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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on April 26, 2004, 05:26:52 am

Title: 2004-04-26 build
Post by: Goober5000 on April 26, 2004, 05:26:52 am
http://fs2source.warpcore.org/wip/20040426_fs2_open_r.zip

Latest CVS as of now.  Among other things, it disables the code that was causing the end-of-mission CTD.

To activate the time slowdown on this build, you need to 1) have cheat mode on, and 2) hold down the cheat button (the tilde, ~, on U.S. keyboards) while pressing the slowdown key.
Title: 2004-04-26 build
Post by: Singh on April 26, 2004, 06:05:15 am
hmmmm....
questions:

1.) Does this incorporate the improvements that Taylor made to speed up the whole thing along?

2.) Also, how do I use cheat mode for reducing the time compression stuff ;)
Title: 2004-04-26 build
Post by: taylor on April 26, 2004, 07:29:05 am
I started putting my changes in yesterday but I'm still not done.  Last night I got in the cfilesystem changes to speed things up, the CTD fix and the -snd_preload option.  I'm testing the last parts (minor movie code changes, 32-bit OGL, other minor bug fixes) now and should have the rest commited in a couple of hours.  "cvs diff" gave me a patch 1.3Meg in size and 35 thousand lines long so it's taking a while to sort out the stuff that's ready to go in. ;)
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 09:51:55 am
As for 2, you type in www.freespace2.com and then you are in cheat mode. use the normal time compression keys for the rest (i think :nervous: )
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 09:52:51 am
Quote
Originally posted by taylor
I started putting my changes in yesterday but I'm still not done.  Last night I got in the cfilesystem changes to speed things up, the CTD fix and the -snd_preload option.  I'm testing the last parts (minor movie code changes, 32-bit OGL, other minor bug fixes) now and should have the rest commited in a couple of hours.  "cvs diff" gave me a patch 1.3Meg in size and 35 thousand lines long so it's taking a while to sort out the stuff that's ready to go in. ;)


you are done with that stuff as of now? (15:52GMT)
Title: 2004-04-26 build
Post by: taylor on April 26, 2004, 10:10:21 am
Yes, I'm done.
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 10:32:10 am
Khm .. new build again.
*Downloads*
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 11:19:04 am
Quote
Originally posted by kasperl
As for 2, you type in www.freespace2.com and then you are in cheat mode. use the normal time compression keys for the rest (i think :nervous: )



well, this didn't work, neither using this build, nor using a completely fresh-out-of-CVS compile i made myself.
Title: 2004-04-26 build
Post by: marajin on April 26, 2004, 11:22:09 am
Ooo!

**points at the purty 3D ship selection models that are working now**

I did briefly have an issue with some of the asteroids seeming to change form randomly in the 2nd mission of FSPort but I'm buggered if I can get it to replicate...

I think I'm going crazy :nervous:

It is nice and fast though :D
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 11:59:16 am
Is it faster than a snail with an afterburner?
Title: 2004-04-26 build
Post by: marajin on April 26, 2004, 12:22:16 pm
75 FPS, unshakeable thusfar :D

Then again...  Not really a surprise given that I'm running it on my super ninja new PC... I keep forgetting I upgraded
Title: 2004-04-26 build
Post by: DaBrain on April 26, 2004, 12:23:51 pm
Quote
Originally posted by TopAce
Is it faster than a snail with an afterburner?


Have a look yourself:
(http://www.ystart.net/upload/20040426/1083000172.jpg)

Edit: This is the FSOmark result :)
Title: 2004-04-26 build
Post by: Drew on April 26, 2004, 12:33:18 pm
ahhhh...aHHHhhh


clever :P
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 12:38:52 pm
Quote
Originally posted by DaBrain
..
(http://www.ystart.net/upload/20040426/1083000172.jpg)


Are you sure that link is correct?
Title: 2004-04-26 build
Post by: Flipside on April 26, 2004, 12:55:14 pm
:lol:

Nice to know the old reliable speed tests are still being used :)
Title: 2004-04-26 build
Post by: marajin on April 26, 2004, 12:58:01 pm
Yeah... none of this new fangled turtle with an afterburner...
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 12:58:21 pm
When reading the above, I can't help but wonder:
"What is the airspeed of an unladen swallow?"
Title: 2004-04-26 build
Post by: marajin on April 26, 2004, 01:01:50 pm
Hmm.... Am I allowed to put a brick wall in front of it before answering that? :devil:
Title: 2004-04-26 build
Post by: Langy on April 26, 2004, 01:04:05 pm
Quote
"What is the airspeed of an unladen swallow?"


Eh? African or European?
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 01:04:59 pm
That was the right answer, thank you.
Title: 2004-04-26 build
Post by: marajin on April 26, 2004, 01:05:21 pm
Quote
Originally posted by Langy


Eh? African or European?


Bah, I resisted the urge to post that

Quote
Originally posted by Kasperl
why no, have you seen Monty Python's Search for the Holy Grail by any chance?


Seen, got, love to peices, quoted so many times it's permanently engrained into my pysche...


Edit: I wonder if it's faster than a Quadraplegic Black Knight with an Afterburner ;)
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 01:18:23 pm
It depends on what quality afterburner it has.
Title: 2004-04-26 build
Post by: DaBrain on April 26, 2004, 01:22:23 pm
Are taylors changes now included ?
If not, then when will they ?



(If you have to work you start to do stupid things :) (http://www.ystart.net/upload/20040426/1083003515.jpg)
 )
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 01:26:25 pm
Can we get a list of new features, bug fixes, by the way?
Title: 2004-04-26 build
Post by: Goober5000 on April 26, 2004, 01:35:51 pm
Some of taylor's fixes are included; some aren't.  All the bugs that are marked as fixed on Mantis should be fixed.

To activate the time slowdown on this build, you need to 1) have cheat mode on, and 2) hold down the cheat button (the tilde, ~, on U.S. keyboards) while pressing the slowdown key.

I'll put this in the first post too.
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 01:36:06 pm
taylors stuff would be half in half out, dunno for sure.
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 01:37:35 pm
Namely?
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 01:38:51 pm
http://mgo.maxgaming.net/mantis/view_all_bug_page.php

everything that is marked as fixed here.......
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 01:39:43 pm
Quote
Originally posted by Goober5000
To activate the time slowdown on this build, you need to 1) have cheat mode on, and 2) hold down the cheat button (the tilde, ~, on U.S. keyboards) while pressing the slowdown key.


oh, I'll try that in a minute or so, or whenever CVS is done updating (it has been over an hour now, BTW, am i doing anything wrong?)
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 01:46:14 pm
Quote
Originally posted by kasperl
http://mgo.maxgaming.net/mantis/view_all_bug_page.php
....


Who removed my account, again? :mad2:
Title: 2004-04-26 build
Post by: Goober5000 on April 26, 2004, 01:46:31 pm
kasperl: Yeah, I think so.  CVS shouldn't update that much, unless you have a really slow connection.  How long does it take you to download a module from scratch?

TopAce: Nobody removed your account.  I see it right there on the user listing.  Can you log in?
Title: 2004-04-26 build
Post by: TopAce on April 26, 2004, 01:50:29 pm
Not really. :nervous:
Title: 2004-04-26 build
Post by: karajorma on April 26, 2004, 03:02:54 pm
Quote
Originally posted by kasperl
As for 2, you type in www.freespace2.com and then you are in cheat mode. use the normal time compression keys for the rest (i think :nervous: )


Quick question. When do you type that in? In the briefing screen? During the mission (cause some of those keys do stuff)?
Title: 2004-04-26 build
Post by: kasperl on April 26, 2004, 03:14:48 pm
during the mission, ignoring the com window popping up, your ship banking all over the place, and stuff like that.
Title: 2004-04-26 build
Post by: Trivial Psychic on April 26, 2004, 06:48:52 pm
YAY!! This build finally solves the CoMT bug I was experiencing.  I've played through several missions without any assiciated crashes.  I've also noticed a general improvement in mission load time.  It also suprised me when simulated speech suddenly worked.

With this build out, can 3.6 be just around the corner? ;7

Later!
Title: 2004-04-26 build
Post by: Goober5000 on April 26, 2004, 06:53:11 pm
1) The CoMT bug isn't fixed.  It's disabled, but it still leaves a significant memory leak.

2) Mission load time improvement was thanks to taylor... he posted a build with this improvement a few days ago. :)

3) Simulated speech worked because I compiled it that way.  Not everyone has the SDK installed.  RandomTiger is the only one I'm sure of.
Title: 2004-04-26 build
Post by: Trivial Psychic on April 26, 2004, 06:56:49 pm
Quote
Originally posted by Goober5000
1) The CoMT bug isn't fixed.  It's disabled, but it still leaves a significant memory leak.


Well, at least we know for sure where the offending code is.

Great work none-the-less.  Now I can get back to actually working on my campaign(s).
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 10:01:36 am
OGL bug with the high poly Fenris (Is this a known issue?)

Certain sections of the high poly Fenris are invisible, mainly the central section.

http://marajin.w-ww.org/transparentfenris1.jpg
http://marajin.w-ww.org/transparentfenris2.jpg
http://marajin.w-ww.org/transparentfenris3.jpg
Title: 2004-04-26 build
Post by: übermetroid on April 27, 2004, 10:11:34 am
Yea!  Its a build for my birthday!  THANKS!
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 10:22:25 am
marajin, are you sure you are using updated texes? i heard the Levy/Fenris is blue in the port, while the other one is red. perhaps it uses. Goob said something about a version 1.2 or something.
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 10:26:00 am
Hmm... I have the latest MediaVP stuff in.. and the high resolution texture VPs? As well as all the FSPort2.3 stuff... And the textures from the only version of the High Res fenris I could find that actually has textures. I should note they work in Direct3D mode
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 10:28:50 am
Also, My system specs:

AMD Athlon64 3400+
1Gig(2x512MB) TwinX Corsair XMS PC3200 DDR RAM
Sapphire Radeon9800XT (256MB)
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 10:31:37 am
Quote
Originally posted by marajin
Also, My system specs:

AMD Athlon64 3400+
1Gig(2x512MB) TwinX Corsair XMS PC3200 DDR RAM
Sapphire Radeon9800XT (256MB)


I.
HATE.
YOU.
:D
[ / jealousy]

So it does the disappearing thingy in OGL but works ok in D3D?
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 10:34:07 am
Quote
Originally posted by kasperl


I.
HATE.
YOU.
:D
[ / jealousy]


Just don't beam cannon me, ok? ;)

Quote
Originally posted by kasperl

So it does the disappearing thingy in OGL but works ok in D3D?


Yes indeed
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 10:35:41 am
http://mgo.maxgaming.net/mantis/main_page.php

please use the above link and report it in Mantis.

Make sure you add specs, the date of this built, OS you are using, command line, and that you are using the port.

does this also happen in normal FS2?
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 10:38:25 am
Quote
Originally posted by kasperl

does this also happen in normal FS2?


I dunno... I accidentally deleted my 1.2 executables.

Besides, won't normal FS2 just go :eek2: with the high poly fenris?
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 10:40:21 am
sorry, i meant the canon campaign, just without the port.

and what about the bog standard Fenris/Levy (using FS2 standard tables, no MediaVP)
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 10:46:41 am
Without Port: Yes

Without MediaVP and normal Fenris: No... However it did just crash when I tried to view the Levy. Claimed to be unable to find the cruiser01b.pof
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 10:49:19 am
sounds like you are using a nice set of mixed up tables.

please remove the contents of your data/table dir, and post all the filenames of the vps in your main dir
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 10:56:05 am
Odd.. I don't know why I have any tables in data/table but I did.

However removing them has no effect on the main bug.

29/11/2003  13:27       103,584,391 fs2_open.vp
04/03/2004  20:45        29,233,116 fsport2_3.vp
17/11/1999  14:21         6,404,494 root_fs2.vp
15/09/1999  04:17       123,125,814 smarty_fs2.vp
15/11/2003  02:46        12,770,289 sparkee_fs2.vp
15/09/1999  04:22       260,563,452 sparky_fs2.vp
24/11/2003  17:59        40,177,130 sparky_hi_fs1.vp
15/09/1999  04:26       265,242,014 sparky_hi_fs2.vp
28/10/2003  19:40        81,246,634 stu_fs1.vp
15/09/1999  04:28       173,166,260 stu_fs2.vp
15/09/1999  04:29       195,887,233 tango1_fs2.vp
15/09/1999  04:30        72,778,161 tango2_fs2.vp
15/09/1999  04:30        50,497,261 tango3_fs2.vp
29/10/2003  00:50       159,327,089 tango_fs1.vp
19/09/2003  22:16        49,155,280 warble_fs1.vp
15/09/1999  04:30       118,858,128 warble_fs2.vp
              16 File(s)  1,742,016,746 bytes
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 11:09:25 am
change the extension, or remove:
fsport2_3.vp
sparkee_fs2.vp
sparki_hi_fs1.vp
stu_fs1.vp
warvle_fs1.vp

alternatively, move these files into a dir called "FSPORT" and use the mod function in the launcher to use them.
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 11:25:21 am
Now it doesn't even list the Fenris in the Tech DB
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 11:30:18 am
dude, major cleanup is in order.

do you have the time too simply backup all your pilots and reinstall FS?
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 11:35:38 am
Don't have the original FS2 CDs... Gave 'em to a friend
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 11:47:43 am
stupid, that.

You don't have the HOTU zip on your HD by any chance?
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 11:50:27 am
No... Only a self installer I made a while ago, hence my giving the CDs away.. But that should be identical to this version, save the FSO executable.
Title: 2004-04-26 build
Post by: kasperl on April 27, 2004, 11:53:14 am
I'm on a machine without FS on it right now, but do a forum search for the root.vp file, Kara posted it a whle ago, it's 6 megs or so, and should contian the tables and stuff.
Title: 2004-04-26 build
Post by: karajorma on April 27, 2004, 01:01:16 pm
http://homepage.ntlworld.com/karajorma/freespace/Downloads/root_fs2.rar
Title: 2004-04-26 build
Post by: JarC on April 27, 2004, 01:36:35 pm
ok, finally had a chance to test this build....tried it with the Out_Of_The_Depth mission, as soon as I enter the asteroid field, kabloey...CTD

question: can this stupid text-to-speech thing be turned off?
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 04:03:35 pm
I have the root unmodified FS2 file.... Why would I need it again?
Title: 2004-04-26 build
Post by: Goober5000 on April 27, 2004, 04:42:03 pm
Quote
Originally posted by JarC
question: can this stupid text-to-speech thing be turned off?
Use the Launcher.
Title: 2004-04-26 build
Post by: JarC on April 27, 2004, 05:06:00 pm
I did, and even though I unchecked the flag, it still shreeks at me...yep, just tried again...the moment I enter the tech room, this idiotic babble starts, ah well, time for xplite again...ah, my bad, forgot the speech tab....(sorry, not used to having this working :o )
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 05:30:52 pm
Soo.. Am I posting my OGL issue with the fenris in Mantis or not?
Title: 2004-04-26 build
Post by: Goober5000 on April 27, 2004, 05:38:35 pm
Post away.
Title: 2004-04-26 build
Post by: marajin on April 27, 2004, 05:45:22 pm
Posted
Title: 2004-04-26 build
Post by: taylor on April 27, 2004, 05:48:33 pm
marajin: There was previously a long standing bug where pure green was made transparent in OGL.  This has been there and caused the black circles in the Prometheus shots and several other places as well.  I fixed this in the icculus.org code a long time ago and it was part of the second set of updates I made Monday so that fix is not in the 04/26 build.   If this is the same problem then it's going to be fixed in any newly released build.

I use the hi-poly fenris as well and I don't see any problems in OGL so this is the problem or there is something wierd on your end.  Get me a link to the same fenris model that you are using just in case we're using to different things.  icculus.org is down at the moment for some reason so you'll have to PM me rather than e-mail.
Title: 2004-04-26 build
Post by: mrduckman on April 27, 2004, 11:11:04 pm
Bug 157 seems to be fixed on this release.

cmdline is:
C:\Games\FS2_Open\20040426_fs2_open_r.exe -spec -glow -pcx32 -jpgtga -fps -stats -dnoshowvid  -allslev
Title: 2004-04-26 build
Post by: mrduckman on April 28, 2004, 01:54:51 am
Damn. I checked on a vasudan fighter. It isn't fixed yet. Sorry
Title: 2004-04-26 build
Post by: taylor on April 28, 2004, 08:02:10 am
marajin: Your fenris model is different than the one I'm using, yours being older by the date and file size.  I did try it though, removing my current one, and didn't have a problem.  I looked at the textures and none of them should have hit on that OGL transparent bug.  I'm not sure what's going on here but leave that mantis bug open and we'll revisit it if someone else has the problem or it still isn't fixed for you in a near future build.  I'm going to lean towards some 16-bit vs. 32-bit texture thing but that should be fixed as well in the next build that someone makes.
Title: 2004-04-26 build
Post by: marajin on April 28, 2004, 08:08:13 am
Ok, thanks... I just realised I forgot to post my commandline in the mantis report... I'll do that in a moment
Title: 2004-04-26 build
Post by: mrfun on April 28, 2004, 08:58:07 pm
Excellent performance with this build so far.  Still some stuttering when briefing animations are loading through their first loop.

Nebula is still a bit bright (though far better than before), I have trouble seeing my hud.  None of the colors contrast enough with the nebula.  

And did you change anything with missiles? It seems that all the missiles the ai shoots at me are hitting, I can't dodge them anymore.   Although since I can barely see where I'm going in the nebula that may explain it.
Title: 2004-04-26 build
Post by: marajin on April 29, 2004, 07:40:49 am
I did notice the AI seems to be doing a much better job of dishing out pain even when you tone down the difficulty setting. I figured it was just me getting outta touch.
Title: 2004-04-26 build
Post by: kasperl on April 29, 2004, 08:24:54 am
about the AI, as far as i can see with my limited intellegence and more limited code knowledge, some of the AI code was changed on 26-04-2004 (ddmmyyyy), but most of the code hasn't been changed since  05-03-04 (ddmmyyyy) or earlier. The stuff that has been changed are files mentioned having something to do with the y bug, and that kind of stuff......
Title: 2004-04-26 build
Post by: marajin on April 29, 2004, 08:27:01 am
You're too hard on yourself,  Let the other community members insult your intelligence. ;)
Title: 2004-04-26 build
Post by: Goober5000 on April 29, 2004, 09:14:56 am
I'm trying to figure out what happened to the AI too.  I can't think of any place where it might have been changed.
Title: 2004-04-26 build
Post by: marajin on April 29, 2004, 09:17:32 am
Have you noticed any tendancy for your own aspect seekers to ...well not work as well? For example my hornets never seem to hit anything anymore
Title: 2004-04-26 build
Post by: Goober5000 on April 29, 2004, 09:31:40 am
I don't think Hornets ever hit anything.
Title: 2004-04-26 build
Post by: marajin on April 29, 2004, 09:32:30 am
I'm sure they used to..
Title: 2004-04-26 build
Post by: ChronoReverse on April 29, 2004, 11:45:51 am
Only on easy or something.
Title: 2004-04-26 build
Post by: marajin on April 29, 2004, 11:50:22 am
They don't hit on anything now..
Title: 2004-04-26 build
Post by: ShadowDrakken on April 29, 2004, 12:51:26 pm
I dunno, I'm in the mission where the Aquitain is stranded in the nebula, and I keep watching Shivans fly right into the Aquitain as if they didn't realize it was there (kind of floating into it while doing other stuff, not like kamikaze)

Is this an AI problem maybe?  The mission is still pretty painful, I do good until until the last 1 minute when the bombers come out with fighter supression missiles, at which point I last about 10 seconds from untouched (ouch)

I've also noticed that my tornados aren't hitting half the time anymore since moving from the 4/05 build up to the 4/26 build
Title: 2004-04-26 build
Post by: mrfun on April 29, 2004, 01:57:45 pm
Just a thought, not being a coder myself, but could there be an indirect change to AI, or missile turning behavior?  I remember, it may have been the original descent or wing commander or something, if you ran it on a slightly faster computer than it was designed for the ai went nuts and slaughtered you.  I think I'll start through from the beginnign of the campaign and see if anything else is funky or if I'm imagining it.
Title: 2004-04-26 build
Post by: TopAce on April 30, 2004, 08:24:13 am
Quote
Originally posted by kasperl
... some of the AI code was changed on 26-04-2004 (ddmmyyyy), but most of the code hasn't been changed since  05-03-04 (ddmmyyyy) or earlier....


And you directly refused me to make any modifications in the AI code.

Quote
Originally posted by Goober5000
I don't think Hornets ever hit anything.


Those who are used to UberModernWeaponry say this.
Title: 2004-04-26 build
Post by: Goober5000 on April 30, 2004, 09:03:10 am
The code shouldn't have been changed.  Kasperl, what did you see?
Title: 2004-04-26 build
Post by: kasperl on May 01, 2004, 07:38:28 am
i only checked the timestamps on the files in the dir with the AI files in it. forgot the name, it was something with ship IIRC.

and TA, err, where?  I can't even write C, and i can barely read enough of it to extract a few things from the code, i have nothing to do with the actual coding, and i don't even have CVS write acces.
Title: 2004-04-26 build
Post by: Lightspeed on May 01, 2004, 07:42:03 am
Quote
Originally posted by Goober5000
I don't think Hornets ever hit anything.


Hornets owned in FS1, but with FS2's missile seeking system they're more than useless.
Title: 2004-04-26 build
Post by: kasperl on May 01, 2004, 08:05:00 am
i noticed the AI might have gotten better on LAN play, now that i re-read this. I was fighting Uly vs Uly, and I launched like 3 Harpoosn, not even hitting, untill the idiot AI turned to face me and i fired right into his face at 100 meters.  But the locking on took ages, and either i just can't use a MS Sidewinder Force, or they really did get better.
Title: 2004-04-26 build
Post by: TopAce on May 01, 2004, 11:00:49 am
Quote
Originally posted by kasperl
...
and TA, err, where?  I can't even write C, and i can barely read enough of it to extract a few things from the code, i have nothing to do with the actual coding, and i don't even have CVS write acces.


It wasn't directed at you only, it is valid for everyone who had SCP avatar that time.
I will do a search to find that thread.
Title: 2004-04-26 build
Post by: kasperl on May 01, 2004, 11:27:17 am
is it just me or do Dogfight Tornadoes hit all the time you fire them at AI/9 year old little brother?

EDIT: It was a TvT so it weren't even Dogfight weapons.
Title: 2004-04-26 build
Post by: TopAce on May 01, 2004, 11:38:05 am
Found it:
You not refused to help on it, you simply refused to post.

http://www.hard-light.net/forums/index.php/topic,17069.0.html
Title: 2004-04-26 build
Post by: kasperl on May 01, 2004, 11:43:19 am
that was what, half a year ago?

btw, IIRC that was already inside the code-freeze, that, and the AI is hard to improve.

Once again, if you really want that feature, start paying the coders or grab a C book.
Title: 2004-04-26 build
Post by: TopAce on May 01, 2004, 11:51:43 am
You have just refused making improvements on the Ai. So what I wrote a few posts ago became true. :)
Title: 2004-04-26 build
Post by: Goober5000 on May 01, 2004, 12:34:08 pm
There are two things about the AI: It's hard to code stuff with it without 1) messing everything up, and 2) breaking reverse compatibility.  Many have tried it and have royally screwed things up.  This is why we discourage it.

We'll have to figure out what was changed and go fix it.
Title: 2004-04-26 build
Post by: übermetroid on May 04, 2004, 12:58:35 pm
hum...  FYI, pressing the Y button still crashes the game to desktop.
Title: 2004-04-26 build
Post by: mrfun on May 06, 2004, 02:25:45 pm
Still playing with this build looking for stuff.  I noticed in 2 missions that Alpha2's voice dialogue is missing (the female wingman) in the first mission at the portal against the shivans she misses a couple lines  and later in "straight, no chaser" (when the psamptik is pwned by Sath2) a lot of that wingies dialogue is missing.  I cant get access to mantis, they wont send me a confirmation email, so I can't post anything there atm.
 
Also I still get mega-brights in the nebula.  PLS PLS PLS fix this! I think you may have tried, and it improved a little, but it still makes the nebula missions almost unplayable.  Looking at the sun in any mission also does a full white-out, extremely annoying.  You'd think they'd have adaptive glass or something that could deal with that sort of thing.

Otherwise fantastic work all around.
Title: 2004-04-26 build
Post by: Goober5000 on May 06, 2004, 04:59:26 pm
Quote
Originally posted by mrfun
I cant get access to mantis, they wont send me a confirmation email
Are you using Hotmail?  If so, try using a different email.
Title: 2004-04-26 build
Post by: J3Vr6 on May 17, 2004, 12:57:44 pm
I just tried this yesterday and I didn't get the intro movie.  It didn't work on Kazan's build either.  I have the zpack vp file installed, I'm wondering if it has to do with that or not.

I even tried going into the techroom and playing the intro movie there and it said the movie wasn't found...
Title: 2004-04-26 build
Post by: karajorma on May 17, 2004, 01:02:41 pm
I haven't seen the intro movie in any build since January (Except for the one RT and Taylor were working on). Any idea when we get working movie code again?
Title: 2004-04-26 build
Post by: übermetroid on May 17, 2004, 05:59:43 pm
I see the intro every time I start up the game.  With the new build and everything.
Title: 2004-04-26 build
Post by: J3Vr6 on May 18, 2004, 08:32:49 am
So what's going on, then?  is it the media vp?
Title: 2004-04-26 build
Post by: karajorma on May 18, 2004, 01:17:35 pm
The movies aren't in the media.vp files although maybe we should consider making one for them. It would be pretty big though.
Title: 2004-04-26 build
Post by: jdjtcagle on May 18, 2004, 01:18:24 pm
Yeess!!! :D and hey I'll even make it
Title: 2004-04-26 build
Post by: J3Vr6 on May 18, 2004, 01:18:59 pm
I didn't mean the actual movies, silly billy.  I have those already.  I meant the revised campaign file or something that tells FS2 to play the movies.
Title: 2004-04-26 build
Post by: karajorma on May 18, 2004, 01:58:05 pm
Quote
Originally posted by J3Vr6
I didn't mean the actual movies, silly billy.  I have those already.  I meant the revised campaign file or something that tells FS2 to play the movies.


Apparently they're obsolete now. Taylor fixed it so that FS2_open ignored any .mve extension and instead looks for a file with the same name.
Title: 2004-04-26 build
Post by: J3Vr6 on May 18, 2004, 02:13:43 pm
So are we supposed to put the movies somewhere else then, other than the main directory?  Should I put them into the same folder I put my mediavp?
Title: 2004-04-26 build
Post by: taylor on May 18, 2004, 03:33:07 pm
Quote
Originally posted by J3Vr6
So are we supposed to put the movies somewhere else then, other than the main directory?  Should I put them into the same folder I put my mediavp?

They can go in the base folder (same as the executable) or under /data somewhere (ie. /data/movies).  It will look for avi and then mpg movies.  If it doesn't load one you can just try copying any mpg or avi file to intro.mpg (or .avi) and see if it loads.  Also, I'm sure you already know this but movies don't play when running the game in a window (just making sure).  Also try OGL and D3D if you don't mind just in case there is some strange problem there.
Title: 2004-04-26 build
Post by: übermetroid on May 18, 2004, 03:44:19 pm
Yea, the movies play just fine for me.  Intro and the mission ones.  I just watched the colls. one.
Title: 2004-04-26 build
Post by: J3Vr6 on May 18, 2004, 03:44:35 pm
I put this under the Kazan build but it applies here too:

"Oh, forgot to mention that I tried playing with OpenGL but the mainhall was really dark. When I tried to play a mission, it would begin to load but when it got to the last little light in the loading screen it would just completely freeze."

It wouldn't even let me control-alt-delete.



EDIT:  Forgot to mention that any other build (ie. the one from january) would let me play the movies.  I don't know why they're not playing anymore :(  I had them all in the main freespace directory.
Title: 2004-04-26 build
Post by: übermetroid on May 19, 2004, 09:47:41 am
Do you have a FS_open mod dir?  I ask because I made one and when I tested it out the movies did not play any more.  Maybe that is it.
Title: 2004-04-26 build
Post by: J3Vr6 on May 19, 2004, 10:20:55 am
Ubermetroid:  I did two things yesterday:  I downloaded the latest mvcore pack and also copied all the movies to my mediavp mod folder.  I don't know if it was the updated vp file or putting them into the folder, but they're working again.

OpenGL still won't work for me, though.  The mainhall and game load fine, although really really dark.  When I go into a mission, it freezes at the last loading bar.  System specs:

Geforce 2 MMx 32 megs (As far as I know, this should still be able to run OpenGL, here (http://dmzweb3.europe.creative.com/usenglish/graphics/US_3DB_Annihilator2MX_TS.htm) are its specs)
AMD 2400, clocked at 2000 ghz
512 megs of memory
Windows 98SE
DirectX 9.something
Title: 2004-04-26 build
Post by: taylor on May 19, 2004, 10:24:23 am
Quote
Originally posted by ubermetroid
Do you have a FS_open mod dir?  I ask because I made one and when I tested it out the movies did not play any more.  Maybe that is it.

Dude, you're a genius. :)  That's the problem indeed.  The files aren't getting added to the CFILE cache properly and if they are outside of the physical search pattern then it can't find them.  If you are using "-mod" then putting the movies in the moddir root should make them work.

It took longer to pick my nose than to fix this problem but it's definitely something that slipped through.  I've got a new build coming out today to test the new Linux/Win32 stuff before code merge and it will have this fix.  Beyond that, just move the movies to the moddir root for now.
Title: 2004-04-26 build
Post by: J3Vr6 on May 19, 2004, 10:35:53 am
What about the OpenGL issue? :(
Title: 2004-04-26 build
Post by: übermetroid on May 19, 2004, 12:02:12 pm
J3Vr6 - Why not use D3D?

taylor - Sweet!  I did something good!
Title: 2004-04-26 build
Post by: karajorma on May 19, 2004, 12:49:30 pm
Quote
Originally posted by taylor
Dude, you're a genius. :)  That's the problem indeed.  The files aren't getting added to the CFILE cache properly and if they are outside of the physical search pattern then it can't find them.  If you are using "-mod" then putting the movies in the moddir root should make them work.


You know. I really should have thought of that one myself :D
Title: 2004-04-26 build
Post by: J3Vr6 on May 19, 2004, 01:22:46 pm
Quote
Originally posted by ubermetroid
J3Vr6 - Why not use D3D?



I have been using D3D.  But I have a Geforce card and wanna see the game in OpenGL.
Title: 2004-04-26 build
Post by: übermetroid on May 19, 2004, 01:31:57 pm
??  I would think it would look the same, right?
Title: 2004-04-26 build
Post by: marajin on May 19, 2004, 01:45:34 pm
OpenGL can look better in some cases, it's hard to explain, but it can do. Also I think there can be a marginal performance boost on some cards...
Title: 2004-04-26 build
Post by: ShadowDrakken on May 19, 2004, 06:01:42 pm
I run the game sometimes in D3D and other times in OGL with my GF4... both have their own quirky problems and both sets of problems are different... the main problem is that neither nVidia nor ATI correctly follow D3D or OGL, they both add their own flavor of shortcuts, which makes it tough on programmers
Title: 2004-04-26 build
Post by: J3Vr6 on May 20, 2004, 08:46:00 am
in D3D, I just got into the mission in the nebula in the campaign..

Man that's bright!!!
Title: 2004-04-26 build
Post by: CP5670 on May 20, 2004, 02:46:04 pm
Use the -2d_poof command to correct that.
Title: 2004-04-26 build
Post by: J3Vr6 on May 20, 2004, 02:52:47 pm
that's a flag?  I didn't know that one.  Can I hug you?

btw, before we get all emotional, what does that do?
Title: 2004-04-26 build
Post by: DaBrain on May 20, 2004, 02:55:25 pm
Just a guess: It will reduce your performance ;)
Title: 2004-04-26 build
Post by: CP5670 on May 20, 2004, 03:00:24 pm
it does? I didn't notice any reduction in fps, but it does fix the overbright nebulas at any rate.
Title: 2004-04-26 build
Post by: DaBrain on May 20, 2004, 03:09:56 pm
To be honest, I don't have any clue.

But I believe, that the poofs are handled as 2d graphics.

So they are not hardware accelerated anymore...

So it's slower... (?)
Title: 2004-04-26 build
Post by: Flaser on May 20, 2004, 03:27:42 pm
...but it's in software mode so no videocard will mess it up?

My 2 cents.
Title: 2004-04-26 build
Post by: J3Vr6 on May 21, 2004, 08:54:38 am
Well I tried that -2d_poof and guess what?  The nebulas still came out bright as hell.  And I'm playing the campaign right now where all u do is fight in nebulas, ugh.

Also, thrusts and stuff seem to show up before the model sometimes.  I know this has probably been said before.  And turrets sometimes become see thru.  Wierd...