Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on August 12, 2002, 11:17:47 pm

Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 12, 2002, 11:17:47 pm
First off, report bugs in bugzilla:
http://fs2source.warpcore.org/bugzilla/ (http://fs2source.warpcore.org/bugzilla/)

Not in this forum or this thread, I will ignore those posted in the forum ;) You will have to sign up to use bugzilla, get over it ;)

Second:
The exe can be downloaded at http://fs2source.warpcore.org/fs2_open.exe (http://fs2source.warpcore.org/fs2_open.exe)

EDIT: These links are all dead. :(  A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_2.zip

You should place this exe in your FS2 install directory. A readme is forthcoming, but you can get a sense for the changes at:
http://fs2source.warpcore.org/cgi-bin/cvsweb/cvsweb.cgi/fs2_open/code/Attic/ChangeLog?rev=1.1&content-type=text/x-cvsweb-markup (http://fs2source.warpcore.org/cgi-bin/cvsweb/cvsweb.cgi/fs2_open/code/Attic/ChangeLog?rev=1.1&content-type=text/x-cvsweb-markup)

Ok, have at it!

-edit-
actually, anything completely showstopper, email directly to me.
Title: Released EXE fs2_open 3.2
Post by: BlackDove on August 12, 2002, 11:33:32 pm
Nice beams :nod:

(http://icestar.hypermart.net/blackdove/Beams.jpg)

*this review brought to you by the stupid grunt that can't spell the word "programming" ;)*
Title: Released EXE fs2_open 3.2
Post by: LAM3O on August 13, 2002, 12:05:17 am
I better replace my broken joystick.
Title: Released EXE fs2_open 3.2
Post by: Sesquipedalian on August 13, 2002, 12:30:02 am
w00t!

*runs off in a wild ebullience of downloading delight*
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 13, 2002, 02:34:01 am
beam texture tileing is fun isn't it
remember there are also fighter beams and SSM tag missles too
(you did get all of that didn't you)
and the glow point code is in there too, but you probly won't see any effect unless you have the three altered POFs I made or alter them you're self
Title: Released EXE fs2_open 3.2
Post by: vyper on August 13, 2002, 04:02:12 am
w0000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000 000000000000000000000000000000000000000t!

Sorry., had to get that out my system. :D

Don't you just love it when a Plan™ comes together? ;)
Title: Released EXE fs2_open 3.2
Post by: penguin on August 13, 2002, 08:07:28 am
Glad everyone seems to be enjoying this :nod:

And just remember:  this is only the beginning ;7
Title: Released EXE fs2_open 3.2
Post by: penguin on August 13, 2002, 08:07:29 am
Ack! double-post!
Title: Released EXE fs2_open 3.2
Post by: Thor on August 13, 2002, 09:25:39 am
Being an idiot in the ways of the source code, how do i use the .exe?

Edit:  And Bob, how about rereleasing those models for those of us who missed them?
Title: Released EXE fs2_open 3.2
Post by: BlackDove on August 13, 2002, 09:34:49 am
put it into your /games/freespace2 folder and run it from there =)
Title: Released EXE fs2_open 3.2
Post by: vadar_1 on August 13, 2002, 12:01:24 pm
Well it sure does crash alot, anytime it encoutered a graphical change in the interface, it crashed. I disabled some of my techroom interfaces... loading up a mission with a new background... it crashed... so i loaded a dry mission... called in a support ship... it crashed.

:no:
Title: Released EXE fs2_open 3.2
Post by: vyper on August 13, 2002, 12:33:10 pm
Eep! Funny I've had no problems and I've got more mods installed than you can shake a beam at.  This includes many added backgrounds n'stuff
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 13, 2002, 02:01:47 pm
vadar:

go to bugzilla and enter as much information as possible on that, should be plenty of fields to enter info about your setup. that way we can try to replicate it, and work with you to hunt it down and kill it :)

this is release 1 of many, and there will be bugs.

You guys are collectively the QA department :)
Title: Released EXE fs2_open 3.2
Post by: Dranon on August 13, 2002, 04:46:25 pm
Quote
Originally posted by Inquisitor
You guys are collectively the QA department :)


Scary :)

I'll give it a look see in a bit.  Have to reinstall FS2....

Edit:

Should someone put together a simple mission for each release, showing some of the changes?  I would volunteer if you like.

I will be concentrating my source code work mainly on the AI, as i have many changes in mind for it.

Also, we should have someone testing each release with the various mods out, making sure nothing goes wrong with them.
Title: Released EXE fs2_open 3.2
Post by: Solatar on August 13, 2002, 05:00:18 pm
Quote
Originally posted by BD
Nice beams :nod:

(http://icestar.hypermart.net/blackdove/Beams.jpg)

*this review brought to you by the stupid grunt that can't spell the word "programming" ;)*


No offense, but the beams in that pic look 2d. Kind of flat. But heck, its a first release.


EDIT:I kind of like the beams from the original fs2. But better graphics in other forms would be great. After all, this engine is 3 years old. We need to do some work on it. I'll help in any way possible, except coding. I regret that I don't know c++.
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 13, 2002, 05:28:00 pm
Drannon: Yes :)
Title: Released EXE fs2_open 3.2
Post by: DTP_1 on August 13, 2002, 06:24:15 pm
maybe including a readme.txt/html, where the people responsible for changes explains what exactly is required to make use of theire changes / modifications. and what is a nono and a plz do.
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 13, 2002, 07:38:07 pm
DUH

I forgot to arrange for the fred2 release.

It has alot of the stuff you need to make some of these things work...

Kazan's pof tools have (I believe) been modified to let you do things light running lights.

A readme is in order, absolutely :)
Title: Released EXE fs2_open 3.2
Post by: Solatar on August 13, 2002, 07:52:31 pm
I don't want to sound like an idiot, but pof tools? I heard about the possibility of a .pof constructer suite. Like a 3d modeling program, but nothing else. Will someone enlightne me?
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 13, 2002, 08:08:54 pm
no his new PCS crashes if it tries to load a model that it has added glow points to glow points
at the moment you can only make new models with glow points throught a lengthy procese of makeing thrusters renaming the chunk with a hex editor bla bla blah
and when the new POF editor comes out you'll probly have to redo everything

as for the beams
I am makeing improvements, it will soon be very flexable, to the point that you will be able to totaly disable the effect if you so desier (it will be disabled by default)
Title: Released EXE fs2_open 3.2
Post by: phreak on August 13, 2002, 09:00:48 pm
i dont know if my repair support ship got in there.  if not, i can cvs that up once i get back.

thank god for free aol to be cancelled once i return!
Title: Released EXE fs2_open 3.2
Post by: penguin on August 13, 2002, 09:12:21 pm
I'll put together a zipfile (dunno why I didn't do this when I put the exe up there in the first place, I think by brain was fried)  Sorry to force everyone to download an uncompressed EXE ;)

I will put in the zipfile:I should get it up there tonight, I'll post the URL here and on the warpcore page when done.
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 13, 2002, 09:31:24 pm
have a look at the changelog phreak, pretty sure that;s in there :)
Title: Released EXE fs2_open 3.2
Post by: LtNarol on August 13, 2002, 09:50:45 pm
Personally, I also would like to see the beams restored to what they were, or atleast have that be an option in tables somewhere, to disable the beam texture tiling and stretch it out...these look too pulsey and not beamy enough; if ya catch me drift ;)
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 13, 2002, 10:05:41 pm
Yeah, if you have been following the dev conversations, that is the goal.

This is the first release of many.

Don't beg for a precompiled exe and then tell me we should have waited 6 weeks for more features ;)

Sarcasm aside, this is NOT the end product, as penguin pointed out, there may NEVER be an end.

Now, the BEST way to deal with this, is to submit it as a bug in bugzilla ;)
Title: Released EXE fs2_open 3.2
Post by: penguin on August 13, 2002, 10:17:16 pm
Zipfile is up there, w/ a README that I slapped together and the CVS ChangeLog.  It's about 1M.

http://fs2source.warpcore.org/releases/fs2_open-3.2.zip

The exe is still the same, so if you've already downloaded it, you don't need to get the zipfile, unless you can't get enough of my prose :rolleyes: ;)
Title: Released EXE fs2_open 3.2
Post by: WMCoolmon on August 13, 2002, 10:58:40 pm
Here's a list of changes that will likely impact the modder/player of FS2 (Coders have to look through the changelog, like me :p)
Bold text denotes a keyword that can be searched for to get more info on that change.

Added features, but have to be manually added w/o Fred2 binary:
-Toggleable ship trails
-Option to make it so the support ship repairs hull damage
To enable ship trails in a mission:
1) Open the mission file in a text editor
2) Add 32 to "+Flags:"

To have the support ship repair ships' hull:
1) Open the mission file in a text editor
2) Add 64 to "+Flags:"

Other added features:
-Basic support for ship glows
-Fighter beams
-Initial Beam tiling code added
-Geforce 4 fix (toggleable via the command line option -GF4FIX)
-Basic Linux support added
-CD checking disabled
-Wireframe target display added; toggleable with a mapped key
-Maximum subsystems upped from 128 to 200, maximum ship types to 198
-Maximum ships/ship limit bumped up to 400, maximum ship subojects to 2100
-Maximum shield icons is now 80

Bug fixes:
-Multiplayer success/failure music fixed
-Fixed secondary banks' inheriting of the reload time when a weapon runs out of ammo
-AI code revised for better primary weapon selection
-Subspace Missile code updated to work with Tag C

Command line options:
"-GF4FIX" Fixes a bug with Geforce 4 cards
"-almission (mission)" Autoloads a multiplayer mission, where (mission) is the mission filename without the filename extension
"-startgame" Goes to multiplayer mission select screen on startup

EDIT:I copied/pasted for the above Fred2 options, add 64 for support ship repairing a ship's hull; change underlined above :o
Title: Released EXE fs2_open 3.2
Post by: LtNarol on August 13, 2002, 11:46:00 pm
Quote
Originally posted by Inquisitor
Yeah, if you have been following the dev conversations, that is the goal.

This is the first release of many.

Don't beg for a precompiled exe and then tell me we should have waited 6 weeks for more features ;)

Sarcasm aside, this is NOT the end product, as penguin pointed out, there may NEVER be an end.

Now, the BEST way to deal with this, is to submit it as a bug in bugzilla ;)
Sorry your Highness, apparently the fact that I have a life (not to mention school) that doesn't revolve around the SCP has unfortunately resulted in my missing certain oh-so-important details. :rolleyes:
Title: Released EXE fs2_open 3.2
Post by: Dranon on August 14, 2002, 01:42:22 am
Quote
Originally posted by Inquisitor
Drannon: Yes :)


Hehe, ok i will put together a demo mission tmw.  However i do need to know how to use the fighter beams.  Someone have a table file set up with them or what?
Title: Released EXE fs2_open 3.2
Post by: vyper on August 14, 2002, 06:58:24 am
So whats happening with the fred2 release? :)
Title: Released EXE fs2_open 3.2
Post by: Ashrak on August 14, 2002, 10:38:01 am
why didnt u stick all the stuff in it from other ppl the enhanced explodions fighterbeams ETC ETC????
Title: Released EXE fs2_open 3.2
Post by: Dranon on August 14, 2002, 10:51:27 am
eh... FIghterbeams are enabled, they are just not set up in the Table files.
Title: Released EXE fs2_open 3.2
Post by: IceFire on August 14, 2002, 12:34:11 pm
Quote
Originally posted by Ashrak
why didnt u stick all the stuff in it from other ppl the enhanced explodions fighterbeams ETC ETC????

This isn't an end user product really...this is for MOD teams to utilize and present in a format that the average player can then access.  

Some upgrades like the GeForce 4 fix are definately beneficial to anyone with a GeForce 4...so thats not really mod exclusive and im sure when enhanced graphics come about, that will be part of it too.  Right now, its about making the tools and opening the doors for others to walk through.

Kudos to the Source Team!  We'll have you a proper website and some even more serious community support and publicity soon enough :D
Title: Released EXE fs2_open 3.2
Post by: penguin on August 14, 2002, 01:57:45 pm
Quote
Originally posted by Ashrak
why didnt u stick all the stuff in it from other ppl the enhanced explodions fighterbeams ETC ETC????
If you mean the Komet mods, (http://www.hard-light.net/forums/index.php/topic,8268.0.html) we can't use them because Komet never released them to us :(
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 14, 2002, 02:54:47 pm
Which doesn't mean I won't keep trying to get them :)
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 14, 2002, 10:21:25 pm
fighter beams..
make a beam weapon, type 3 (or whatever the targeting laser is)

if you want it to be a SSM targeting laser give it a tag type 3 and tag time will be the lock time
and remember to give it a SSM index
I beter give an example of the SSM stuff

tack this on to the end of the targeting laser to make it run like it used to or any other weapon to make it spawn an SSM

$Tag:         3 2.0
$SSM:         0


make damn sure you have a working SSM.tbl

Code: [Select]

$SSM:
+Weapon: Cyclops
+Count:         5                                            
+WarpRadius:            200
      +WarpTime:              5
+Radius:               1200
+Offset: 5
$SSM:
+Weapon: Harpoon
+Count:         10                                            
+WarpRadius:            200
      +WarpTime:              5
+Radius:               1200
+Offset: 5

#end


this is the SSM table I have right now
note I have two SSM entrees, this is what the
$SSM:         0
is for, this line here says this weapon will use the 0th (first) entry in the SSM table
if you wanted to use the harpoon one you'd put
$SSM:         1
you can have quite a few SSM types, but I can't remember what the actual number is
Title: Released EXE fs2_open 3.2
Post by: Dranon on August 14, 2002, 11:23:02 pm
Thanks Bobboau.

I'll have the demo mission up tmw.  Although i need somewhere to put it as i do not have a site currently.

The demo will demonstrate Fighter beams, SSM, ship trails, and support repair.  Don't expect it to be complicated ;)
Title: Released EXE fs2_open 3.2
Post by: Ashrak on August 15, 2002, 06:53:48 am
erm babau not everyone is a genius type that out to a really stupid person like me how do i get all beams working on a fighter?
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on August 15, 2002, 07:48:01 am
I assume the beam weapon isnt meant to look like that?
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 15, 2002, 07:52:20 am
Drannon: email it to me, I'll get it on the site.
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 15, 2002, 10:20:39 am
what is there that you don't understand,
make a targeting laser type beam in you're table and put it on a fighter,
make a mission, treat it like you would any other normal primary weapon
Title: Released EXE fs2_open 3.2
Post by: Pera on August 15, 2002, 01:15:11 pm
Should the beam texture tiling work normally? At least they don't work with my modded beams. Do they have to be enabled somehow?
Title: Released EXE fs2_open 3.2
Post by: Sesquipedalian on August 15, 2002, 02:28:02 pm
I think they need an extra flag or something added into the table entry.  Look it up in the thread dedicated to this topic.
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 15, 2002, 08:33:44 pm
I think the version of the code they put in there tiled it by a hard coded value (it's relitive to the beam with)

try adding
+Tile Factor:   5
right after +Zadd: and see if it implodes or not
Title: Released EXE fs2_open 3.2
Post by: Dranon on August 16, 2002, 12:09:47 am
I'm having problems getting the Fighter beams to work.  I copied the targeting laser code, and added damage to it, and changed the name, but touched nothing else, but Fs2 won't let me use it in the game.  Fred2 let's me choose it as a weapon, but once in the mission, the weapon is unavailable.

Any suggestions?
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 16, 2002, 01:31:53 am
did you add it to the alowed weapons for the ship your flying,
try useing the cheat codes just to play around with them
Title: Released EXE fs2_open 3.2
Post by: Dranon on August 16, 2002, 11:40:32 am
Ok, i feel stupid now.  Thanks again Bobboau.

I will send in the zip file with the mission, and tables in a bit.
Title: Released EXE fs2_open 3.2
Post by: Whitelight on August 16, 2002, 09:20:49 pm
Dranon, in the events editor use the sexp (allow weapon) then choose the desired weapon... see if this will work:)
Title: Released EXE fs2_open 3.2
Post by: Whitelight on August 16, 2002, 09:23:25 pm
OOps jumped the topic a little (sorry about that).... Runs for the nearest exit:rolleyes:
Title: Released EXE fs2_open 3.2
Post by: Killfrenzy on August 17, 2002, 05:06:14 pm
I've got a question:

With the fighter beams, does it suffer the 'one beam firing point' problem?
Title: Released EXE fs2_open 3.2
Post by: WMCoolmon on August 17, 2002, 05:13:46 pm
Quote
Originally posted by Whitelight
OOps jumped the topic a little (sorry about that).... Runs for the nearest exit:rolleyes:

Didn't anyone ever tell you about the exits? :drevil:
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 17, 2002, 06:35:55 pm
Quote
Originally posted by Killfrenzy
I've got a question:

With the fighter beams, does it suffer the 'one beam firing point' problem?


that, is a silly question
:rolleyes:
no, it doesn't
Title: Released EXE fs2_open 3.2
Post by: Dranon on August 18, 2002, 12:15:12 am
Sorry guys, i've been having comp problems, and family problems, so the mission has been delayed.  I have the outline of the mission put together, demonstrating all but the Support ship repair function, but i was wanting to turn it into a decent mission.  I hope to have it done tmw.
Title: Released EXE fs2_open 3.2
Post by: Killfrenzy on August 18, 2002, 04:03:10 am
Quote
Originally posted by Bobboau


that, is a silly question
:rolleyes:
no, it doesn't


I was just checking!

Now I can implement proper Beam Lasers!;7
Title: Released EXE fs2_open 3.2
Post by: Fafner on August 18, 2002, 03:20:55 pm
Good work lads (http://www.plauder-smilies.de/happy/xyxthumbs.gif).

(http://www.plauder-smilies.de/flash.gif) / Fafner
Title: Released EXE fs2_open 3.2
Post by: Killfrenzy on August 18, 2002, 03:45:45 pm
Three things:

1) Fighter beam shield hits stop after a while (I made a mission with a Perseus vs a bunch of Maras, multiple waves, and after the first couple, the beams just went right through, even though the shields were up.

2) Is it possible to get rid of that pain in the ass message in the top right hand corner whenever you hit something?

3) How exactly DO you get rid of the 'beam tiling?'

:)
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on August 18, 2002, 05:23:13 pm
Quote
Originally posted by Killfrenzy

3) How exactly DO you get rid of the 'beam tiling?'


Good question.
Title: Released EXE fs2_open 3.2
Post by: DTP_1 on August 18, 2002, 05:54:49 pm
I dont have acces to my primary machine so i cant' t verify what flag, but one way would be to have a flag already present in the weapons.tbl that is standard for all beam weapons and always has the same value and make the source read if this flag has another value other things are activated. if you use the binary system you could have infinant possibilities.

example

$someflag 1; meaning something is turned on

after source modification
$someflag 3;(option 1 + option 2)  meaning that something is still turned on, but since we added 2 we turned on or off another option, like beam tileling.

so if $someflag is 3 or including the second bit in a binary system then beam tileling is off,

this should be easy, but i have no way of checking it since my machine is still being "reparied"

but if someone implement this then Beam tileling is something that should be turned on with $someflags second bit.

also; this will preserved all previous weapons as they where.


he, i hope you understand what i mean.
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on August 18, 2002, 06:01:58 pm
Shouldnt any change thats not a bug fix be optional and be off by default to maintain the original game?
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 18, 2002, 08:32:46 pm
I didn't think they'd keep that sheild hit debug mesage in
I'm working on the beam sheild hit bug, havn't made much progres though
the beam tileing code in this EXE is very primitive, there will be table flags to determine tileing and translation, if these optional tags are not present it will render them like it does in the origonal FS2
I am starting to think I should make a little masage that pops up at the begining of the game that reads this
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 18, 2002, 09:36:25 pm
Next release, it will be flaggable.

We could have simply left it out, but decided to put it in. The community wanted an exe, you got one.

Work in progress ;)
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 18, 2002, 10:38:01 pm
I have made parseing code for this stuff
Code: [Select]

// beam sections
while( optional_string("$Section:") ){
beam_weapon_section_info i;
char tex_name[255] = "";

// section width
required_string("+Width:");
stuff_float(&i.width);

// texture
required_string("+Texture:");
stuff_string(tex_name, F_NAME, NULL);
i.texture = -1;
if(!Fred_running){
i.texture = bm_load(tex_name);
if(i.texture >= 0){
bm_lock(i.texture, 16, BMP_TEX_OTHER);
bm_unlock(i.texture);
}
}

// rgba inner
required_string("+RGBA Inner:");
stuff_byte(&i.rgba_inner[0]);
stuff_byte(&i.rgba_inner[1]);
stuff_byte(&i.rgba_inner[2]);
stuff_byte(&i.rgba_inner[3]);

// rgba outer
required_string("+RGBA Outer:");
stuff_byte(&i.rgba_outer[0]);
stuff_byte(&i.rgba_outer[1]);
stuff_byte(&i.rgba_outer[2]);
stuff_byte(&i.rgba_outer[3]);

// flicker
required_string("+Flicker:");
stuff_float(&i.flicker);

// zadd
required_string("+Zadd:");
stuff_float(&i.z_add);

[b]if( optional_string("+Tile Factor:")){ //beam texture tileing factor -Bobboau
stuff_float(&i.tile_factor);
}else{
i.tile_factor = -1.0f;
}

if( optional_string("+Translation:")){ //beam texture moveing stuff -Bobboau
stuff_float(&i.tile_factor);
}else{
i.translation = 0.0f;
}[/b]

// maybe copy it
if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
}
}


parse_weapon
weapons.cpp
line ~ 1230

for some odd reason though it seems to damage the code that displays the weapon names in the hud

also I have been working on the tileing code

Code: [Select]

void beam_render(beam_weapon_info *bwi, vector *start, vector *shot, float shrink)
{
int idx, s_idx;
vertex h1[4]; // halves of a beam section
vertex *verts[4] = { &h1[0], &h1[1], &h1[2], &h1[3] };
vector fvec, top1, bottom1, top2, bottom2;
float scale;
float u_scale; // beam tileing -Bobboau
float length; // beam tileing -Bobboau
float U_offset; // beam texture offset -Bobboau

// bogus weapon info index
if(bwi == NULL){
return;
}

// if the beam start and endpoints are the same
if(vm_vec_same(start, shot)){
return;
}

// get beam direction
vm_vec_sub(&fvec, shot, start);
vm_vec_normalize_quick(&fvec);

// turn off backface culling
gr_set_cull(0);

// draw all sections
for(s_idx=0; s_idxbeam_num_sections; s_idx++){
// calculate the beam points
scale = frand_range(1.0f - bwi->sections[s_idx].flicker, 1.0f + bwi->sections[s_idx].flicker);
beam_calc_facing_pts(&top1, &bottom1, &fvec, start, bwi->sections[s_idx].width * scale * shrink, bwi->sections[s_idx].z_add);
beam_calc_facing_pts(&top2, &bottom2, &fvec, shot, bwi->sections[s_idx].width * scale * scale * shrink, bwi->sections[s_idx].z_add);
R_VERTICES(); // rotate and project the vertices
P_VERTICES();
STUFF_VERTICES(); // stuff the beam with creamy goodness (texture coords)

length = vm_vec_dist(start, shot); // beam tileing -Bobboau

if (bwi->sections[s_idx].tile_factor){
u_scale = length / (bwi->sections[s_idx].width /2) / bwi->sections[s_idx].tile_factor; // beam tileing, might make a tileing factor in beam index later -Bobboau
}else{
u_scale = bwi->sections[s_idx].tile_factor * -1;
}

verts[1]->u = ((verts[1]->u * u_scale) ; // beam tileing -Bobboau
verts[2]->u = ((verts[2]->u * u_scale) ; // beam tileing -Bobboau

// set the right texture with additive alpha, and draw the poly
gr_set_bitmap(bwi->sections[s_idx].texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f);
g3_draw_poly( 4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_TILED | TMAP_FLAG_CORRECT); // added TMAP_FLAG_TILED flag for beam texture tileing -Bobboau
}

// turn backface culling back on
gr_set_cull(1);
}


that code will work, but I've been unable to get the translation to work,

will someone more knowlegable tell me why this code causes a crash

Code: [Select]

U_offset = 0.0f;

verts[1]->u = ((verts[1]->u * u_scale) + U_offset); // beam tileing -Bobboau
verts[2]->u = ((verts[2]->u * u_scale) + U_offset); // beam tileing -Bobboau
verts[3]->u = (verts[3]->u + U_offset);
verts[3]->u = (verts[4]->u + U_offset);
Title: Released EXE fs2_open 3.2
Post by: Killfrenzy on August 19, 2002, 05:45:32 am
So if you can iron out the glitches the next release will have:

- Optional tiling of beams
- The removal of that damned message in the corner
- Consistent shield hits.

:)

EDIT:

Gripe No. 2: - You don't get kills for beam weapons.:(
Title: Released EXE fs2_open 3.2
Post by: Martinus on August 19, 2002, 09:34:16 pm
Sorry Inq. I'm a bit confused over how the bug reporting setup works so I'll post it here.

I can't start any missions, from the main hall or the mission simulator. From the main hall it crashes back to the desktop, from the simulator it hangs before listing the available missions.

Also I have got block filled text strings on occasion.

K6-2 300MHz
3DFX Voodoo 3 2000
256megs RAM.

You need the generated error log?

Komet's build of the exe works OK with no errors.
Title: Released EXE fs2_open 3.2
Post by: penguin on August 20, 2002, 08:53:58 am
Quote
Originally posted by Maeglamor

I can't start any missions, from the main hall or the mission simulator. From the main hall it crashes back to the desktop, from the simulator it hangs before listing the available missions.

Also I have got block filled text strings on occasion.

K6-2 300MHz
3DFX Voodoo 3 2000
256megs RAM.

You need the generated error log?

Komet's build of the exe works OK with no errors.

Hmm, this is the same bug sesqui reported.  Apparently not a memory issue, since you seem to have a fair amount...

OK, we'll have to investigate this one in more detail...

Maeg, how much memory is on your Voodoo?
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 20, 2002, 10:30:43 am
No problem, Maeg, it's a LITTLE obtuse a system, but it works well once you get over that first hurdleof signing up :)

we can add this detail to the current bug.
Title: Released EXE fs2_open 3.2
Post by: Sesquipedalian on August 20, 2002, 01:04:40 pm
I notice Maeglamor and I are both running K6-2's, though mine is faster than his (500 Mhz).
Title: Released EXE fs2_open 3.2
Post by: Martinus on August 20, 2002, 05:32:11 pm
Quote
Originally posted by Inquisitor
No problem, Maeg, it's a LITTLE obtuse a system, but it works well once you get over that first hurdleof signing up :)

we can add this detail to the current bug.


Hehe, it ran me in circles twice before I figured out that I couldn't access it. The link on bugzilla said something like 'to report FS2 source related bugs click here'; that link brought me to your page and on your page it said 'to report bugs click here'. As you know this brings me back to the bugzilla page. :lol:
I wasn't sure if I was trying to report a bug for mozilla or FSsource :) A guide to what info should be entered would also be good, perhaps on a popup window on the bug reporting page?


The voodoo card has 16 megs of ram and it is restricted to handling 256*256 sized tex. maps. The system is pretty good at handiling the game with only a few slowdowns at 1024*768.

I'd really like an .exe that doesn't have the CD check, my drive is acting up and it increasingly won't recognise disks even after a thorough cleaning.
Title: Released EXE fs2_open 3.2
Post by: Raven2001 on August 20, 2002, 06:20:04 pm
Quote
Originally posted by Maeglamor
Sorry Inq. I'm a bit confused over how the bug reporting setup works so I'll post it here.

I can't start any missions, from the main hall or the mission simulator. From the main hall it crashes back to the desktop, from the simulator it hangs before listing the available missions.

Also I have got block filled text strings on occasion.

K6-2 300MHz
3DFX Voodoo 3 2000
256megs RAM.

You need the generated error log?

Komet's build of the exe works OK with no errors.


I've got the same error here...

AMD K7 1200
Nvidia Geforce 2
128mb RAM

The komet mod works fine on my PC too...
Title: Released EXE fs2_open 3.2
Post by: Martinus on August 20, 2002, 06:24:29 pm
Quote
Originally posted by Raven2001


I've got the same error here...

AMD K7 1200
Nvidia Geforce 2
128mb RAM

The komet mod works fine on my PC too...


Hmmm, I wonder if '3Dnow!' has any part to play in this. It's the only thing I can think of anyway *shrugs*.
Title: Released EXE fs2_open 3.2
Post by: vyper on August 20, 2002, 06:29:44 pm
Quote
Originally posted by Maeglamor


Hmmm, I wonder if '3Dnow!' has any part to play in this. It's the only thing I can think of anyway *shrugs*.


The k6-III has 3dNow! technology, and this is what i'm running and fs2 open runs fine on my system :)
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on August 20, 2002, 06:37:19 pm
Jellyfish soup
Title: Released EXE fs2_open 3.2
Post by: Grey Wolf on August 21, 2002, 01:23:29 pm
The funny thing is, the muli-point firing means I have to adjust the Morrigan now because it's only supposed to fire beams from one point....
Title: Released EXE fs2_open 3.2
Post by: IceFire on August 24, 2002, 09:51:15 pm
First successful test using TBP table files.  Ran fairly well...although with a noticeable loss of FPS in a few cases.  Otherwise very smooth.  I haven't yet tried the fighter beam system however.  Thats next.
Title: Freaked out
Post by: Star Dragon on August 25, 2002, 03:54:45 am
I screwed up (oh well)

Got the new comp a little while ago
P4 (1.8)
512DDR Mem
70 GB HD (Primary)
Nvidia 32MB

anyway, I had both the Komet mod and the open-source up date and ran them. The sdf-1's gun got all screwy and looked like a ziggy wave so I deleted both of them. normally it would be no big deal but considering it is the biggest beam in the game and you can't help noticing it and I wanted it back to the original. However cause I impulsively removed them both I don't know if it was one the other or both causing the aberration, and am not willing to try either again. Just thought I'd let you know...
Title: Released EXE fs2_open 3.2
Post by: IceFire on August 25, 2002, 09:02:29 am
I tried the fighter beam system and I experienced some difficulties.

1) I can't get the beams to pulsate like they do in Babylon 5 (Nial beams).  Is there any way to get them to end or start again?
2) No collision detection on fighters and bombers it seems (or missiles for that matter, mmm....Warlock VS Sharlin!).
3) Infinite range.  How can I temper that?
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 25, 2002, 09:03:34 am
Yeah, the "Ziggy"  beams are a feature.

You'll be able to turn them off in the next release.
Title: Released EXE fs2_open 3.2
Post by: penguin on August 25, 2002, 12:13:23 pm
Er, I just realized that the increased table sizes that DTP put in are still there... I thought I rolled them back.  Guess I forgot to commit my changes :o  

In any event, I strongly suspect that's what's causing the crash-on-mission-load bug reported by several folks.

Anyhow, I am going to build a DEBUG version of this fs2_open 3.2 and post it when available.  I will probably generate two executables -- one with the increased table sizes, one without.  The debug versions have increased logging, so any errors will have a little more info.

The next release (3.3) will have dynamic table sizes, so we can try to track down and squash this bug once and for all...
Title: Released EXE fs2_open 3.2
Post by: Bobboau on August 25, 2002, 03:08:35 pm
I think I'll make some tag for cycling firing points, that should be usefull for you
Title: Released EXE fs2_open 3.2
Post by: Killfrenzy on August 25, 2002, 06:05:10 pm
And try to fix the shields and that damned message!

Oh yeah, and drop the pulsing!:D
Title: Released EXE fs2_open 3.2
Post by: Taristin on August 25, 2002, 06:45:40 pm
Ok, I dunno if this has been said before. I can't sit through 4 pages of complaints, but aside from the normal beam stuff...

1) I like the sound of rotating firing points

2) When I use a fighter beam, thers no explosion on the enemy vessel's destruction

) I never get credit for the kill...
Title: Released EXE fs2_open 3.2
Post by: Stealth on August 26, 2002, 01:00:16 pm
Quote
Originally posted by Raa Tor'h
Ok, I dunno if this has been said before. I can't sit through 4 pages of complaints, but aside from the normal beam stuff...

1) I like the sound of rotating firing points

2) When I use a fighter beam, thers no explosion on the enemy vessel's destruction

) I never get credit for the kill...



i'm not going to bother to read all the 4 or 5 pages of this topic,
but how can you use a fighter beam?  did you hack the weapons and ships .TBLs and make it available to use?
Title: Released EXE fs2_open 3.2
Post by: IceFire on August 26, 2002, 03:21:34 pm
Quote
did you hack the weapons and ships .TBLs and make it available to use?

Yup...thats how its done.  Thats the easy part...the coding to make it work was no doubt harder :D
Title: Released EXE fs2_open 3.2
Post by: Stunaep on August 30, 2002, 05:55:03 am
ooh... things have been moving along since the last time I checked. Anyways, so far so good, no crashes for me yet. :)
Title: Released EXE fs2_open 3.2
Post by: Solatar on August 30, 2002, 05:57:25 am
I heard about some wireframe targeting thing. How does that work? Every time I go to configure my key controls, and then go the miscellaneus, the game crashes.
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on August 30, 2002, 06:44:42 am
Quote
Originally posted by Hades
I heard about some wireframe targeting thing. How does that work? Every time I go to configure my key controls, and then go the miscellaneus, the game crashes.


Either fill in a bug report (sorry havent got the link handy) or give us your specs.
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on August 30, 2002, 07:41:32 am
Bug link in the first post of this very thread :)
Title: Released EXE fs2_open 3.2
Post by: phreak on August 30, 2002, 01:57:33 pm
Wireframe targeting is CTRL-ALT-Q.  You can't change it, yet.
Title: Released EXE fs2_open 3.2
Post by: Stunaep on August 30, 2002, 02:45:39 pm
[edit]
should have read the previous replies. Ignore
Title: Released EXE fs2_open 3.2
Post by: SadisticSid on September 01, 2002, 05:29:14 am
Has anyone spoken to Komet about integrating his visual enhancements into the project?

Sid.
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on September 01, 2002, 08:43:45 am
By email, VWBB and his forum, no response.
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on September 01, 2002, 08:48:00 am
Quote
Originally posted by SadisticSid
Has anyone spoken to Komet about integrating his visual enhancements into the project?

Sid.


what kind of enhancements?
Title: Released EXE fs2_open 3.2
Post by: vyper on September 01, 2002, 09:42:35 am
Quote
Originally posted by RandomTiger


what kind of enhancements?


Did some fancy graphics enhancements for the explosions and stuff - most of it was new "effects" but it was pretty impressive. His own little "forum" says he's away on another project or something like that.
Title: Released EXE fs2_open 3.2
Post by: Martinus on September 01, 2002, 05:26:47 pm
A few people have (Inq left a message on Komet's BB) I emailed him a while ago but have recieved no response. I guess someone's going to have to redo it because Komet is either unable or unwilling to let us have the code. :blah:
Title: Released EXE fs2_open 3.2
Post by: Bobboau on September 01, 2002, 06:38:14 pm
what were the changes he made?
Title: Released EXE fs2_open 3.2
Post by: Martinus on September 01, 2002, 07:02:09 pm
Quote
Originally posted by Bobboau
what were the changes he made?


Check out the original thread, there's screenies on it too :)

Thread (dynamic4.gamespy.com/~freespace/forums/showthread.php?threadid=8268&highlight=Komet)
Title: Released EXE fs2_open 3.2
Post by: Taristin on September 03, 2002, 09:51:28 am
I have a question...

Is it possible to change the code so that when your fighter reaches critical, it gets more unmaneuverable, the reactor's output is cut, and shields/afterburners can fail?

It would make the game much harder, and maybe more interesting, too.

As of now, I can't tell the difference between my fighter at 99% and at 9%...
Title: Released EXE fs2_open 3.2
Post by: vyper on September 03, 2002, 09:54:16 am
Quote
Originally posted by Raa Tor'h
I have a question...

Is it possible to change the code so that when your fighter reaches critical, it gets more unmaneuverable, the reactor's output is cut, and shields/afterburners can fail?

It would make the game much harder, and maybe more interesting, too.

As of now, I can't tell the difference between my fighter at 99% and at 9%...


You really are a glutton for punishment aren't you? :p
Title: Released EXE fs2_open 3.2
Post by: wEvil on September 03, 2002, 10:07:41 am
Quote
Originally posted by Raa Tor'h
I have a question...

Is it possible to change the code so that when your fighter reaches critical, it gets more unmaneuverable, the reactor's output is cut, and shields/afterburners can fail?

It would make the game much harder, and maybe more interesting, too.

As of now, I can't tell the difference between my fighter at 99% and at 9%...


Lucasarts did something similar in Xwing Vs. TIE fighter - when your ship moved slowly it was less maneouverable.

You could have loads of goofy things happenening with damage effects ;)
Title: Released EXE fs2_open 3.2
Post by: SadisticSid on September 03, 2002, 12:17:55 pm
I'm all for enhancing features, but priority should be given to adding things that people have wanted to do for a while, rather than altering the gameplay dynamic. It would be an interesting idea though. :)

Sid.
Title: Released EXE fs2_open 3.2
Post by: WMCoolmon on September 03, 2002, 08:56:52 pm
Hmm...this could be attached to the "Show Damage" TBL tag, too :nod:
Title: Released EXE fs2_open 3.2
Post by: redmenace on September 06, 2002, 09:42:30 am
hey any luck on the turret problem involving turrets only being able to be in one position:up that is.
Title: Released EXE fs2_open 3.2
Post by: wamingo on September 06, 2002, 12:43:10 pm
may I suggest a little "fix" regarding the in-game video (mve?)?

I reinstalled when I heard of this project and replayed the main-campaign from the beginning using the FS2_OPEN, hence I can't see the video's in the techroom (using the original freespace2.exe of course) because they're not added there, only the intro is there.

what I'm trying to say is it would be nice if the entries would be at least added when playing the main campaign with the fs2_open so that you may view them with the original if you so desire...


By the way, what exactly is the reason interplay won't allow (?) the use of the mve player or a "hacked" in mve player?
I know I have a Fallout (another interplay game) mve-hacked player.
Also considering there are much more compressed formats now, I don't really see why one couldn't convince iply to reconsider :)
Title: Released EXE fs2_open 3.2
Post by: vyper on September 06, 2002, 01:21:09 pm
Quote
Originally posted by wamingo
may I suggest a little "fix" regarding the in-game video (mve?)?

I reinstalled when I heard of this project and replayed the main-campaign from the beginning using the FS2_OPEN, hence I can't see the video's in the techroom (using the original freespace2.exe of course) because they're not added there, only the intro is there.

what I'm trying to say is it would be nice if the entries would be at least added when playing the main campaign with the fs2_open so that you may view them with the original if you so desire...


By the way, what exactly is the reason interplay won't allow (?) the use of the mve player or a "hacked" in mve player?
I know I have a Fallout (another interplay game) mve-hacked player.
Also considering there are much more compressed formats now, I don't really see why one couldn't convince iply to reconsider :)


The MVE format is still thier baby, they still use it in new games. They just want to keep something thats theirs - you can't blame them. Besides, recent developments in the project, we now have cross-format support. If you've got the codec in windows, you can play it in fs2.  (Correct me if I'm wrong RT)
Title: Released EXE fs2_open 3.2
Post by: wamingo on September 06, 2002, 03:04:20 pm
I suppose but freespace2 is also theirs and they released the source code.
Title: Released EXE fs2_open 3.2
Post by: vyper on September 06, 2002, 03:10:33 pm
Quote
Originally posted by wamingo
I suppose but freespace2 is also theirs and they released the source code.


But the main source code isn't used by any of thier other games.

:) I know it'd be nice to get access to the old movies but this way is just as good - we can have good movies for people's mods and leave room for greater expansion.
Title: Released EXE fs2_open 3.2
Post by: Taristin on September 16, 2002, 03:08:53 pm
Whats the current progress on 3.3?
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on September 16, 2002, 03:46:28 pm
Quote
Originally posted by wamingo
I suppose but freespace2 is also theirs and they released the source code.


This is an age old debate. Do a search and you'll see what I mean. The mve playing code belongs to interplay and they dont want it compromised because other games make use of it.

If we include code that plays it inside f2s_open we are inviting legal troubles. Even the suggestion of legal action would be more trouble than its worth to the providers of the hosting space and these boards.
Title: Released EXE fs2_open 3.2
Post by: Solatar on September 16, 2002, 04:00:50 pm
Yeah, let's just leave MVE alone. MVE coding usually gets people into trouble. We've already lost two major boards (VBB, and in case you haven't heard, F2S in deep **** cause of a scandal)VWatch is practicaly inactive, so let's just keep ourselves out of trouble.
Title: Released EXE fs2_open 3.2
Post by: Bobboau on September 16, 2002, 08:14:40 pm
what did F2S do?
Title: Released EXE fs2_open 3.2
Post by: Solatar on September 16, 2002, 08:21:09 pm
F2S didn't do anything, Hunter got scammed by some national criminal. In other words, they will probably never be back online.

Check it out in this thread.
http://www.hard-light.net/forums/index.php/topic,10076.0.html
Title: Released EXE fs2_open 3.2
Post by: Sesquipedalian on September 26, 2002, 01:58:58 pm
Remember the bug reported by myself and also some others in this thread when fs2_open 3.2 came out?  Well, it turns out is was simply a problem with the pilot (for me, at least).

When beta testing Bobboau's latest exe, it turned out that my old pilot that I had carried over was causing crashes, so I had to make a new one.  I thought it might be a good idea to check if this would help with fs2_open, and lo and behold, it did.

I just thought the SCP people would want to know that, and sleep easier as a result. :)
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on September 26, 2002, 03:27:28 pm
Yes indeed. I will log it as closed unless penguin or phreak tell me otherwise :)

Thanks :)
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on September 26, 2002, 03:39:53 pm
Could it be that you never patched FS2 to 1.2 (or whatever it is).
And pilots arent compatable between the two versions, that would explain a lot.
Title: Released EXE fs2_open 3.2
Post by: vyper on September 26, 2002, 05:23:56 pm
Quote
Originally posted by RandomTiger
Could it be that you never patched FS2 to 1.2 (or whatever it is).
And pilots arent compatable between the two versions, that would explain a lot.


Eh? Pilots always worked between the two versions for me. Besides, I reinstalled fs2 (w/o update), created pilots, then used the fs2_open release and everything ran fine.  :nod:
Title: Released EXE fs2_open 3.2
Post by: Sesquipedalian on September 26, 2002, 07:34:58 pm
Bobbaou's exe was a debug build, and it produced an error which, when interpreted for me by bob, indicated that the problem was something to do with the pilot having been used to play a mod before.  Because of that, some information stored in it was not compatible with something in his exe.  This was the same pilot file I had tried with fs2_open, with similar crashing results.

It is the mod factor that created the problems.  If a pilot is a mod-virgin, as it were, it can probably switch between builds without any difficulty.
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on September 27, 2002, 07:39:37 am
Cool, as long as we know whats going on
Title: Released EXE fs2_open 3.2
Post by: vyper on September 27, 2002, 08:26:14 am
Quote
Originally posted by Sesquipedalian
....mod-virgin...


Ooh, this could make a good catchphrase.
Title: Released EXE fs2_open 3.2
Post by: JudgeMental on October 01, 2002, 07:46:02 pm
Heh, just out of curiosity, might I add a few requests/ideas in this thread?  They're not stuff that everybody might find beneficial, but for those of us with older cards AND dualies...  You might see where I'm going with this.  I wish I could program...

I have other ideas, but I'll wait...
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on October 02, 2002, 03:22:38 am
You might want to start a new thread for that.
Title: Released EXE fs2_open 3.2
Post by: JudgeMental on October 02, 2002, 10:31:18 am
Hmm, I probably should.

*smacks head*

Shows that I shouldn't post when I'm asleep:-P
Title: Released EXE fs2_open 3.2
Post by: RandomTiger on October 02, 2002, 11:29:58 am
Dont forget to actually make the post :)
I want to read it
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on October 09, 2002, 10:17:10 pm
bump till I get it on the page.
Title: Released EXE fs2_open 3.2
Post by: Wildfire on October 24, 2002, 06:49:01 am
Sorry, I had a question but found the proper thread for posting it in...
Title: Several Bugs
Post by: Rampage on October 25, 2002, 03:18:37 pm
I dislike BugZilla because of its [slowness] on my computer so I'll post bug reports here.

Bug Report(s)
==========
1. The music and briefing voice play incorrectly (repeates the same part of itself] when the CD in not in the drive.

2. When exceeding the original "ships.tbl" limit, a mission would take a lot of time to load.  The status bar of the mission would reach 100% but the mission would load for another five minutes before it goes into briefing.

3. FRED 2 doesn't quite take oversized "ships.tbl" very well.  Since one of the greatest improvements of FS2_Open_3.2 is that it allows bigger "ships.tbl" size and ships limit, FRED 2 shouldn't have this limitation.

General Suggestions
===============
1. The beam cannon's "jaggedness" should be adjustable by the MODder in "weapons.tbl" as a flag.  If not, then please shorten the amount of bitmap overlays so that the beam would look more "real".  [Make it similar to the Homeworld beams.]

2. Make a separate flag for engine trails that will be enabled "everywhere". [The Apocalypse Project people would really like that!]

3. Blinking lights

4. A color used in a texture map would be invisible.

5. POF support for background images.

6. Moving parts of given degrees (or radians) on submodel axis.
Title: Released EXE fs2_open 3.2
Post by: Solatar on October 25, 2002, 03:45:54 pm
Have you even read this thread? At all? All this stuff has been mentioned in this forum. Except for the .pof for backgrounds, which, why would you want to do that?

That is why the SCP uses Bugzilla, so they don't get the same stuff over and over again.
Title: Released EXE fs2_open 3.2
Post by: Inquisitor on October 25, 2002, 04:00:04 pm
It's a web app, there's no reason it should be slow on your computer. That's like saying HLP is slow because of your computer.

Please use it, otherwise you make us do extra work, and your bug might not get closed :(