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1
FreeSpace Discussion / Re: Screencap Contest: July 2025
« Last post by Mobius on July 14, 2025, 03:05:02 pm »
Nice screenshots! :D
2
FreeSpace Discussion / Re: Screencap Contest: July 2025
« Last post by wookieejedi on July 14, 2025, 12:03:11 pm »
Here's one, submitting on behalf of Dark Visor :)
3
Nightly Builds / Nightly: 14 July 2025 - Revision 8375b3399
« Last post by SirKnightly on July 14, 2025, 02:06:31 am »
Here is the nightly for 14 July 2025 - Revision 8375b3399



Group: Linux-arm64
nightly_20250714_8375b3399-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250714_8375b3399-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250714_8375b3399-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250714_8375b3399-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250714_8375b3399-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250714_8375b3399-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 7811207ca
Author: Taylor Richards
Commit: GitHub

    fix decal shader compile error (#6829)
 code/def_files/data/effects/decal-f.sdr | 10 +++++-----
 code/def_files/data/effects/decal-v.sdr | 10 +++++-----
 2 files changed, 10 insertions(+), 10 deletions(-)

------------------------------------------------------------------------
commit 672aa7f81
Author: Goober5000
Commit: Goober5000

    apply display name updates to jump nodes too
 code/jumpnode/jumpnode.cpp |  9 +++++++--
 fred2/jumpnodedlg.cpp      | 33 +++++++++++++++++++++++++--------
 fred2/jumpnodedlg.h        |  2 +-
 3 files changed, 33 insertions(+), 11 deletions(-)

------------------------------------------------------------------------
commit d99c4ca17
Author: Goober5000
Commit: Goober5000

    add display name text field to ship editor
 code/parse/parselo.cpp                             |   4 +-
 code/parse/parselo.h                               |   2 +-
 fred2/fred.rc                                      | 114 +++++++++++----------
 fred2/jumpnodedlg.cpp                              |   4 +-
 fred2/management.cpp                               |  14 +++
 fred2/management.h                                 |   1 +
 fred2/resource.h                                   |   2 +-
 fred2/shipeditordlg.cpp                            |  62 +++++++++--
 fred2/shipeditordlg.h                              |   2 +
 fred2/wing_editor.cpp                              |   2 +-
 qtfred/src/mission/Editor.cpp                      |  13 +++
 qtfred/src/mission/Editor.h                        |   1 +
 .../dialogs/ShipEditor/ShipEditorDialogModel.cpp   |  52 ++++++++--
 .../dialogs/ShipEditor/ShipEditorDialogModel.h     |   6 +-
 .../src/ui/dialogs/ShipEditor/ShipEditorDialog.cpp |  21 +++-
 .../src/ui/dialogs/ShipEditor/ShipEditorDialog.h   |   1 +
 qtfred/ui/ShipEditorDialog.ui                      | 106 ++++++++++---------
 17 files changed, 283 insertions(+), 124 deletions(-)

------------------------------------------------------------------------
commit fe1540c8a
Author: Goober5000
Commit: Goober5000

    add 'Always save display names' option
 fred2/fred.cpp                      |  2 ++
 fred2/fred.rc                       |  3 +++
 fred2/fredrender.cpp                |  1 +
 fred2/fredrender.h                  |  1 +
 fred2/fredview.cpp                  | 14 ++++++++++++++
 fred2/fredview.h                    |  2 ++
 fred2/missionsave.cpp               | 16 ++++++++++------
 fred2/resource.h                    |  1 +
 qtfred/src/mission/EditorViewport.h |  1 +
 qtfred/src/mission/missionsave.cpp  | 16 ++++++++++------
 qtfred/src/ui/FredView.cpp          |  4 ++++
 qtfred/src/ui/FredView.h            |  1 +
 qtfred/ui/FredView.ui               |  9 +++++++++
 13 files changed, 59 insertions(+), 12 deletions(-)

------------------------------------------------------------------------
commit df1126923
Author: Goober5000
Commit: Goober5000

    alphabetize accelerator keys, sort editor menu, sort ship dialog
 fred2/fred.rc              | 197 +++++++++++++++++++++++----------------------
 fred2/shipeditordlg.cpp    |   2 +-
 qtfred/src/ui/FredView.cpp |   4 +-
 qtfred/src/ui/FredView.h   |   4 +-
 qtfred/ui/FredView.ui      |  30 ++++---
 5 files changed, 123 insertions(+), 114 deletions(-)
4
FreeSpace Discussion / Re: Screencap Contest: July 2025
« Last post by NeonShivan on July 13, 2025, 09:05:50 pm »
Oh yes, bring me MORE!

5
Between the Ashes / Re: BtA Bug Report Thread
« Last post by mjn.mixael on July 13, 2025, 07:38:53 pm »
Not sure if it'll help but as an addition, I've just finished Growing Silence (which was fantastic, new contender for favourite campaign!) and everything with the newsroom seemed fine there

Hopefully that means it's a simple misconfiguration on the first campaign. Thanks.

I wanted to replay them already so I took another look haha - I tried running Slaves of Chaos via debug first, and that seems to have fixed it! My best guess would be something to do with having played Slaves of Chaos shortly before the big update that brought Growing Silence and having config files left over or something, but I've no real clue. Hopefully I haven't wasted anyone's time looking for something that was probably just an issue on my end :(

That's certainly an interesting find. Thanks for reporting back.
6
FreeSpace Discussion / Re: Screencap Contest: July 2025
« Last post by skdKitsune on July 13, 2025, 03:34:35 pm »
Only got very few screenshots still lying around.



7
FreeSpace Discussion / Re: Enemies in a campaign
« Last post by TrashMan on July 13, 2025, 06:19:38 am »
Again, the way travel works in FS2 can be both good and very bad in terms of mission design and lore. When it takes a minute for any enemy ship from anywhere in the system to jump right on top of you, you have to get creative with how a small force can ever survive.

Well, because Subspace has not many mechanics associated with it, there is a lot you can do with it.
There are literally only three canon rules, established in FS1:
- A jump from system to system requires a node
- A jump through a node requires a specific drive
- Tracking a ship during a subspace jump takes special tech

You're missing a few:

- communications between systems require a communication station. Messages are sent trough the nodes, so nodes are also required.
- jump drives need to be charged, but the time it takes in unspecified and varries. NTF destroyers needed 1 minute. Shivna seem to be able to jump again whenever.

Gravitic influences may affect subspace drives and we know for sure subspace emissions can (Psamtiks jump location being wrong due to Knossos)
We can also assume that jumping in an active asteroid field would be a very bad idea.
8
FreeSpace Discussion / Re: Enemies in a campaign
« Last post by Colonol Dekker on July 13, 2025, 03:14:53 am »
Author imagination and willingness to break convention is the only limit in custom campaigns.
9
Nightly Builds / Nightly: 13 July 2025 - Revision dd72784f2
« Last post by SirKnightly on July 13, 2025, 02:01:17 am »
Here is the nightly for 13 July 2025 - Revision dd72784f2



Group: Linux-arm64
nightly_20250713_dd72784f2-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250713_dd72784f2-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250713_dd72784f2-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250713_dd72784f2-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250713_dd72784f2-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250713_dd72784f2-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 22feeddc6
Author: Goober5000
Commit: Goober5000

    ensure SEXP help has appropriate newlines or spaces
 code/parse/sexp.cpp | 112 ++++++++++++++++++++++++++--------------------------
 1 file changed, 56 insertions(+), 56 deletions(-)

------------------------------------------------------------------------
commit 6c35dac53
Author: BMagnu
Commit: GitHub

    Allow autodetection of number of cores for threading (#6824)
 code/cmdline/cmdline.cpp |   4 --
 code/utils/threading.cpp | 104 +++++++++++++++++++++++++++++++++++++++++++----
 2 files changed, 96 insertions(+), 12 deletions(-)

------------------------------------------------------------------------
commit 8e64845cf
Author: BMagnu
Commit: GitHub

    Make sure to close the g3 frame (#6825)
 code/radar/radarorb.cpp | 3 +++
 1 file changed, 3 insertions(+)

------------------------------------------------------------------------
commit bdde909fa
Author: BMagnu
Commit: GitHub

    Threading Framework & Threaded Collisions (#6814)
 code/cmdline/cmdline.cpp          |  10 +
 code/cmdline/cmdline.h            |   1 +
 code/model/modelcollide.cpp       |  26 +-
 code/object/collideshipship.cpp   | 665 ++++++++++++++++++++------------------
 code/object/collideshipweapon.cpp | 218 +++++++++----
 code/object/objcollide.cpp        | 183 ++++++++++-
 code/object/objcollide.h          |  15 +-
 code/ship/shield.cpp              |   2 +-
 code/ship/ship.h                  |   2 +-
 code/source_groups.cmake          |   2 +
 code/utils/RandomRange.h          |   6 +-
 code/utils/threading.cpp          |  82 +++++
 code/utils/threading.h            |  19 ++
 freespace2/freespace.cpp          |   8 +-
 14 files changed, 827 insertions(+), 412 deletions(-)

------------------------------------------------------------------------
commit 6921f550c
Author: Kestrellius
Commit: GitHub

    Enhanced functionality for conditional impacts (#6785)
 code/debris/debris.cpp              |   2 +
 code/debris/debris.h                |   1 +
 code/network/multimsgs.cpp          |   3 +-
 code/object/collidedebrisweapon.cpp |  28 ++-
 code/object/collideshipweapon.cpp   |   4 +-
 code/object/collideweaponweapon.cpp |  88 +++++++-
 code/ship/shiphit.cpp               | 112 ++++++++--
 code/ship/shiphit.h                 |   5 +-
 code/weapon/beam.cpp                |   9 +-
 code/weapon/weapon.h                |  46 +++-
 code/weapon/weapons.cpp             | 416 +++++++++++++++++++++++-------------
 11 files changed, 529 insertions(+), 185 deletions(-)
10
FreeSpace Discussion / Re: Enemies in a campaign
« Last post by 0rph3u5 on July 12, 2025, 09:30:49 pm »
Again, the way travel works in FS2 can be both good and very bad in terms of mission design and lore. When it takes a minute for any enemy ship from anywhere in the system to jump right on top of you, you have to get creative with how a small force can ever survive.

Well, because Subspace has not many mechanics associated with it, there is a lot you can do with it.
There are literally only three canon rules, established in FS1:
- A jump from system to system requires a node
- A jump through a node requires a specific drive
- Tracking a ship during a subspace jump takes special tech

For MoGW, I actually went an wrote more fluff on subspace travel and communication, so there a lot more guardrails in it, e.g.
- Subspace has multiple "domains", which correspond to different energy levels  - the GTA/PVN/GTVA only can access specific domains; the Shivans can access more and even engineer access (the new finale of Rain On Ribos IV visualizes that by having one node blink out of existence and another appear as Lucifer makes the jump to Ribos)
- Not all domains can be accessed and left at the same spaces, which is the basis for nodes, but also creates "navigational hazards" that ships have to avoid, e.g. in Light of Antares, the GTD Myrmidon has to travel through normal space to access specific routes in subspace.

You just have to bother to write such rules into your treatment of subspace.
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