Author Topic: Wanderer 080727 or r4722 build  (Read 19590 times)

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Offline Wanderer

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Wanderer 080727 or r4722 build
So here is new build from my branch. It has been merged with the trunk and should contain all the fixes and features from the trunk (like normal mapping) as well as a fix for the temporarily broken radar images for the 3D radar (2D has worked all the time). Both release and debug builds are included.

fs2_open_3_6_9_W4722.zip


For list of features as well as information on how to use them, see http://www.hard-light.net/forums/index.php/topic,54465.0.html

Also read this post as why something like this should be tested... http://www.hard-light.net/forums/index.php/topic,54465.msg1112895.html#msg1112895


EDIT: Fixed a bug (caused by code which was duplicated during merging of branches)... Now salvo turrets should work again.
« Last Edit: July 27, 2008, 11:12:13 am by Wanderer »
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Offline DaBrain

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Re: Wanderer 080725 or r4719 build
Nice, I'll test some stuff. :)

Looks like this is the build with the most features included atm.
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Offline Shade

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Re: Wanderer 080727 or r4722 build
3D radar images seem to be working fine now.
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Offline Topgun

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Re: Wanderer 080727 or r4722 build
ok, I will try this one out.
I have been making custom radar images for each ship. will post soon.

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
umm, I can't get the radar bitmaps to work on this one.
do they need to be .dds? does the game scale them or do they display at the resolution of the bitmap?
if they do then there might be a problem. all dds's need to be power of 2, so how can you get the scaling right?
anyway, like I said, I can't get them to work on this build.

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
ok, now I can get 3d radar to work but not 2d. debug build crashes on 2d saying something about variable "tmp".
here are the tbm and tga I have been using.

[attachment deleted by admin]

 
Re: Wanderer 080727 or r4722 build
where do these flags get put in? like... in which table or on the turret data on the model itself?

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
the ship table or object_types depending on which flag. goto the other thread and it should tell you.

 
Re: Wanderer 080727 or r4722 build
it doesn't specify =/ good descriptions on what they do but not where to put them really... i'm mostly interested in the turret stuffs more than the other features.

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
what kinda turret features? the ai bomber thing? that goes in object_types.tbl. the other stuff are subsystem flags in ships.tbl.

 
Re: Wanderer 080727 or r4722 build
the "fire on target" and "reset when idle"... the rest are pretty self explanatory

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
those go in ships.tbl. goto the ship you want to change and then the turret and put the flag in the"()".

 

Offline Wanderer

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Re: Wanderer 080727 or r4722 build
Did it provide anything else about the tmp variable? Something? Anything?


Turret stuff goes to the individual turret entries.

That is something like so
Code: [Select]
#Ship Classes

$Name:                  GTFR Triton
   +nocreate
$Subsystem:             turret01,1,1.0
   $Default PBanks:        ( "" )
   $Default SBanks:        ( "Tornado" )
   $Maximum Barrel Elevation:       45
   $Turret Base FOV:                300
   $Flags:                 ( "salvo mode" "fire on target" "reset when idle" )
$Subsystem:                     turret02,1,1.0
   $Default PBanks:        ( "AAAf" )
   $Default SBanks:        ( "Harpoon" )
   $Flags:                 ( "fixed firingpoints" "use multiple guns" "fire on target" "reset when idle" )

$Name:                  GTC Leviathan
   +nocreate
$Subsystem:             turret09a-01-main, 3, 9.0
   $Default SBanks:        (  "Cyclops" )
   $Flags:                 (  "reset when idle" )
   $animation:    triggered
   $type:         initial
   +relative_angle:        90,180,0

#End

Was for what fire on target does. It allows turret to fire only if the targetpoint it has is reasonably close to the point where the barrels are pointing at. Reset when idle returns turret to their initial position should the turret find itself without targets. So if you defined turrets to start at pointing towards front of the ship barrels levelled then if the turret shoots all the targets or they move beyond its FOV it will reset to that very same position after few seconds delay.
« Last Edit: August 19, 2008, 01:30:59 pm by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: Wanderer 080727 or r4722 build
no wonder i was getting thrown... my turret entries dont have any flags =p

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
"Run-time check failure #2 - stack around the variable "tmp" was corrupted".
and I also got a strange bug that made the intro go at a extremely low frame rate. can't reproduce it tho, it might have been my fault. I might have pressed "run" too many times.

 

Offline Wanderer

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Re: Wanderer 080727 or r4722 build
hmm.. might be the tga files... you could try converting the tga files to dds or to 8 bit PCX format (make it greyscaled but save it as a normal)

Just a wild guess after reading this from the code
Quote
    // should never try to make an aabitmap out of a targa
    Assert(!(flags & BMP_AABITMAP));
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
pcx doesn't seem to work. will keep testing.

 

Offline Wanderer

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Re: Wanderer 080727 or r4722 build
Well.. worked for me.. though the images appeared awfully dim.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: Wanderer 080727 or r4722 build
i r confused about something... the base FOV thing... I'm assuming that the FOV is relative.... so if thats the case, 0 degrees is dead ahead, with 180 being directly aft... so if i want to keep the turret from spinning around to shoots backwards, do i specify a max fov of like say 160? if i do would that also keep the turret from spinning past *200? or do i need to do that the other way around?

Edit:

the reason im confused about this is I used to be a weapon tech in the Navy... we call this a firing cut out. and we usually set 2 stop points out of a 360 degree circle to keep a gun from pointing at the ship =p
« Last Edit: August 19, 2008, 02:06:05 pm by Vertigo 7 »

 

Offline Topgun

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Re: Wanderer 080727 or r4722 build
ok, dds works but pcx looks funky. I thought maybe it was because of the "black->alpha" thing so I tested it with a white image, got the same result both times.

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