April 13, 2009, 09:58:39 am
Like I said, no one ever listens to poor Zathras :)
Title: Re: Project Zathras
Post by: FUBAR-BDHR on April 13, 2009, 01:40:22 pm
You should make this a main page announcement that TBP bugfixing has started. I found this only by accident wandering through forums.

Looking at the number of replies in this post not many people know about this and this is so much needed set of fixes...

Thanks a lot!

Well it's still in beta.  We'll make the release announcement when the release build is made probably just after 3.6.10 is released. 
Title: Re: Project Zathras
Post by: Vidmaster on April 14, 2009, 05:49:35 am
I "recruted" a few lurkers (but otherwise regular players) to test it. I'll post here if they come across an error.
Also, I advertised the thing in other (some German speaking) forums and asked for feedback there too.

EDIT: There we have feedback.
Title: Re: Project Zathras
Post by: captain-custard on April 14, 2009, 05:50:47 am
omg vidmaster is alive
Title: Re: Project Zathras
Post by: Rhymes on April 14, 2009, 06:05:40 am
But all the BoBs aren't.  ;)
Title: Re: Project Zathras
Post by: Vidmaster on April 14, 2009, 07:44:53 am
yeahyeahyeah, very busy at the moment.
Title: Re: Project Zathras
Post by: Vidmaster on April 29, 2009, 12:37:11 pm
damn!  :mad:

[attachment deleted by evil Tolwyn]
Title: Re: Project Zathras
Post by: captain-custard on April 29, 2009, 12:56:09 pm
ok now can we have it in context
Title: Re: Project Zathras
Post by: Vidmaster on April 29, 2009, 12:58:48 pm
I am working on getting a reponse on the context from the reporting player. Have some paticence.
Still, to me it looks like a buggy table entry.
Title: Re: Project Zathras
Post by: Angelus on April 29, 2009, 01:12:50 pm
uhm, what?

I thought this is a known problem, 'cause with any newer 3.6.10 build i have missing textures on ships
( Drakh ships for instance ), happens also randomly on other ships.

My first thought was driver/ settings prob, but during a quick a test on a different comp it happened again.
Title: Re: Project Zathras
Post by: captain-custard on April 29, 2009, 01:24:53 pm
even with the RC2 builds ?
Title: Re: Project Zathras
Post by: Angelus on April 29, 2009, 01:50:26 pm
Didn't have the time to test it with the RC1/ RC2 builds.
Title: Re: Project Zathras
Post by: captain-custard on April 29, 2009, 02:24:13 pm
im sure its recomended ..........
Title: Re: Project Zathras
Post by: FUBAR-BDHR on April 29, 2009, 02:51:24 pm
Looks like a similar issue someone is having with FS2 in 3.6.10.  Of course that is looking like the standard Intel video drivers not supporting OpenGL correctly. 

One thing that can be done to test is try 3.6.9 inferno with and without Zathras.  I haven't tried it with 3.6.9 in awhile but there is no reason I can think of it shouldn't work.

Just noticed the viewing from support 1.  Wonder if that has ever been tried before.  I'll check the ship in a bit and see if it even has an eyepoint. 
Title: Re: Project Zathras
Post by: FUBAR-BDHR on April 29, 2009, 04:00:34 pm
Created a test mission and it worked just fine. 
Title: Re: Project Zathras
Post by: FUBAR-BDHR on May 17, 2009, 12:58:57 am
Zathras RC3 now available.  To install just delete your old Zathras directory (save any files/missions you may want of course) and extract in your TBP directory.

Included in this version.

A few more bug fixes
Z_Multi.vp containing multiplayer missions & voice files
Xmas2008_0rph3u5.vp:  This is 0rph3u5's 2008 Xmas Fredder pack minus some duplicate files and head .ani files.
Revan.vp:  This is where the head .ani files went to along with a bunch of new ones from Reven. 

I wouldn't go deleting the Fredder pack directory just yet.  There is one duplicate fixed planet used that isn't in Zathras.  Basically 1_p_gas7.dds is no longer needed since p_gas7.dds works now but a few missions still point to 1_p_gas7.   So if you used that planet in one of your missions please take a few seconds to edit it for your next release. 
Title: Re: Project Zathras
Post by: FUBAR-BDHR on May 29, 2009, 07:30:08 pm
A bug was found with Ultimate Gauntlet.  Well it's not the mission itself but the number of ships.  Apparently there is a 39 ship limit in the loadout screen.  Version without the maint bot will be in RC4. 
Title: Re: Project Zathras
Post by: captain-custard on May 29, 2009, 07:36:18 pm
thanks fubar
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 01, 2009, 03:14:59 am
RC4 now available.  Includes FS2_Open 3.6.10 RC3 Inferno builds.

Fixes: 
Ultimate Gauntlet
<none> primary weapon

Additions:
0rph3us's textures from the Recolored Civs pack.  Can be used via texture replacement.
Nova nameplate ability and several nameplates
Additional Explorer nameplates
Poseidon nameplates

Removed:
Blueish landscape.  Can be used via texture replacement of the Earth Landscape. 


Few pics:

(http://fubar5.fubar.org/tbp/screenshots/nova_plate_black.jpg)
(http://fubar5.fubar.org/tbp/screenshots/explorer_plates.jpg)
(http://fubar5.fubar.org/tbp/screenshots/poseidon_plate_new.jpg)
Title: Re: Project Zathras
Post by: Vidmaster on June 01, 2009, 07:56:19 am
 :yes:
Title: Re: Project Zathras
Post by: The E on June 01, 2009, 12:29:10 pm
Question: Is this on the List of things to be fixed?



[attachment deleted by ninja]
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 01, 2009, 02:33:43 pm
It wasn't but it is now.

And fixed.  Will be in the next release.
Title: Re: Project Zathras
Post by: Vidmaster on June 02, 2009, 03:52:59 am
2 things.

Could you add a Poseidon nameplate called "Charlemagne" ?
The table file I send you (you know, FH2261 M4) is missing.

[attachment deleted by ninja]
Title: Re: Project Zathras
Post by: den5 on June 02, 2009, 08:13:40 am
Will be in the next release.

Maybe you need to use these entries for Shadows and the ships/fighters which have not own jump engines. It works with fs2_open_3_6_10_RC3_INF. It is checked up.

$Warpin type:                  Hyperspace
$Warpout type:                Hyperspace

To add it after $Slide decel or after $Glide for fighters/bombers. It will be cool for fighters arrival/departure from a jump gate or with cruiser.

More about warp:

http://www.hard-light.net/wiki/index.php/Ships.tbl (http://www.hard-light.net/wiki/index.php/Ships.tbl)
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 02, 2009, 01:11:26 pm
2 things.

Could you add a Poseidon nameplate called "Charlemagne" ?
The table file I send you (you know, FH2261 M4) is missing.

I can add any Poseidon/Nova/Explorer nameplates anyone wants.  I'll make one tonight and get it to you and add it to the next version. 

Thought I sent you an email on why I left that out.  No problem adding it as it's already been tested.  Can do that anytime. 
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 02, 2009, 01:15:51 pm
Will be in the next release.

Maybe you need to use these entries for Shadows and the ships/fighters which have not own jump engines. It works with fs2_open_3_6_10_RC3_INF. It is checked up.

$Warpin type:                  Hyperspace
$Warpout type:                Hyperspace

To add it after $Slide decel or after $Glide for fighters/bombers. It will be cool for fighters arrival/departure from a jump gate or with cruiser.

More about warp:

http://www.hard-light.net/wiki/index.php/Ships.tbl (http://www.hard-light.net/wiki/index.php/Ships.tbl)


This is something we would have to really take a good hard look at before doing.  One of the things we are trying to do is preserve all backward compatibility.  Changing the tables like this could break mission compatibility.  The only way I would feel comfortable doing it is if there are no completed campaigns/missions it would effect. 

Of course this does not mean that people can't make a .tbm for those ships for their campaigns with the effect.
Title: Re: Project Zathras
Post by: chief1983 on June 02, 2009, 02:52:19 pm
Hyperspace isn't currently used by TBP is it?  I thought that was the one created for FotG.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 02, 2009, 11:54:10 pm
Just the hyperspace.pof not as a warp effect.
Title: Re: Project Zathras
Post by: captain-custard on June 03, 2009, 05:49:23 am
hi this post stems from a discussion the other day in IRC and a little bit of testing myself ...

i have alredy podted this here http://www.hard-light.net/forums/index.php/topic,58230.680.html (http://www.hard-light.net/forums/index.php/topic,58230.680.html)

but i would like to continue the discussion here as i feel eventualy if the cas e is roven and with the developement of zathras in a rolling mode i would like to here your thoughts....

basically it stems down to something as simple as

i believe that the larger the vp the more chance that there is some performance drop in low to mid ranged systems....it seems to be ok with vps up to 650mb , but vps over the 1gb seem to give a loss of up to 10fps + in game with lots going on , ie  asteroid fields huge battles (maybe) etc

as the core file in TBP is 1.3gb  i was wonderig what size zathras will get too atm i see it staying small but as developement moves on and maybe we go down the root of mvps etc i was just looking to exchange ideas and thoughts about it ..;

anyway be glad to here your thoughts
Title: Re: Project Zathras
Post by: karajorma on June 03, 2009, 06:05:53 am
There is also an issue with large VPs not working in VPView once they contain over a certain number of files.
Title: Re: Project Zathras
Post by: Skullar on June 03, 2009, 06:09:47 am
Well, cant you just make 2 vps instead of one then ?
Title: Re: Project Zathras
Post by: karajorma on June 03, 2009, 08:09:45 am
Yep. That's exactly what should be done. :)
Title: Re: Project Zathras
Post by: captain-custard on June 03, 2009, 09:20:48 am
ok i dont want to cause a flame war or political backlash but just for testing purposes would it be possible to reduce the main TBP vp into 2/3 smaller vps to see if there is a boost in the fps of the game, i would really like to try this as i think, not just for TBP but for the game in general if we can keep the vps as small as posible (without having 20 of them) then with a few ppl testing them we could come up with something that works better on lower powered systems........

anyway tell me to shut up now
Title: Re: Project Zathras
Post by: Vidmaster on June 03, 2009, 09:42:54 am
my killer gaming rig (QuadCore, one GB of VRAM, 4 1066 RAM, blabla) still goes down one some insane missions I fredded for TBP  :)
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 03, 2009, 01:54:40 pm
Zathras.vp will probably not get much bigger then it already is.  It's for fixes only and well pretty much everything that has been found is already fixed.  Now there will be several .vp files in that directory and if you look you will already see about 4 or 5 others. 

There may be some changes in 3.6.11 that will speed TBP up.  If you have ever run debug you will see we hit a lot of limits especially in the swarm weapons category.  Some of those limits have been bumped up so it should cause fewer limit hits which hopefully will speed things up a bit.  Of course on older systems it could have the opposite effect since there might be more stuff on screen at one time. 
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 06, 2009, 11:41:31 pm
Well for some reason since I put them into the .vp the Nova nameplates are no longer working correctly.  No idea why but I'm working on it. 
Title: Re: Project Zathras
Post by: Vidmaster on June 11, 2009, 03:53:23 pm
we have another bug:

This night, we discoved buggy secondaries. It's probably related to the nothing weapon.

For example, when I choose a Tiger in the Major Challenge, the game loaded me with 4 TriadAAA in both of my banks. In Iso1, the game gave my Thunderbolt the nothing weapon but ingame, i had access to the ShadowShardBomb  :)
Title: Re: Project Zathras
Post by: chief1983 on June 11, 2009, 04:33:23 pm
Not a corrupt pilot file is it?
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 11, 2009, 05:26:59 pm
I'll have to take a look at this one.  It could be as simple as those weapons being allowed by default in Inferno builds and never removed from the loadout.  So basically they may have always been allowed in the mission file but the non inferno builds couldn't find them and left them out.

Well couldn't be that lucky.  Both challenge load outs look fine. 
Title: Re: Project Zathras
Post by: Vidmaster on June 12, 2009, 05:43:59 am
Not a corrupt pilot file is it?

It happened at least for two players.
Title: Re: Project Zathras
Post by: Skullar on June 12, 2009, 08:46:58 am
I think no one ever came up with the idea to make some pilot pictures or squadron logos.
Since this is a 2d art job, shall I ?
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 12, 2009, 01:34:05 pm
Well the creating of the pics is a 2D art job but don't the ships have to be changed to allow the logos or are you just talking about having them for the barracks?  

@Vid where the host, clients, or both?
Title: Re: Project Zathras
Post by: Skullar on June 12, 2009, 02:33:50 pm
Yeah, barracks. What else ???
Title: Re: Project Zathras
Post by: Vidmaster on June 12, 2009, 03:10:45 pm
I was client. Vertigo was hosting.
Now the problem is, I don't remember if Vertigo had the problem or another player asked about it.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 12, 2009, 06:38:05 pm
I didn't see anything mission or table wise that should cause something like that.  This also makes me wonder if everyone was using 3.6.10 RC3.  Not sure what Inferno would do if say the host was running RC1.  I'll have to do some testing to see if it is tables, code or possibly build incompatibility. 
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 12, 2009, 06:43:38 pm
Yeah, barracks. What else ???

I thought you might have been thinking about custom squad logos on fighters like in FS2 multi.  That would most likely involve a ton of work.

Barracks logos are fine.  Just keep in mind how they might look on a fighter just in case someone does make it possible someday. 

Other artwork that would be nice are a medal case and medals for multi.
Title: Re: Project Zathras
Post by: Vidmaster on June 13, 2009, 02:45:28 am
ask Vertigo about what Zathras and build he was using. For example, we were also playing with an outdated Operations (the one with the BAD asteroid mission).
Title: Re: Project Zathras
Post by: captain-custard on June 13, 2009, 04:30:12 am
looks like you had mixed zathras folders ; im sure that has created problems before ie if the host doesnt have the most up to date one , when we played just before and i was hosting i noticed that vertigo needed to dl the first mission and every one else was ok , so maybe his file is corrupt or old or messed up ?
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 17, 2009, 12:33:01 am
Well I think I have the Nova nameplate issue under control.

(http://fubar5.fubar.org/tbp/screenshots/Nova_Patton.jpg)

Also a long past due update on the Poseidon plates now with glow and shine maps thanks to Skullar

(http://fubar5.fubar.org/tbp/screenshots/poseidon_glow.jpg)

Title: Re: Project Zathras
Post by: Skullar on June 17, 2009, 04:03:21 am
Since you remapped the ships anyway, I will never know why you didnt mirror the port side fighterbay texture  itself ( like it is done with omega nameplates ), now you have to mirror the text itself everytime you make a nameplate.

By the way, you are taking ugly screenshots. I think I have to add a little more beauty to this topic tomorrow. ;)



Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 17, 2009, 02:19:44 pm
I just redid the one texture not the entire ship. 

As for the pics it would probably help if I added a background instead of just the default sun.  As you can see from the numbers in the top right I was worried more about debugging then appearance.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 26, 2009, 04:23:41 pm
New RC should be ready to download in a few minutes. Notable changes:

Nameplates and more nameplates.  The following ships can now use nameplates:

Omega
Omega-X (no glow map yet)
Nova
Poseidon
Explorer
Warlock (work in progress and no glow or shine maps)

Made some adjustments to MT-27.  The caps should fire and aren't invulnerable anymore. Didn't have time to test though.

More backgrounds and alternate textures from Revan.  These really need some testing.  I didn't have a chance but included them since they won't effect anything even if they do have problems. 

New FS2netD ani and modified interface for it from Galemp and The E. 

Basically we need testing and more testing.  Hopefully this will be close to the final first release version. 

Title: Re: Project Zathras
Post by: Slasher on June 27, 2009, 02:31:39 am
Nova textures work great, but I'm wondering if they seem exceptionally reflective to anyone else?

(http://img13.imageshack.us/img13/5395/shiny1h.jpg) (http://img13.imageshack.us/i/shiny1h.jpg/)
(http://img200.imageshack.us/img200/4732/shiny2.jpg) (http://img200.imageshack.us/i/shiny2.jpg/)

I've compared the shine maps from Zathras with those in the vanilla Core 3.4 .vp and nothing jumps out at me.  Anyone else see this or is it just me?

Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 27, 2009, 01:52:19 pm
Do the ones from 3.4b produce the same type of effect or just the Zathras ones?  

Just tried a quick test with starfield.pof, a nebula and a sun in the nebula.  Same results from both 3.4b and Zathras.  Even the starfield reflects off the hull in both.  

Seems there is some sort of issue with the Zathras ones like the shine map isn't aligned.  I'll have to look into this a bit more.  

As far as I can tell it looks like it's loading the shine map as if I didn't change the texture so it's stretching it out and applying a 512x512 map to a 1024x512 map.  Strange thing is it doesn't do it to the glow map just the shine map. 
Title: Re: Project Zathras
Post by: den5 on June 27, 2009, 03:03:56 pm
Disable environment maps.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 27, 2009, 03:31:50 pm
And just how and where do I do that?  

If you mean in the launcher that won't help since this is a model specific issue right now.
Title: Re: Project Zathras
Post by: chief1983 on June 27, 2009, 03:35:32 pm
Disabling env maps doesn't fix the env map, the alpha needs to be severely reduced in the shine map.
Title: Re: Project Zathras
Post by: den5 on June 27, 2009, 03:54:52 pm
And just how and where do I do that?  

If you mean in the launcher that won't help since this is a model specific issue right now.

Yes I mean that you do it in the launcher. I have no such issue with Core 3.4 or Zathras.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 27, 2009, 04:05:12 pm
I think I found the problem.  After some tinkering it seems when you save a shine map in paint.net you need to turn on the weight colors by alpha flag for dxt5.  I'll just have to resave them all. 

I really should start testing in missions with some backgrounds.  Not only would it have prevented this but I'd get less complaints about ugly screenshots.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 28, 2009, 03:46:02 pm
Reuploaded with the fixed shine maps.
Title: Re: Project Zathras
Post by: Slasher on June 29, 2009, 02:38:29 am
Tested with the Xerxes nameplate and it looks good!

Not that it matters much with nameplate ability now, but did the generic non-named Nova texture get updated too?
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 29, 2009, 02:46:23 am
Yes I had to redo the uvmap for that texture and split out the textures for the other side.  Basically it's just the old 512x512 texture made into a 1024x512 texture with the textures for the sides of the ship duplicated so the text isn't backwards on one side.  So I guess it's not really an update but more of a redo using the original textures. 

Title: Re: Project Zathras
Post by: Slasher on June 29, 2009, 03:54:22 am
Thanks for the quick response, FUBAR.

(http://img197.imageshack.us/img197/8530/newnova1.jpg) (http://img197.imageshack.us/i/newnova1.jpg/)

(http://img33.imageshack.us/img33/9862/newnova2.jpg) (http://img33.imageshack.us/i/newnova2.jpg/)
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 30, 2009, 12:06:03 am
If you don't mind can you send me any additional nameplates so I can include them in Zathras for everyone to use?
Title: Re: Project Zathras
Post by: Slasher on June 30, 2009, 03:14:53 pm
Sure, this attachment has the Nova nameplates for the George III and Burgoyne.  I've got some Omega nameplates too but they lack shine maps so I didn't bother including them.  Let me know if you want them anyways.

[attachment deleted by MSC
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 30, 2009, 03:19:31 pm
Well I think there are only 2 Omegas in 3.4b that have shine maps so might as well add those too.  Maybe one of these days I'll get ambitious and try to do shine maps for them all.  Sounds link a good Winter project.
Title: Re: Project Zathras
Post by: Slasher on June 30, 2009, 04:42:49 pm
Okay, here's nameplates for Omega-class destroyers Alcmene, October, Fates, Innsmouth, Cato, and Knossos.  It's in two parts because the single 1.03 MB file exceeded the 1024kb limit.

[attachment deleted by MSC
Title: Re: Project Zathras
Post by: FUBAR-BDHR on June 30, 2009, 05:01:28 pm
In the directory and ready to be packed up for the next release.  Think I'm going to rename FUBAR.vp to Nameplates.vp.  Right now it only contains nameplates and there are enough of them for a separate .vp. 
Title: Re: Project Zathras
Post by: The E on July 03, 2009, 01:21:57 pm
While researching stuff for my mainhall project, I came across this:
(http://i659.photobucket.com/albums/uu320/FabianW/b5bla.jpg)
Now, I know most TBP players have no need for the help overlay, but still....
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 03, 2009, 03:27:58 pm
Guessing that was left over from FS2.  Anyone that feels like fixing it go right ahead and I'll get it in there.
Title: Re: Project Zathras
Post by: Aardwolf on July 03, 2009, 05:19:08 pm
It looks to me like that "shine maps" problem is caused by a complete lack of smoothing. (http://www.hard-light.net/forums/index.php/topic,62933)

Basically, if that's how it manifests itself for diffuse lighting, the appearance with env maps is guaranteed to be much worse. :P
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 03, 2009, 06:18:49 pm
Huh?  The shine map problem was caused by saving in DXT5 instead of DXT1 like the original was. 
Title: Re: Project Zathras
Post by: Aardwolf on July 03, 2009, 07:33:22 pm
Well, check your smoothing anyway.

And I meant to env maps, but it seemed you were using the wrong term.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 03, 2009, 07:50:14 pm
Sorry I'm not a modeler so when I see -shine I assume it's a shine map. 
Title: Re: Project Zathras
Post by: Aardwolf on July 04, 2009, 06:37:02 am
Basically, in that really shiny orange picture, there's this huge section where the reflected nebula is horribly stretched and shouldn't be. That, in addition to the lighting, makes it look like the ship hasn't got any smoothing info. Take a look at it in the ship lab with diffuse disabled, it should be easy to tell.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 04, 2009, 02:29:35 pm
I couldn't see any difference in the ship lab between the original and the current one.  Only thing I could tell was that for some reason with Zathras on the model seemed slightly brighter but so did every other model.  It's possible the original never had smoothing.  Remember these models are from as far back as 2001 and maybe even farther.
Title: Re: Project Zathras
Post by: chief1983 on July 05, 2009, 11:33:35 pm
Shine maps can - and probably should - be saved in DXT5.  If that's what was changed to fix them, I don't think they're truly fixed yet.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 05, 2009, 11:38:44 pm
All the TBP DDS files (at least every one I looked at) are DXT1. 
Title: Re: Project Zathras
Post by: Skullar on July 13, 2009, 11:34:32 am
Sorry fubar, dont have the stuff here, but I am already done with the work :)
I have tremendously improved glowmaps for omega, omega-X and nova, and redone the nameplates as well. ( nameplates were too white, now closer to hull color, looks more authentic )

Perhaps all nameplates with glow- and shinemaps should be kept in an own vp-file....

Will send tomorrow, hopefully.


Besides, I tried a shinemap, but shinemaps I do appear as "polished with wax" ingame. they are almost mirrors. No idea why.


Title: Re: Project Zathras
Post by: chief1983 on July 13, 2009, 11:58:19 am
Too much alpha.  Gotta cut it down to like 5% opacity anywhere you don't want full env reflection.  The RGB layers create the actual shine map, but the alpha channel is used for env, so even if the rgb is really dark, the alpha could still be at full opacity.  I usually highlight all the stuff on the alpha channel I don't want shiny, delete it and refill with about 5% just to give it a little bit of sheen.
Title: Re: Project Zathras
Post by: Skullar on July 14, 2009, 06:08:45 am
More questions :

- Do glow and shinemaps apply automatically to model when they are created or do they have to be "registered" in the pof ? So.... is a glow- or shinemap used automatically when I create one ? Even if there has not been one before ?
- Does anyone know alphachannels of current TBP shinemaps ?


Somehow I think current TBP shinemaps are not really done well. They exist, but there is hardly a difference between using them or not.
Title: Re: Project Zathras
Post by: chief1983 on July 14, 2009, 09:44:13 am
They're probably not, I've only seen a few people around the community who have a really good grasp on making FSO shine maps.  Everyone else does it old school, which didn't matter before the Specular Alpha for Env stuff was created.

All the -something textures apply automatically as long as they have the same base name as the one in the POF.  However, at least with FRED texture swap, each one must be swapped individually.  Hopefully the same is true for Ships.tbl replacement when that gets working properly.  So to add normal, shine, etc you just add the texture to the maps folder and voila, it works.

I don't know about the current TBP ones, but some of the Zathras ones recently were a bit b0rked, FUBAR seems to have found a method for fixing it up but I haven't really looked into what he's doing too much.  Seems to eliminate the mirror effect though, so I like it.

The problem with shine maps now is that they're actually two maps in one.  Photoshop is one of the best editors for them, Gimp can do it well too but when editing the alpha channel, you lose the visibility of everything you turn opaque, so it can be difficult to see what you're doing.  And once the alpha channel is mostly opaque you can't edit the other 3 channels easily either since they become difficult to see.  But the alpha channel has to be mostly transparent where you don't want too much reflection, and non-transparent where you do want good reflection like polished metal or glass.  The shine map doesn't work off of opacity like that though, it works off of the overall brightness of the RGB channels in the shine map.

The lack of difference is probably because FUBAR toned down a lot of the shine maps in Zathras at least.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 14, 2009, 12:41:45 pm
Again all the original TBP ones were done in DXT1 file format which doesn't which only allows one of the two parts of the shine map to function.  When I saved then as DXT5 the problem with them looking like a mirror popped up.  Resaving as DXT1 resulted in the original behavior so I left it at that.  So basically there are no true shine maps in TBP. 

I got some decent responses about it here:  http://www.hard-light.net/forums/index.php/topic,64054.0.html
Title: Re: Project Zathras
Post by: The E on July 15, 2009, 11:49:59 am
There's something I noticed while playing through Raider Wars again. In the mission where you take a Zephyr to recon the raider base, flying too close to the nav beacon at the end causes a crash. Looking at the debug log, the cause would be an Int3() from the ship collision code that is caused by a rotating subsystem rotating to fast, if I read the code correctly.

Build used was an Inferno build based on FSO revision 5430.
Debug 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: 3.6.11
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -3dshockwave
  -cache_bitmaps
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod Zathras
  -tbp
  -no_set_gamma
  -fps
Building file index...
Found root pack 'C:\Games\TBP\Zathras\0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack 'C:\Games\TBP\Zathras\FUBAR.vp' with a checksum of 0xa24f41a9
Found root pack 'C:\Games\TBP\Zathras\Revan.vp' with a checksum of 0x2ec9998c
Found root pack 'C:\Games\TBP\Zathras\Vidmaster.vp' with a checksum of 0x506e2e5c
Found root pack 'C:\Games\TBP\Zathras\Z_Multi.vp' with a checksum of 0x46da53e3
Found root pack 'C:\Games\TBP\Zathras\Zathras.vp' with a checksum of 0xf135ab62
Found root pack 'C:\Games\TBP\AchenSchoolingFlight.vp' with a checksum of 0x1b04f7fb
Found root pack 'C:\Games\TBP\B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack 'C:\Games\TBP\B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack 'C:\Games\TBP\B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack 'C:\Games\TBP\B5-M-MultiPack-1.vp' with a checksum of 0xa2f5f491
Found root pack 'C:\Games\TBP\B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack 'C:\Games\TBP\B5SFP.vp' with a checksum of 0xc9d34e0e
Found root pack 'C:\Games\TBP\DarkChildren.vp' with a checksum of 0xebaab13b
Found root pack 'C:\Games\TBP\eatraining.vp' with a checksum of 0xbec360a9
Found root pack 'C:\Games\TBP\EBW.vp' with a checksum of 0xd56d6d9e
Found root pack 'C:\Games\TBP\ebwpatch1a.vp' with a checksum of 0x118777f4
Found root pack 'C:\Games\TBP\FortuneHunters.vp' with a checksum of 0x7d8e6d5c
Found root pack 'C:\Games\TBP\Infestation.vp' with a checksum of 0x0208547c
Found root pack 'C:\Games\TBP\Operations.vp' with a checksum of 0x90526070
Found root pack 'C:\Games\TBP\Root_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\stu_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\Survivor.vp' with a checksum of 0xc81f3998
Found root pack 'C:\Games\TBP\TBP-AotB-Demo.vp' with a checksum of 0xe887836e
Found root pack 'C:\Games\TBP\TBP-DrumsOfWar-1.vp' with a checksum of 0x51240964
Found root pack 'C:\Games\TBP\TBP-DrumsOfWar2.vp' with a checksum of 0xc7f53004
Found root pack 'C:\Games\TBP\TBP-TheBlackHand-Eps1.vp' with a checksum of 0xdc925b35
Found root pack 'C:\Games\TBP\trail of light.vp' with a checksum of 0xe46f3b5e
Searching root 'C:\Games\TBP\Zathras\' ... 91 files
Searching root pack 'C:\Games\TBP\Zathras\0rph3u5.vp' ... 79 files
Searching root pack 'C:\Games\TBP\Zathras\FUBAR.vp' ... 329 files
Searching root pack 'C:\Games\TBP\Zathras\Revan.vp' ... 131 files
Searching root pack 'C:\Games\TBP\Zathras\Vidmaster.vp' ... 1 files
Searching root pack 'C:\Games\TBP\Zathras\Z_Multi.vp' ... 30 files
Searching root pack 'C:\Games\TBP\Zathras\Zathras.vp' ... 162 files
Searching root 'C:\Games\TBP\' ... 45 files
Searching root pack 'C:\Games\TBP\AchenSchoolingFlight.vp' ... 76 files
Searching root pack 'C:\Games\TBP\B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack 'C:\Games\TBP\B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack 'C:\Games\TBP\B5-Core-3_4.vp' ... 7607 files
Searching root pack 'C:\Games\TBP\B5-M-MultiPack-1.vp' ... 21 files
Searching root pack 'C:\Games\TBP\B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack 'C:\Games\TBP\B5SFP.vp' ... 456 files
Searching root pack 'C:\Games\TBP\DarkChildren.vp' ... 96 files
Searching root pack 'C:\Games\TBP\eatraining.vp' ... 91 files
Searching root pack 'C:\Games\TBP\EBW.vp' ... 610 files
Searching root pack 'C:\Games\TBP\ebwpatch1a.vp' ... 1 files
Searching root pack 'C:\Games\TBP\FortuneHunters.vp' ... 45 files
Searching root pack 'C:\Games\TBP\Infestation.vp' ... 125 files
Searching root pack 'C:\Games\TBP\Operations.vp' ... 89 files
Searching root pack 'C:\Games\TBP\Root_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\sparky_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\sparky_hi_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\stu_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\Survivor.vp' ... 53 files
Searching root pack 'C:\Games\TBP\TBP-AotB-Demo.vp' ... 21 files
Searching root pack 'C:\Games\TBP\TBP-DrumsOfWar-1.vp' ... 11 files
Searching root pack 'C:\Games\TBP\TBP-DrumsOfWar2.vp' ... 16 files
Searching root pack 'C:\Games\TBP\TBP-TheBlackHand-Eps1.vp' ... 26 files
Searching root pack 'C:\Games\TBP\trail of light.vp' ... 2 files
Found 32 roots and 11176 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon Xpress 1200 Series 
  OpenGL Version    : 2.1.8304 Release

  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".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 2048x2048
  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...
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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
TBM  =>  Starting parse of 'Zathras-wep.tbm' ...
TBM  =>  Starting parse of 'additional-shp.tbm' ...
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
BMPMAN: Found EFF (rockexp01.eff) with 96 frames at 24 fps.
TBM  =>  Starting parse of 'FH2261-str.tbm' ...
TBM  =>  Starting parse of 'XmasNBG-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 723
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.262 (0.262)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
Frame  0 too long!!: frametime = 0.564 (0.564)
Frame  0 too long!!: frametime = 0.268 (0.268)
Frame  0 too long!!: frametime = 0.255 (0.255)
Frame  0 too long!!: frametime = 0.313 (0.313)
Frame  0 too long!!: frametime = 0.312 (0.312)
Frame  0 too long!!: frametime = 0.318 (0.318)
Frame  0 too long!!: frametime = 0.257 (0.257)
Frame  0 too long!!: frametime = 0.299 (0.299)
Frame  0 too long!!: frametime = 0.317 (0.317)
Frame  0 too long!!: frametime = 0.296 (0.296)
Frame  0 too long!!: frametime = 0.252 (0.252)
Frame  0 too long!!: frametime = 0.304 (0.304)
Frame  0 too long!!: frametime = 0.307 (0.307)
Frame  0 too long!!: frametime = 0.295 (0.295)
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 ==================
Someone passed an extension to bm_load for file 'rw131024.tga'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (JumpIn01.eff) with 61 frames at 22 fps.
BMPMAN: Found EFF (JumpOut02.eff) with 61 frames at 22 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xcaae6bc9, IBX checksum: 0xbcfa767e -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xc1fa90c1, IBX checksum: 0x074c65f2 -- "shockwave.pof"
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: 'rw13 - hasrah.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 196
Ending mission message count : 241
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'zephyr.pof'
IBX: Found a good IBX to read for 'zephyr.pof'.
IBX-DEBUG => POF checksum: 0x6c575661, IBX checksum: 0xe4ae9f41 -- "zephyr.pof"
Loading model 'asteroidbase.pof'
IBX: Found a good IBX to read for 'asteroidbase.pof'.
IBX-DEBUG => POF checksum: 0x5a90b14e, IBX checksum: 0x0c90b6ab -- "asteroidbase.pof"
BMPMAN: Found EFF (ea-debris01-glow.eff) with 53 frames at 7 fps.
Potential problem found: Unrecognized type subsystem 'disha', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'reactora', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'structure02a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'antennae01a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'antennae02a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'antennae03a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'towera', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'conea', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship asteroidbase.pof
Allocating space for at least 28 new ship subsystems ...  a total of 200 is now available (28 in-use).
Loading model 'battlewagon.pof'
IBX: Found a good IBX to read for 'battlewagon.pof'.
IBX-DEBUG => POF checksum: 0x5ee2eff9, IBX checksum: 0xcec65040 -- "battlewagon.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay01', believed to be in ship battlewagon.pof
Potential problem found: Unrecognized type subsystem 'fighterbay02', believed to be in ship battlewagon.pof
Loading model 'navmarker01.pof'
IBX: Found a good IBX to read for 'navmarker01.pof'.
IBX-DEBUG => POF checksum: 0x5e9ec5e9, IBX checksum: 0x276728f4 -- "navmarker01.pof"
Potential problem found: Unrecognized type subsystem 'n01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring02a', believed to be in ship navmarker01.pof
Loading model 'skyserpent.pof'
IBX: Found a good IBX to read for 'skyserpent.pof'.
IBX-DEBUG => POF checksum: 0x9db5c544, IBX checksum: 0xf7d987ce -- "skyserpent.pof"
Loading model 'midwinter.pof'
IBX: Found a good IBX to read for 'midwinter.pof'.
IBX-DEBUG => POF checksum: 0xe2ed2b44, IBX checksum: 0xc67e6ef9 -- "midwinter.pof"
Potential problem found: Unrecognized type subsystem 'reactor01a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor02a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor03a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor04a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship midwinter.pof
OpenGL: Created 512x512 FBO!
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 40x31 (3.1% 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: 0x07d8680d, IBX checksum: 0x3c5c6a1d -- "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 36x27 (15.6% wasted)
ANI debris03 with size 26x19 (40.6% wasted)
Loading model 'astb03.pof'
IBX: Found a good IBX to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x1ba686c5, IBX checksum: 0xe18900f4 -- "astb03.pof"
Model astb03.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'astb02.pof'
IBX: Found a good IBX to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xfe68f4cc, IBX checksum: 0xe8ebe04d -- "astb02.pof"
Model astb02.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'astb01.pof'
IBX: Found a good IBX to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0xa05fd454, IBX checksum: 0x4a7e7aa6 -- "astb01.pof"
Model astb01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 139 new ship subsystems ...  a total of 400 is now available (78 in-use).
About to page in ships!
ANI shield-eazephyr with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle with size 112x93 (27.3% wasted)
Loading model 'crewshuttle.pof'
IBX: Found a good IBX to read for 'crewshuttle.pof'.
IBX-DEBUG => POF checksum: 0x13fe2d74, IBX checksum: 0xecd60056 -- "crewshuttle.pof"
ANI shield-crritan with size 112x93 (27.3% wasted)
Loading model 'cratmshuttle.pof'
IBX: Found a good IBX to read for 'cratmshuttle.pof'.
IBX-DEBUG => POF checksum: 0xa1c8461b, IBX checksum: 0xdd19bd1b -- "cratmshuttle.pof"
ANI shield-mflintira with size 112x93 (27.3% wasted)
Loading model 'lintira.pof'
IBX: Found a good IBX to read for 'lintira.pof'.
IBX-DEBUG => POF checksum: 0x04375951, IBX checksum: 0xd46e47bd -- "lintira.pof"
ANI shield-dfskyserpent with size 112x93 (27.3% wasted)
Loading model 'EAvenom1.pof'
IBX: Found a good IBX to read for 'EAvenom1.pof'.
IBX-DEBUG => POF checksum: 0x6005f569, IBX checksum: 0xc08fef7f -- "EAvenom1.pof"
Model EAvenom1.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2.pof'
IBX: Found a good IBX to read for 'EAvenom2.pof'.
IBX-DEBUG => POF checksum: 0x8e1456ea, IBX checksum: 0x96a4d81f -- "EAvenom2.pof"
Model EAvenom2.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x5954eb22 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x4b30798e -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x5ba55a34 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x31 (3.1% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 36x27 (15.6% wasted)
ANI debris03.ani with size 26x19 (40.6% wasted)
ANI shield-eazephyr.ani with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle.ani with size 112x93 (27.3% wasted)
ANI shield-crritan.ani with size 112x93 (27.3% wasted)
ANI shield-mflintira.ani with size 112x93 (27.3% wasted)
ANI shield-dfskyserpent.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1744/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 429,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI follow.ani with size 440x200 (21.9% wasted)
ANI sstar.ani with size 440x200 (21.9% wasted)
ANI arrivesstar.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 18.463 (18.463)
Frame  0 too long!!: frametime = 0.295 (0.295)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
Loading model 'EAvenom1_tech.pof'
IBX: Found a good IBX to read for 'EAvenom1_tech.pof'.
IBX-DEBUG => POF checksum: 0xf9347c83, IBX checksum: 0xc596d214 -- "EAvenom1_tech.pof"
Model EAvenom1_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2_tech.pof'
IBX: Found a good IBX to read for 'EAvenom2_tech.pof'.
IBX-DEBUG => POF checksum: 0x1725df00, IBX checksum: 0x93bde574 -- "EAvenom2_tech.pof"
Model EAvenom2_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bicon-asteroids with size 128x62 (3.1% wasted)
ANI bicon-asteroids.ani with size 128x62 (3.1% wasted)
ANI bicon-tacfighter with size 30x20 (37.5% wasted)
ANI bicon-tacfighter.ani with size 30x20 (37.5% wasted)
ANI bicon-tacbomber with size 31x24 (25.0% wasted)
ANI bicon-tacbomber.ani with size 31x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.643 (0.643)
Frame  0 too long!!: frametime = 0.458 (0.458)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Frame  0 too long!!: frametime = 0.296 (0.296)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
Entering game at time =  35.662
Frame  1 too long!!: frametime = 0.465 (0.465)
ANI b5-pilota.ani with size 160x120 (6.3% wasted)
926 frames executed in  30.008 seconds,  30.858 frames per second.
ANI b5-logo_stellarcoma.ani with size 160x120 (6.3% wasted)
BMPMAN: Found EFF (Disruptor_Particle.eff) with 11 frames at 25 fps.
BMPMAN: Found EFF (vorlon01.eff) with 7 frames at 55 fps.
BMPMAN: Found EFF (trailrail.eff) with 11 frames at 10 fps.
BMPMAN: Found EFF (lord01.eff) with 7 frames at 55 fps.
BMPMAN: Found EFF (triad01.eff) with 7 frames at 55 fps.
Loading model 'EAHeavyFighterMiss.pof'
IBX: Found a good IBX to read for 'EAHeavyFighterMiss.pof'.
IBX-DEBUG => POF checksum: 0x5269fd89, IBX checksum: 0x034010fc -- "EAHeavyFighterMiss.pof"
Loading model 'EAHeavyFighterMissW.pof'
IBX: Found a good IBX to read for 'EAHeavyFighterMissW.pof'.
IBX-DEBUG => POF checksum: 0xad280c53, IBX checksum: 0xac84365a -- "EAHeavyFighterMissW.pof"
Loading model 'Asari.pof'
IBX: Found a good IBX to read for 'Asari.pof'.
IBX-DEBUG => POF checksum: 0x4051495b, IBX checksum: 0xb44fff6e -- "Asari.pof"
Model Asari.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'TaLon.pof'
IBX: Found a good IBX to read for 'TaLon.pof'.
IBX-DEBUG => POF checksum: 0xa86d1517, IBX checksum: 0xe4843e5e -- "TaLon.pof"
Model TaLon.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'TKor.pof'
IBX: Found a good IBX to read for 'TKor.pof'.
IBX-DEBUG => POF checksum: 0x5d1a0d73, IBX checksum: 0x67537d32 -- "TKor.pof"
Model TKor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'valasdil.pof'
IBX: Found a good IBX to read for 'valasdil.pof'.
IBX-DEBUG => POF checksum: 0x7297ecbb, IBX checksum: 0x7adf2c50 -- "valasdil.pof"
Model valasdil.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalker.pof'
IBX: Found a good IBX to read for 'deathwalker.pof'.
IBX-DEBUG => POF checksum: 0x9a3e39f1, IBX checksum: 0xe069e80b -- "deathwalker.pof"
Model deathwalker.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalkerW.pof'
IBX: Found a good IBX to read for 'deathwalkerW.pof'.
IBX-DEBUG => POF checksum: 0x550d7beb, IBX checksum: 0x7acc01da -- "deathwalkerW.pof"
Model deathwalkerW.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Shadowbomb.pof'
IBX: Found a good IBX to read for 'Shadowbomb.pof'.
IBX-DEBUG => POF checksum: 0x86f97a86, IBX checksum: 0x367a6f15 -- "Shadowbomb.pof"
Model Shadowbomb.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nothing.pof'
IBX: Found a good IBX to read for 'nothing.pof'.
IBX-DEBUG => POF checksum: 0x307871d7, IBX checksum: 0x4d993d84 -- "nothing.pof"
Model nothing.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAmissile.pof'
IBX: Found a good IBX to read for 'EAmissile.pof'.
IBX-DEBUG => POF checksum: 0x60ffbdb3, IBX checksum: 0x1595c332 -- "EAmissile.pof"
Model EAmissile.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nemesis2lg.pof'
IBX: Found a good IBX to read for 'nemesis2lg.pof'.
IBX-DEBUG => POF checksum: 0x92fff7dd, IBX checksum: 0xc11a2546 -- "nemesis2lg.pof"
Model nemesis2lg.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nemesis2sm.pof'
IBX: Found a good IBX to read for 'nemesis2sm.pof'.
IBX-DEBUG => POF checksum: 0x28ceaa2d, IBX checksum: 0x4fcb1034 -- "nemesis2sm.pof"
Model nemesis2sm.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Palos.pof'
IBX: Found a good IBX to read for 'Palos.pof'.
IBX-DEBUG => POF checksum: 0x510fe881, IBX checksum: 0x58373321 -- "Palos.pof"
Model Palos.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Oltus.pof'
IBX: Found a good IBX to read for 'Oltus.pof'.
IBX-DEBUG => POF checksum: 0xd39df8a8, IBX checksum: 0x31ae6ac5 -- "Oltus.pof"
Model Oltus.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'emine.pof'
IBX: Found a good IBX to read for 'emine.pof'.
IBX-DEBUG => POF checksum: 0x7cb04ed4, IBX checksum: 0x8ebbeec9 -- "emine.pof"
Model emine.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalkerX.pof'
IBX: Found a good IBX to read for 'deathwalkerX.pof'.
IBX-DEBUG => POF checksum: 0xacc4f7ae, IBX checksum: 0x30ad193e -- "deathwalkerX.pof"
Model deathwalkerX.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalkerXw.pof'
IBX: Found a good IBX to read for 'deathwalkerXw.pof'.
IBX-DEBUG => POF checksum: 0x743d6648, IBX checksum: 0xbc6d39b1 -- "deathwalkerXw.pof"
Model deathwalkerXw.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'shadowshard.pof'
IBX: Found a good IBX to read for 'shadowshard.pof'.
IBX-DEBUG => POF checksum: 0x10d3a177, IBX checksum: 0xf8551ae4 -- "shadowshard.pof"
Model shadowshard.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Frame 4610 too long!!: frametime = 4.550 (4.550)
ANI pilot_ea.ani with size 160x120 (6.3% wasted)
ANI b5-deathc.ani with size 160x120 (6.3% wasted)
Int3(): From d:\scp\code\object\collideshipship.cpp at line 222
Title: Re: Project Zathras
Post by: karajorma on July 15, 2009, 04:20:00 pm
Just above that Int3()

// should be no ships that can rotate this fast

:D
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 17, 2009, 11:10:46 pm
Well this one makes no sense.  The 3 subsystems rotate at 12,12, and 20 seconds.  Engine should be easily able to handle that.  

Now the Nav Buoy was missing the "no_collide" flag.  Is it possible you ran into it?

------------------------------------------------------------------------------------------------------------------

Alright I'm beginning preparations for the next RC.  So far I have:

The "no_collide" flag on the nav buoy mentioned above
Removed the standard beam weapon for the WhiteStar from Ultimate Gauntlet leaving only the #player version
Tweaks to MT-27 (again and no I didn't test them again)

Still need to do the table changes for the ships with glide.  Hopefully I can find that info. (+Glide Accel Mult:)

Can anyone thing of anything else that needed fixed?

Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 19, 2009, 03:11:27 pm
OK 3.6.10 is final.  I need input and I need it now or whatever bugs remain will need to stay there until R2.
Title: Re: Project Zathras
Post by: The E on July 19, 2009, 03:18:17 pm
Well this one makes no sense.  The 3 subsystems rotate at 12,12, and 20 seconds.  Engine should be easily able to handle that.  

Now the Nav Buoy was missing the "no_collide" flag.  Is it possible you ran into it?

I was on a collision course or very near to one, anyway. It crashed before I actually collided with the Buoy, though.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 19, 2009, 04:09:38 pm
Well hopefully the "no_collide" will fix that.  Guessing you were close enough for collision detection and 3 objects spinning in different directions well you get the idea........

Title: Re: Project Zathras
Post by: Vidmaster on July 20, 2009, 02:37:05 am
so, 3.6.10 is finally out. Let's fix this stuff and then give the baby some testing sessions with the single player campaigns (another excuse to replay stuff  :lol: ) before making an official release.


EDIT: just saw you email FUB. Agreed.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 21, 2009, 03:56:53 am
New (and hopefully last) RC is up.  Please remove the old contents of the Zathras directory as some of the names have changed.  Also you can delete the SCP directory. 
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 30, 2009, 09:23:08 pm
Countdown time......

OK changed/fixed today:

FUBAR_M04g and MT27 removed from Z_Multi.  Just not ready
Vidmaster_MT01-05 missions updated and fixed nameplates in Nova.
Default Nova-01a shine map replaced.

Anything I missed?
Title: Re: Project Zathras
Post by: FUBAR-BDHR on July 31, 2009, 06:32:47 pm
Downloads temporarily off line.  Check back in a little while.
Title: Re: Project Zathras
Post by: 0rph3u5 on August 01, 2009, 06:22:57 am
Downloads temporarily off line.  Check back in a little while.

why does that happen when I need Zathras? 
:sigh:
Title: Re: Project Zathras
Post by: Vidmaster on August 01, 2009, 06:26:42 am
because I discovered a really nasty bug in the G.O.D.  Anyway, downloads are up again. Check the release thread.
Title: Re: Project Zathras
Post by: FUBAR-BDHR on August 01, 2009, 02:47:24 pm
Yea I took it down for short period it should have taken to the get release version uploaded and off my personal FTP.  So now that's it's out I'm archiving this.  We can start a new one for V2 but I'm taking a few days off first :P
Title: Re: Project Zathras
Post by: Vidmaster on August 02, 2009, 02:50:35 am
a few days?    MONTH!