Author Topic: Unofficial 3.5.3 release  (Read 20719 times)

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Offline Goober5000

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Quote
Originally posted by PhReAk
i could bump the max number of trails to 2750 which is MAX_WEAPONS + (MAX_SHIP_TRAILS * MAX_SHIPS), which may allow ABtrails to work.


Well ABtrails have never shown up on the missions I've seen the missile trails disappear, so why should that be a problem?

 

Offline phreak

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it processes them anyways
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Offline CP5670

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Quote
Have i only that problem with the strips ?


I get that effect in every version of FS2 as well as in Descent 3; have sort of gotten used to it by now. It may have something to do with the forced antialiasing I use or my video card (GF3).

 

Offline phreak

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it still crashed with 2750 trails once i uncommented the ABtrail code.  i changed it down to 500 (up from 350 originally) and made the code look for a bitmap before processing.
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Offline phreak

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Unofficial 3.5.3 release
goober:

this code is somehow executed in sexp_ships_stealthy()

Code: [Select]

else
{
p_object *parse_obj;

parse_obj = mission_parse_get_arrival_ship( ship_name );
if ( parse_obj )
{
if ( stealthy )
{
parse_obj->flags |= P_SF2_STEALTH;
}
else
{
parse_obj->flags &= ~P_SF2_STEALTH;
}

#ifndef NDEBUG
}[b] else {
Int3(); // could be a potential problem here}[/b]
#endif

}


the Int3() shouldn't be there because mission_parse_get_arrival_ship() can return NULL

edit: its not harmful, just annoying
« Last Edit: May 02, 2003, 03:15:55 pm by 31 »
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Offline Kazan

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Unofficial 3.5.3 release
Quote
Originally posted by SadisticSid


Brilliant deduction.


i was implying that it was the root of your problem - which it is
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Offline Goober5000

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Unofficial 3.5.3 release
Quote
Originally posted by PhReAk
goober:

this code is somehow executed in sexp_ships_stealthy()

Code: [Select]

else
{
p_object *parse_obj;

parse_obj = mission_parse_get_arrival_ship( ship_name );
if ( parse_obj )
{
if ( stealthy )
{
parse_obj->flags |= P_SF2_STEALTH;
}
else
{
parse_obj->flags &= ~P_SF2_STEALTH;
}

#ifndef NDEBUG
}[b] else {
Int3(); // could be a potential problem here[/b]
#endif
}
}


the Int3() shouldn't be there because mission_parse_get_arrival_ship() can return NULL

edit: its not harmful, just annoying [/B]


Eh, that sexp is a straight copy & paste from a Volition-made sexp; it's supposed to be correct as written.  The only way for mission_parse_get_arrival_ship() to return NULL is if the ship is not defined in the mission, which should never happen - hence the Int3().

What do you mean it's "somehow executed"?

 

Offline phreak

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Unofficial 3.5.3 release
i was debugging fso and it came ctd and vc6 said user-defined breakpoint called there
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Offline Goober5000

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Unofficial 3.5.3 release
:wtf: Are you sure that's where it crashed?  That portion of the code should never execute - the Int3() is there to make sure of that.  Did your mission incorporate the ship-stealthy sexp?

 

Offline phreak

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Unofficial 3.5.3 release
i guess so, i was playtesting for atankharzim (damn thats hard to spell)
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Offline Goober5000

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Unofficial 3.5.3 release
Hmm.  I'll have to ask Sesq if I could check out the mission, so I can see what's going on.  Obviously, it's not supposed to crash.

 

Offline Fry_Day

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Unofficial 3.5.3 release
Quote
Originally posted by CP5670


I get that effect in every version of FS2 as well as in Descent 3; have sort of gotten used to it by now. It may have something to do with the forced antialiasing I use or my video card (GF3).

I also have the lines problem, which seems to be that the interface image, which is subdivided into several smaller blocks, and in each block, the last vertical scanline is drawn first, followed by the rest of the block. highly irritating.

OT - Interesting fact of the day - FreeSpace 2 shares some of its codebase with Descent 1.

 

Offline Krackers87

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when i try to start FS2 open 3.5.3 it asks me my video settings and it only gives me the option of 1024x768x32bit and x16 bit.
Since i do video capturing I cant have FS2 run that high. Usualy i have it at 640 x 480 from the launcher but i cant select it in open.
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Offline Rampage

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Oh man.  It has been BUMPED! :D

 

Offline karajorma

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Quote
Originally posted by Rampage
Oh man.  It has been BUMPED! :D


Well the post is legitimate even if a seperate topic would have been better :D
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Offline Flipside

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Well, as we are talking about the Source Code, is there any chance of changing the maximum number of Explosion Animations from 4? There is a section of code which reads.

// WEAPON EXPLOSION INFO
#define MAX_weapon_expl_lod 4
#define MAX_Weapon_expl_info 3


Bumping straight up to 50 for the second value caused a flumpout, and I have no programming skills in C++ to speak of :(

BTW I don't take credit for finding this bit of code, someone else found it for me :D

Thanks

Flipside