Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on January 14, 2011, 06:36:18 pm

Title: War in Heaven Community Multiplayer Project
Post by: General Battuta on January 14, 2011, 06:36:18 pm
Special thanks to bigchunk1, the founder, and to the crew who got the ball rolling: Sara, Hades, ION3, DeadlyinaShadow, QuantumDelta, MatthTheGeek, Droid803, Satellight, Shade, and (if I forgot you please yell at me)

This is a community project to build War in Heaven multiplayer, using a public SVN as a way to rapidly distribute balance tweaks and new missions. SVN is incredibly easy to use and really powerful. Follow the simple steps below to get set up!

To get involved:


IMPORTANT

Before you start playing, make sure you're up to date by right clicking on the folder and hitting 'SVN Update'. Do this every time you want to play!

We will be building dogfight variants of ships and weapons and adding new missions. If you want to get involved in this, ask for an SVN account and you can make your own commits.


Okay, so, here's a report from our first time out.

General points:
-Dogfight versions of
         -Redeemer
         -Slammer
         -Shrike
         -Dart
         -UXA
         -Sidhe
         -Tev fighters
         -What am I forgetting?

Missions:
-Co-op
        -Stained Mars Red is too easy.
        -Karuna dogfight needs spells, ETS system, more music, better spawns
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: Deadly in a Shadow on January 14, 2011, 06:38:53 pm
My opinion is to scratch the REEDEMAH (for MP).

I hope, for the future, to navigate Deimos-Corvettes through the MP-UEF battle lines. I think that the GTVA Fighters are as good as they are, but they need their primaries (Nyx with Prom would be godlike).

The Slammer is as deadly as expected, the damage should be reduced greatly.

And Stained Mars needs some UEF-Frigates, the destruction of these Diomedes-Corvette should be result in a greater battle (not too big because of the performance.)
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: General Battuta on January 14, 2011, 06:39:53 pm
I would like to set up a public SVN we can use to rapidly roll out changes and new missions.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: General Battuta on January 14, 2011, 07:16:19 pm
aaaaaaaaaaahahahahah The Blade Itself in co-op was hilarious; Hades set it up so one person was the frigate and the rest were escorts. Unfortunately crashes EVERYWHERE
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: Hades on January 14, 2011, 07:20:09 pm
yeah but for a 10 minute job it was pretty ok, we were only testing to make sure it worked with more than one player anyway
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: General Battuta on January 14, 2011, 07:24:07 pm
It was awesome. Add some checks so the spells only turn up for Alpha 1. Also maybe more hostile wings, just cue them to jump in with the existing ones.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: bigchunk1 on January 14, 2011, 11:51:22 pm
In future tests keep an eye on reverse afterburner acceleration. I don't know what to make of it yet. It's a pretty cool option for the player to have, but it changes the mechanics of the game.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: Shivan Hunter on January 15, 2011, 12:30:51 am
People were complaining about about it earlier, but IMO it adds an interesting aspect to gameplay. The main problem is it's on the Kent, which is a bit too fast for multi atm.

Ship balance: In the first dogfight, I mainly only focused on bigchunk1 because he was in a Uriel, which was easy to kill since it was slow. Possibly the faster fighters like the Kent could be slowed down, and the slower ones could be augmented somehow.

Weapon balance: Hellfires are really useless here, possibly because of the faster ships. Darts, on the other hand, are overpowered, and don't even get me started on Slammers. Those things break the game. The Redeemer should be scrapped altogether where multi is concerned- it's absurdly overpowered, to the point that you can one-shot most enemies. I took a Redeemer for the third dogfight and won the battle, and I'm not even that good. In fact, a lot of the overly powerful primaries don't really belong in multi, and especially in dogfights.

tldr: tone down some missiles and make faster ships slower, for dogfight versions of each.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: Satellight on January 15, 2011, 09:47:12 am
People were complaining about about it earlier, but IMO it adds an interesting aspect to gameplay. The main problem is it's on the Kent, which is a bit too fast for multi atm.

Ship balance: In the first dogfight, I mainly only focused on bigchunk1 because he was in a Uriel, which was easy to kill since it was slow. Possibly the faster fighters like the Kent could be slowed down, and the slower ones could be augmented somehow.

Weapon balance: Hellfires are really useless here, possibly because of the faster ships. Darts, on the other hand, are overpowered, and don't even get me started on Slammers. Those things break the game. The Redeemer should be scrapped altogether where multi is concerned- it's absurdly overpowered, to the point that you can one-shot most enemies. I took a Redeemer for the third dogfight and won the battle, and I'm not even that good. In fact, a lot of the overly powerful primaries don't really belong in multi, and especially in dogfights.

tldr: tone down some missiles and make faster ships slower, for dogfight versions of each.

Absolutely agreed about the Kent's reverse afterburner and the Dart. I made, while I'm not a very good MP player, many -relatively- easy kills using both of them. That was obviously very fun, but not fair.

One word about the Karuna dogfight, even if the server crashes before completiing the game  :doubt: . It will be useful to increase the Karuna speed a little IMHO. However, I found that playing tactically with the weapon range is very interesting in MP.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: bigchunk1 on January 15, 2011, 10:38:06 am
Later that night we had a 'Redeemer match' which was essentially a one shot kill elimination match in Durga bombers which are large and slow targets. That was pretty fun. I would be up for making a dogfight which is exclusively Durgas, and possibly Vajras.

The Uriel for the most part seems fine the way it is right now. It has good armor and has a single slot of 6 gunbanks to make quick work of enemy fighters. It flys much like a heavy assault fighter should, and has a turret which does come in handy for those situations where you are caught in a turning match with your opponent.

I have not yet found a use for the archer though. Maybe it's fine left alone as well but it's prettymuch an ornament unless you catch an enemy fighter without shields.

Look out for the Kent, the Lao Tze and possibly the Draco in the future. Some fighters are very quick.

Battuta mentioned on IRC a possible dogfight mission escalation match style where every time you are destroyed, you spawn as a more powerful ship. So you start with Scimitars (The Gef fighter) and maybe upgrade to an Aurora, HerkMk2, Uhlan... until your upgrade yourself all the way to Durgas, Vajras, and finally the Playable Karuna. Games of this type have been implemented before in other games such as Counter Strike and have been quite popular. 

Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: General Battuta on January 15, 2011, 11:20:11 am
The inspiration was directly from Starfleet Command rather than CS.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: MatthTheGeek on January 15, 2011, 11:21:46 am
Also, a good and easy way to balance the Reedeemer for dogfights would be to lower the shield damage to bomb-like levels. It's supposed to be an anti-cap weapon after all.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: bigchunk1 on January 15, 2011, 11:32:45 am
Also, a good and easy way to balance the Reedeemer for dogfights would be to lower the shield damage to bomb-like levels. It's supposed to be an anti-cap weapon after all.

That's what the Archer is now.

I forgot to mention the Dirk missile. It's pretty underpowered in multiplayer. I can barely lock on by the time an enemy fighter is on top of me. I would advise decreasing the lock time or increasing the range... something. The missile's tracking is weak as well. I didn't get a chance to gage the damage because I don't recall hitting anything. I don't see any reason as it is now to use the Dirk over the Dart.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: General Battuta on January 15, 2011, 11:50:38 am
The Dirk has always been kind of crappy. It got a test buff for the 1.1 patch but was deemed OP and now it kinda languishes.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: ION3 on January 15, 2011, 12:53:13 pm
Quote
The Dirk has always been kind of crappy.

In singleplayer i do like its current incarnation. It's good for making enemy ships stop shooting at your wingmates/escort ships while you are still too far away to kill, or in head on engegements, where the AI is very dangerous if you don't manage to get it to stop shooting on you when you close in.
The key to this kind of use is a missle that is relatively resistand to countermeasures, but can be outmaneuvered quite easily, with high damage, high range, but it must not necessarily be fast or lock on fast. The current dirk is OK for that job, and kills bombers and transports/turrets.
I'd say make it have a bit more firepower and ammo to emphasize that role and it is perfect.

On that note: I think the Dart should have less ammo in sp, the harpoon more range, the Rockeye more firepower. Tell me if you want me to elaborate on that.
Title: Re: Blue Planet Multiplayer Balance and Mission Thread
Post by: Mars on January 15, 2011, 03:26:55 pm
So I was messing around with a UEF gauntlet, and I don't know if this applies to multiplayer- but I was wondering if increasing the after-burner time for GTVA fighters might even the balance a bit?
Title: War in Heaven Multiplayer Project
Post by: General Battuta on January 17, 2011, 12:10:07 pm
For those of you seeing this for the first time - our priority right now is to build dogfight variants of imbalanced ships and weapons so that we no longer have hilarious Redeemer instagib matches and Atalantas armed only with Circes.  :nervous:
Title: Re: War in Heaven Community Multiplayer Project
Post by: -Sara- on January 17, 2011, 08:07:03 pm
Didn't read all 3 pages, but could make redeemer very ineffective against shields.
Title: Re: War in Heaven Community Multiplayer Project
Post by: asyikarea51 on January 18, 2011, 12:50:26 am
Slightly off-topic question, a few years ago when I played 3.6.9 multi with a (obviously never finished) self-made mod, the client always had a problem with ammo and never-depleting energy reserves on some types of weapons... forgot what kind, I think fighter-mounted beams but I don't remember those working right in single player in the first place... when the game complained about invalid tables I always double/triple/etc-checked to make sure both host and client had matching tables but it would still show...

The host would spawn with everything as per normal but the client spawns with no ammo and stuff and needs to commit suicide at least once. Then everything shows up on next respawn, guns, ammo, all working correctly (except for the fighter beams where you could practically lag the game by being too trigger-happy).

This was with virual LAN ala Hamachi though, not through FS2NetD due to bad ping but IIRC the connection type didn't matter.

Looking at the posts here, seems to me like that bug was fixed a long time ago? Or maybe the bug never existed and my slip-up might've been in MediaVPs... which I kinda doubt was the cause since I did the install on the client computer and the files were all the same?

Don't have the option of source control (never had, never will in a reasonable timeframe), but I did have infrequent access to the client pc so I roughly knew what files were being moved around...

That said, I'm curious with dogfight weapons, I'm nowhere near done with any tables (stripped all dogfight guns off my tables for now), but a good idea on weapon balance for future reference would be nice... obviously can't escape testing though, that's something important.
Title: Re: War in Heaven Community Multiplayer Project
Post by: IvKir on January 18, 2011, 08:44:17 am
Hi, i got some trouble with this mod, can you help me?
OS - Windows. MediaVPs, Blueplanet - it's all up to date, using build from svn... still can't get game working.

Code: [Select]
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 16
  -ogl_spec 32
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 120
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 90
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2_multi,blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Games\FSO\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games\FSO\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\FSO\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\FSO\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\FSO\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\FSO\blueplanet\bp-adv-core.vp' with a checksum of 0x2851edb0
Found root pack 'C:\Games\FSO\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Games\FSO\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FSO\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FSO\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games\FSO\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Games\FSO\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FSO\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FSO\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FSO\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FSO\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FSO\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FSO\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FSO\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FSO\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FSO\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FSO\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FSO\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FSO\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FSO\blueplanet2_multi\' ... 11 files
Searching root 'C:\Games\FSO\blueplanet2\' ... 2 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\FSO\blueplanet\' ... 1 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-adv-core.vp' ... 2 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games\FSO\mediavps_3612\' ... 9 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FSO\' ... 33 files
Searching root pack 'C:\Games\FSO\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FSO\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FSO\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FSO\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FSO\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FSO\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FSO\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FSO\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FSO\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FSO\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FSO\warble_fs2.vp' ... 52 files
Searching root 'i:\' ... 0 files
Found 35 roots and 19620 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Available Playback Devices:
    Generic Software on SB Live! Audio [B880]  *preferred*
    Generic Hardware on SB Live! Audio [B880]

  Available Capture Devices:
    SB Live! Audio [B880]  *default*

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on SB Live! Audio [B880]
  Capture device: SB Live! Audio [B880]
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 7600 GT/PCI/SSE2
  OpenGL Version   : 2.1.2

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
Loading 2_PreLoad.png for the first time.
Loading 2_PreLoad.png (1024x768x24)
Fast-unloading 2_PreLoad.png.  1024x768x24
Loading 2_PreLoadLogo.png for the first time.
Loading 2_PreLoadLogo.png (420x193x32)
Fast-unloading 2_PreLoadLogo.png.  420x193x32
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Failed to open network config file, using default settings
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-advanced-mfl.tbm' ...
WARNING: "Muzzle flash "BP_Cmuzzle_tiny" already exists!  Using existing entry instead." at muzzleflash.cpp:145
Int3(): From g:\fso\fs2_open_0\code\globalincs\windebug.cpp at line 1277

[attachment deleted by ninja]
Title: Re: War in Heaven Community Multiplayer Project
Post by: General Battuta on January 18, 2011, 09:19:05 am
Somebody probably committed something borked. Matth, Hades, did you test your commits?
Title: Re: War in Heaven Community Multiplayer Project
Post by: Shade on January 18, 2011, 09:36:17 am
Yep, multi-shp.tbm is borked. Working one attached.

[Edit] And in SVN as well now, so just use that. Attachment removed.

Title: Re: War in Heaven Community Multiplayer Project
Post by: General Battuta on January 18, 2011, 09:39:28 am
Shade if you sign up for an Assembla account and post the username I'll add you as a team member and you can commit. You should also be in the first post credits - fixing.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Hades on January 18, 2011, 10:12:54 am
Yeah, sorry about that borked up ship tbm, it had weird formatting so I tried to fix it but apparently I ****ed up and FSO's error messages were no real help either; they pointed to line 1167 or something when the tbm only hit 1010.
Title: Re: War in Heaven Community Multiplayer Project
Post by: IvKir on January 18, 2011, 10:42:39 am
Yep, thanks, all work now.
Title: Re: War in Heaven Community Multiplayer Project
Post by: IvKir on January 19, 2011, 11:11:19 am
One more thing. The Blade Itself work's just fine, and it's just great, but there is something odd - i hear beam's from enemy corvete, but i don't hear my main cannon shooting. Maybe there is a way to make sound area a bit larger or something else?
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on January 19, 2011, 04:15:45 pm
That requires a sounds.tbl update. I don't see a new sounds.tbl created just for multiplayer since it's not a multiplayer specific issue. It's probably better to have change like that in a future patch for BP:WIH.

If the sound radius is too large however, it might be confusing in the main campaign to hear gauss fire from 5 clicks away in a fighter.
Title: Re: War in Heaven Community Multiplayer Project
Post by: ssmit132 on January 19, 2011, 06:14:29 pm
I thought it was because the player's turrets do not make sounds.
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on January 21, 2011, 11:23:11 pm
I thought it was because the player's turrets do not make sounds.

After some testing, I think you might be right. It's not the sound.tbl which is surprising since the Medusa, the Ursa, and the Prometheus Frame from Wings of Dawn all have audible player turrets.  Whatever it is it's not a multiplayer specific issue.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Pred the Penguin on January 22, 2011, 12:27:20 am
I've noticed it, too... At first I thought it was problem on my end, so I updated my drivers and fixed sound for the main campaign.
Sound on The Blade Itself still has problems though.
Title: Re: War in Heaven Community Multiplayer Project
Post by: kir2yar on January 23, 2011, 02:33:40 am
Quick and dirty port of the original STV Gauntlet (original author: TCA-Lonestar).
In fact, I have not added anything there. Well, except the option to to fly on a UEF fighters.

http://kir2yar.dyndns.org/hlp/Lone_m02-bp2.fs2


Incidentally, the some reason the game crashes, if the list of available fighters about 130 units.
Title: Re: War in Heaven Community Multiplayer Project
Post by: -Sara- on January 23, 2011, 12:25:52 pm
Maybe sticky it?
Title: Re: War in Heaven Community Multiplayer Project
Post by: FSW on January 23, 2011, 01:08:56 pm
Some of us played BP2 multi today. It was a lot of fun!

General:
 - Reverse afterburners don't work; even in co-op. Intentional?
 - Gattler has negative ammo on first spawn, and is unusable. It works fine after respawn.

Stained Mars Red:
 - Archer and Paveway don't appear to damage turrets and subsystems as effectively as in single-player. Perhaps the corvette is just more sturdy than I imagined.

Karuna dogfight mission:
 - Players respawn right next to each other. Intial spawn is fine.
Title: Re: War in Heaven Community Multiplayer Project
Post by: MatthTheGeek on January 23, 2011, 01:20:55 pm
- Reverse afterburners don't work; even in co-op. Intentional?
No. I made a dogfight burner-less version of UEF fighters for dogfights, but the standard versions should still be used for coop, unless someone changed the coop missions.

Quote
- Gattler has negative ammo on first spawn, and is unusable. It works fine after respawn.
I guess the ammo-based primary code has never been tested with multieh. That bug is probably that old, just noone noticed it.

Quote
Stained Mars Red:
 - Archer and Paveway don't appear to damage turrets and subsystems as effectively as in single-player. Perhaps the corvette is just more sturdy than I imagined.
Blame lag. You think you hit it, and you didn't, or even you think you had achieved aspect lock when you actually hadn't yet.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Hades on January 23, 2011, 07:41:50 pm
Alright, #player versions of deimos, aeolus, hyperion, nayana, and Sanctus have been added along with a test tvt mission, update your SVN. Also, we need a host. :(

/me looks at Sara
Title: Re: War in Heaven Community Multiplayer Project
Post by: General Battuta on January 23, 2011, 07:43:32 pm
We just played a couple rounds of this TvT in capships, it's okay but the hugfighting is a real issue and using ETS in multi TvT seems to cause turrets to stop firing.  :blah:
Title: Re: War in Heaven Community Multiplayer Project
Post by: kir2yar on January 24, 2011, 12:16:27 am
Quick and dirty port of the original STV Gauntlet (original author: TCA-Lonestar).
In fact, I have not added anything there. Well, except the option to to fly on a UEF fighters.

http://kir2yar.dyndns.org/hlp/Lone_m02-bp2.fs2


Incidentally, the some reason the game crashes, if the list of available fighters about 130 units.

Ou, sorry,
forgot to say user/pass: hlp / welkome

Never, never configure Apache during drinking. Very sorry that it happened.

Just some woodpeckers tried bruteforce my phpmysqladmin
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on January 24, 2011, 01:38:44 am
You all went on BP multi again?! Send me a PM next time!

General:
 - Reverse afterburners don't work; even in co-op. Intentional?

No, that's not intentional. I remember them working fine when we tested it the other week... strange.

Stained Mars Red:
 - Archer and Paveway don't appear to damage turrets and subsystems as effectively as in single-player. Perhaps the corvette is just more sturdy than I imagined.

That's exactly right. The corvette in that mission has double normal hitpoints. Next update will have reduced hitpoints and more baddies to fight.

Karuna dogfight mission:
 - Players respawn right next to each other. Initial spawn is fine.

That's an unforeseen bug specific to Karunas in dogfighting missions. The mission was initially intended for one life per player. I currently have no clue why Karunas do this over fighters.

We just played a couple rounds of this TvT in capships, it's okay but the hugfighting is a real issue and using ETS in multi TvT seems to cause turrets to stop firing.  :blah:

That sounds like a lot of fun! Team play would seem to open a new window for strategy in capitol ship fighting. Sorry to hear about the ETS.


You all play Kir2yar's mission?
Title: Re: War in Heaven Community Multiplayer Project
Post by: IvKir on January 24, 2011, 02:00:53 am
Capfighting just great! It's what, i think, we all wanna see in Freespace!
Title: Re: War in Heaven Community Multiplayer Project
Post by: -Sara- on January 24, 2011, 09:55:57 am
We just played a couple rounds of this TvT in capships, it's okay but the hugfighting is a real issue and using ETS in multi TvT seems to cause turrets to stop firing.  :blah:

I suggested some time ago ingame that all capships in cap-fights should have a kamikaze code. :) If you bump into someone, you die. Maybe bells and whistles start to go off when you get too close, warning you.
Title: Re: War in Heaven Community Multiplayer Project
Post by: General Battuta on January 24, 2011, 09:58:41 am
This sounds kind of satisfactory, but presumably it'd kill both players and that would mean losing ships would just ram?
Title: Re: War in Heaven Community Multiplayer Project
Post by: -Sara- on January 24, 2011, 10:06:32 am
Unless it can register head-on collision, or perhaps punish whoever crashes harder into the other. (For example, a head-on headbang hurts more than getting poked in the wing). Explosions would still hurt the other player. This may make it a tactic in team play to go and ram the enemy when you run out of health.

Other interesting factors can be the importance of knocking down subsystems. Perhaps if a sensor goes down on a capship, your beam and artillery distance is halved (since they autofire). If nav goes down your ship no longer gives warning sounds when nearly colliding with someone. If the weapons subsystem goes down perhaps your ship can no longer use their flak and smaller turrets to hold off missiles, fighters, etc. Losing engines is obvious, 0 speed, stranding. Losing the communications array may make it impossible to command your fighters if a mission grants players fighter support.

Perhaps special multi-versions of capships can be made, giving all ships missile abilities (also GTVA ships). I found it's possible to win with a huge difference in capship battles as long as you glide sideways in time to use your flak turrets to take out the enemies missiles.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Hades on January 24, 2011, 03:49:25 pm
I like the idea of destroyable subsystems but if we allow turrets to be destroyable they'll need some good armor, as would the other ones.

and yeah that's a good idea, have versions of all the player caps with missiles.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Droid803 on January 24, 2011, 06:16:38 pm
We just played a couple rounds of this TvT in capships, it's okay but the hugfighting is a real issue and using ETS in multi TvT seems to cause turrets to stop firing.  :blah:

I suggested some time ago ingame that all capships in cap-fights should have a kamikaze code. :) If you bump into someone, you die. Maybe bells and whistles start to go off when you get too close, warning you.

Kinda happened (out of chance) because the Sanctus had a huge Mass value, allowing it to plow through Aeolus cruisers.
Ramming kills aren't very fun.
Title: Re: War in Heaven Community Multiplayer Project
Post by: -Sara- on January 24, 2011, 07:47:43 pm
I like the idea of destroyable subsystems but if we allow turrets to be destroyable they'll need some good armor, as would the other ones.

and yeah that's a good idea, have versions of all the player caps with missiles.

I'd godmode turrets, just knock them out when certain subsystems go.
Title: Re: War in Heaven Community Multiplayer Project
Post by: -Sara- on January 24, 2011, 07:49:49 pm
Kinda happened (out of chance) because the Sanctus had a huge Mass value, allowing it to plow through Aeolus cruisers.
Ramming kills aren't very fun.

Perhaps a multi-version of the ship, since they'd probably be modified with missiles or other ballance means anyway? I can imagine slash-beams may find themselves altered as well to give GTVA ships a more reliable fighting chance.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Hades on January 24, 2011, 08:18:38 pm
sgreens have a dogfight version with 30 second recharge and 3.5 beam lifetime, up from 45 seconds and 2.5 beam lift-time, the dps on the default sgreen is 64.

And yes, the Sanctus was modified and uploaded to the SVN.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Droid803 on January 25, 2011, 12:11:20 am
What's its DPS now? :P
Title: Re: War in Heaven Community Multiplayer Project
Post by: Hades on January 25, 2011, 07:10:32 am
Tits if I know. :nervous:
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on January 25, 2011, 11:16:30 pm
While testing the mission bp2-mc01 I encountered this assert.

LUA ERROR: [string "bp2-betty-sct.tbm - On State Start"]:57: attempt to index field 'communications' (a nil value)

I got this error when I died and tried to click on 'observer mode' to respawn. (should have more than one life but game crashes anyways) I have been getting this bug every time I try to respawn. I think it has something to do with the implementation of '*****ing betty'. Here is a debug log.

Note: I used vanilla because the SVN multi version causes asserts before I hit the menu. Something about the player beam turrets.

http://pastebin.com/PiEsqxFp


Has anyone else run into this bug? I would think you all would have run into it on Sunday.

EDIT: here's the assert I get with the debug build on SVN multi. nightley 6832

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.
==========================================================================
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 16
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 60
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -post_process
  -mod blueplanet2_multi,blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2_multi\' ... 13 files
Searching root 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\' ... 266 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\' ... 2 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\' ... 274 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\' ... 87 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games-2\Freesace2  - 3.6.12\FreeSpace2\warble_fs2.vp' ... 52 files
Found 31 roots and 18160 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : SB X-Fi Audio [0001]
  OpenAL Version    : OpenAL version 1.1

  Found extension "ALC_EXT_EFX".

  EFX:  Unable to create Aux effect!

  Sample rate: 48000 (44100)
  EFX enabled: NO
  Playback device: SB X-Fi Audio [0001]
  Capture device: Microphone 2 (Creative SB X-Fi)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 5700 Series
  OpenGL Version   : 4.1.10362 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.10
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'multi-wep.tbm' ...
WARNING: "Invalid +Index value of 0 specified for beam section on weapon 'SGreen#player'; valid values at this point are 0 to -1." at weapons.cpp:2131
Freeing all existing models...
Title: Re: War in Heaven Community Multiplayer Project
Post by: Droid803 on January 26, 2011, 04:16:09 pm
AFAIK, Observer mode is broken for all multi.
Some bug in the code.
Not 100% on that one.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Shade on January 26, 2011, 04:19:17 pm
Observer mode is fine. If it is crashing, it's something else causing it. To determine what, then for starters, stuff that causes asserts in debug needs to go (SGreen#player, I'm looking at you). After that, we can start actually testing.

Incidentally, a general rule of thumb with this sort of thing is that if it doesn't run in debug, don't commit it.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Hades on January 26, 2011, 04:33:53 pm
I had to make the sgreen#player from several sources so yeah it's probably my fault, I will run it through debug and fix it though.

EDIT: Fixed, commiting
Title: Re: War in Heaven Community Multiplayer Project
Post by: Shade on January 26, 2011, 04:38:33 pm
Much better :yes:
Title: Re: War in Heaven Community Multiplayer Project
Post by: Droid803 on January 26, 2011, 07:06:22 pm
Hmmm...ok then, its probably something to do with Obs mode not liking the Betty script.
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on February 01, 2011, 01:39:19 am
SVN updated. I fixed observer mode and got it to work, but I had to disable betty to do it. Let me know what you all think about this.
Title: Re: War in Heaven Community Multiplayer Project
Post by: FUBAR-BDHR on February 06, 2011, 07:30:54 pm
Tried to setup a standalone.  Get the following:   "no actions specified for conditional hook in file 'bp2-betty-sct.tbm'"
Title: Re: War in Heaven Community Multiplayer Project
Post by: General Battuta on February 06, 2011, 08:29:31 pm
Yeah that damn Betty script really doesn't seem to like multi.
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on February 11, 2011, 11:57:45 pm
Sorry Fubar, I didn't see this until now.
Tried to setup a standalone.  Get the following:   "no actions specified for conditional hook in file 'bp2-betty-sct.tbm'"

I get that same error in debug. I think the reason why Is because I replaced the betty script with a blank script to essentially 'kill' betty. I believe the assert is just letting you know that there is a script in your mod that does nothing. It should work otherwise. Observer mode works fine now, and multi seems to work ok in release mode without any betty related asserts.

If there's a better way to do this please let me know.
 
And thanks much for trying to get WIH multi up and running on your standalones. That should be a big help in the future if it gets off the ground.
Title: Re: War in Heaven Community Multiplayer Project
Post by: FUBAR-BDHR on February 16, 2011, 03:14:07 pm
Whatever the last change was it got by the error.  Standalone now up. 
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on February 16, 2011, 10:57:17 pm
Tables updated today. Make sure everyone playing has their SVN up to date or you will step on bad bugs.

Thanks to Fubar for setting up the BP standalone. (Laporte's Pub). Even if you haven't forwarded your router ports, you should be able to host using it. Help us test it out!
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on February 24, 2011, 02:36:57 am
Been trying to convert the mission 'Delenda est' to multiplayer, but debug threw an assert.

Fs2 log:
http://pastebin.com/HK9aUE9C

Would be nice to get this mission converted, any suggestions?
 
Title: Re: War in Heaven Community Multiplayer Project
Post by: Droid803 on February 24, 2011, 03:08:12 pm
You might need to rip out everything related to the checkpoint system, unless you've done that already.
Title: Re: War in Heaven Community Multiplayer Project
Post by: General Battuta on February 24, 2011, 03:13:19 pm
Can't see why...
Title: Re: War in Heaven Community Multiplayer Project
Post by: MatthTheGeek on February 24, 2011, 03:58:55 pm
Forced Entry used stuff calling and modifying campaign global-variables, and it didn't caused any issues when porting to multi. I don't see why it would be different here.
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on February 24, 2011, 06:47:01 pm
You might need to rip out everything related to the checkpoint system, unless you've done that already.

Good point. Not sure if it's the culprit, but there's so much going on in this mission it might be a good idea to remove as many extraneous features as possible.

Think this mission would need a checkpoint system? I can't really test it because I can't even get to gameplay yet.
Title: Re: War in Heaven Community Multiplayer Project
Post by: Droid803 on February 24, 2011, 10:42:12 pm
No, probably not. Respawns are basically a better checkpoint system (well, aside from the fact that you're OH NO SO FAR AWAY)
Title: Re: War in Heaven Community Multiplayer Project
Post by: bigchunk1 on March 07, 2011, 08:27:21 pm
Looking to have another test sometime in the next few weeks (mid to late march). I would like to know when people have their spring break so we can fit the test sometime in that week. If anyone has a particular time they would like to have the test, now's the time to speak up. 
Title: Re: War in Heaven Community Multiplayer Project
Post by: General Battuta on March 07, 2011, 10:51:58 pm
Locked, use Bigchunk's new thread.