Author Topic: beta test my stuff  (Read 9418 times)

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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
this should have fully working fighter beams, fully working beam sheild hit code (It is set to only work on fighter beams, and I think aaa beams), texture tileing (specified in the table), texture translation (also specified in the table),  SSM (specified in the table as well) for type 3 tag weapons, and glow points.
I want you people to make a bunch of beams and stuff to test out this stuff, how are you to do this, well...

the test weapons (fighter beams specificaly) in the table are examples of the functionality of how to make them, not the best way to make them look, in fact the fighter beam looks harid

ok here is a snip for the texture tileing and translation
Code: [Select]
$Section:
+Width: 0.1
+Texture: beam-white
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.1
+Zadd: 2.0
+Tile Factor: 5.0 1
+Translation: 1.0


+Tile Factor:   5.0 1
there are two numbers here 5.0 wich is the tileing factor, and1 wich is the tileing type.
the tileing factor is basicly the level of tiling, for type 0 beams this is quite plainly the number of times the texture will tile, for type1 tileing it has an opposite effect by streching out the texture more
there are two tileing types,
type 0 wich is relitive, meaning it is the number of times the texture will be tiled accros length of the beam, this is the rendering method used in the origonal FS2 but you can make you're beams look a little sharper by raising the tile factor
and type 1 wich is abosolute,  meaning the apearence of this beam section will be uneffected by it's length, this is the tiling method that has been showen in my previus EXEs

+Translation:   1.0
this is how many times in a second the texture will translate once

here is the table data for the SSM stuff
Code: [Select]

$Tag: 3 1.0
$SSM: 0


$Tag:      3 1.0
this specifies that this is a type 3 tag weapon (meaning that it is suposed to fire an SSM) with an SSM lock time of 1 seconds (lock time is for targeting lasers only)

$SSM:      0
this line indicates that this weapon will use the first entery in the SSM table, it is an index number, so it will be one number lower that the enter it is for
Code: [Select]

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

#end

there are two SSM entries here number 0 and 1

as I havn't yet gotten a glow point editor so I have included several of the altered POFs, I'm fairly sure this all works and you can't realy edit it (it is the same structure as the thruster if you realy want to) but it's there

also you will see a debug mesage I am too lazy to remove for this reliese that says there should be burner trails, but there arn't so don't wory
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
ooo, this gives me something to play with over the weekend.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
maybe you should include the FRED"3".exe you made this mission with.

trying the original will cause an error when reading in the tables.

and right now, i cant find "a fighter beam test from within the mission selector"

working on that.
imm pretty sure that mission is a singleplayer mission,

right?, anyway, open mission in some text editor and set gameflags to 10 instead of what it is.
 so that it shows up in mutltiplayer, dont know how it will do yet
-----

well dont change it, make a campaign and add it instead.
changing it to 10 will generate an error.
-----
and ofcourse do this before you put the tbl files where they should´be
----'
he but how to allow fighter beams in a single player mission from a campaign when you dont have acces to fred"3".exe :)

make it a multiplayer mission would be the easist way to solve this, since i think you made it a single so you can test the SSM thing.
« Last Edit: September 19, 2002, 09:20:43 pm by 508 »
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline Inquisitor

Think we might be able to get a dif of the code? Or maybe you can pop on ICQ and I can get you CVS access?

:)

That, btw, is a hint :)
No signature.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Either that or someone needs to pick up the task of inputting Bobboau's mods into the FSSCP.
CVS isn't that hard to use, and eliminating the middleman is preferable in this case. :yes:
*Hint hint ;)*
-C

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
ya, I should,
what's involved?
are there any tutorials or walk throughs?

and I didn't use a new fred, I just comented out the unsuported  lines before starting it

but I would like to know if there are any bugs in the code
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
i recommend u use wincvs found at i guees www.wincvs.com

is pretty easy, you mark what to commit, and enter a comment when you finally press the commit button, that way your comment wil´l always be entered in the start of the source file, without needing you to put it there manually.

i know, i did this the first time i commited.
--

to download changes are just as easy, just press checkout link, enter som stuff regarding projectname, password and username and it is a go. And ofcourse it remembers username and password

i had some problems, but Wcoolmon helped me there, it was path specific trouble, just like when you dont get why your batch file dont do as it is supposed to.

---
not sure on that link however, but inquisitor will help you im sure.
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline Sesquipedalian

  • Atankharz'ythi
  • 211
I got as far as selecting my pilot, but once the exe tried to move on from that point, it crashed.

The contents of the Debug Spew up to that point were
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Cannot get handle to monochrome driver.
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 32.  DS reported 32.
No sparky_hi_fs2.vp in directory D:\freespace2
GR_CPU: Family 5, MMX=Yes


This is the error I get upon crashing, Bobbaou, followed by an invalid page fault message from Windows.
Code: [Select]
Assert: ship_count <= MAX_SHIP_TYPES
File: D:\Games\projects\freespace2_public\code\Playerman\ManagePilot.cpp
Line: 478

Call stack:
------------------------------------------------------------------
    FS3.EXE 00564440()
    FS3.EXE 005667fd()
    FS3.EXE 004385de()
    FS3.EXE 00504bb1()
    FS3.EXE 004377b1()
    FS3.EXE 0050501e()
    FS3.EXE 0043a2ec()
    FS3.EXE 0043a36e()
    FS3.EXE 00651a26()
    KERNEL32.DLL bff8b560()
    KERNEL32.DLL bff8b412()
    KERNEL32.DLL bff89dd5()
------------------------------------------------------------------
Sesqu... Sesqui... what?
Sesquipedalian, the best word in the English language.

The Scroll of Atankharzim | FS2 syntax highlighting

 

Offline Inquisitor

Not much is involved. You email me with a username and password, and you grab wincvs, and we get you set up :)
No signature.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
power's out at my house at the  moment, so I don't have acces to any of the sorce right now, and this is thus mear speculation
ok looking at that crash,
the "No sparky_hi_fs2.vp in directory D:\freespace2"
I'm assuming you have FS instaled on the D:\ drive, and it looks like you didn't install the hi-res stuff, if this is the case try finding the CD with it and then copy it into you're FS directory, if not then this may be a bigger problem,
is it crashing for anyone else?

the assertion failure, makes me think this may be a mod related problem, not necasarily that you are running one now, but if you used the pilot you are selecting with any mod it might cause a problem,
but in any event try makeing a new pilot rather than selecting an old one, I may have something changed that I forgot about

if I had to put money on it right now I'd say the old pilot file is to blame for the assertion failure
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bri_Dog

  • 28
we just add those table entries to the appropriate table correct?

For the beams, replace the portion of the code with yours right?

(sorry for the ?s I'm not much of a modder)
Sig

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
all those are optional strings, if you want to take advantage of the new features you need to add the aproriate string, otherwise it will set them to the defalt values
and that code snipet was just to show were the two new lines go, you just need to add one or both to take advantage of the new code
« Last Edit: September 20, 2002, 12:36:25 pm by 57 »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bri_Dog

  • 28
Quote
Originally posted by Bobboau
all those are optional strings, if you want to take advantage of the new features you need to add the aproriate string, otherwise it will set them to the defalt values
and that code snipet was just to show were the two new lines go, you just need to add one or both to take advantage of the new code



cool thanks, I'll tell you how it works out when I get it working
Sig

 

Offline Bri_Dog

  • 28
I just got a similar error to Ses', except it was max shield icons or something in hud.ccp
Sig

 

Offline penguin

  • Eudyptes codus
  • 28
  • Still alive.
FYI the default debug spew (what sesqui reported) is pretty much useless -- everything after the "GR_CPU" line is supressed in the default debug output.

I made a fix to fs2_open a few weeks ago to correct that (and I'm pretty sure I committed :o)... I don't know if it's in Bobboau's codebase or not -- it doesn't look like it is though.
your source code slave

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
I got this error (I did un-install the Mod that I was using, but I still got this :Robotech Mod:):

Warning: music.tbl(21):
Warning: Token too long: [DethBadDebrief.wav            23.8   132300].  Length = 35.  Max is 32.

File: D:\Games\projects\freespace2_public\code\Parse\PARSELO.CPP
Line: 314

Call stack:
------------------------------------------------------------------
    FS3.exe 0049c361()
    FS3.exe 004a3308()
    FS3.exe 0053d477()
    FS3.exe 0053bee3()
    FS3.exe 004322b5()
    FS3.exe 0043a240()
    FS3.exe 0043a36e()
    FS3.exe 00651a26()
    kernel32.dll 77e7eb69()
------------------------------------------------------------------

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
hack off 3+ characters in the filename and it should work

edit: its a warning.  click 'no' and you can continue
« Last Edit: September 20, 2002, 06:09:05 pm by 31 »
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
I made an update, first person to tell me what I did gets a cookie
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Solatar

  • 211
Afterburner trails. Yeah!!!!! I'm about to take a look at them.

 

Offline Solatar

  • 211
Fighter beams are great, texture sucks, but we'll fix that:D

Now on to flak!!!

Actually, flak on the turret of a Medusa or Ursa would be kind of cool