Author Topic: HLP Newsletter - September 2016  (Read 2202 times)

0 Members and 1 Guest are viewing this topic.


 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: HLP Newsletter - September 2016
Quote
Add an AI flag to enable old, unused behavior when attacking big ships (MageKing17) This re-enables some :v: code that was cut before the original FS2 release, it seems to allow the AI to slow down when making attack runs on large ships. Try out the AI profiles setting if you want to test what this does.
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl I don't see it in here, documentation please!
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Oddgrim

  • 29
  • I like building stuff.
    • Art Thumblr
Re: HLP Newsletter - September 2016
Dang so much has happened, allways suprises me a bit c:
[GhostOfMjn: I can provide hi res vasudan ass]
[Hades]: we have so much in common we should bang.
My models page:
http://p3d.in/u/Oddgrim

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: HLP Newsletter - September 2016
One thing that was missed that really should have been in there is that we're now moved our renderer from OpenGL2 into the not so recent past to full OpenGL 3 Core compliance. This has several benefits, especially for Mac and Linux users, as they can now run all the pretty things (assuming, of course, an OpenGL 3 capable GPU and driver).

It also has a downside: If you do not have hardware support for shaders, FSO will no longer work on your system.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline niffiwan

  • 211
  • Eluder Class
Re: HLP Newsletter - September 2016
thanks for calling that out, I've added what you wrote (slightly modified)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: HLP Newsletter - September 2016
Quote
Add an AI flag to enable old, unused behavior when attacking big ships (MageKing17) This re-enables some :v: code that was cut before the original FS2 release, it seems to allow the AI to slow down when making attack runs on large ships. Try out the AI profiles setting if you want to test what this does.
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl I don't see it in here, documentation please!
Oops, I can't believe I forgot to add documentation for that. That's fixed.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

  

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: HLP Newsletter - September 2016
Oops, I can't believe I forgot to add documentation for that. That's fixed.
Thank you~
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them