Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DTP on April 29, 2002, 10:33:06 am
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http://home19.inet.tele.dk/dtp/sourcemodifications.html
Beta v0.1 exe files
http://www.c4-group.dk/?C=4&case=download
will be bumping it from time to time.
- if you believe to have found a bug Email me.
[email protected]
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Found out about max_ship_types, and why Multiplayer crash`s
in Multiplayer when MAX_SHIP_TYPES is bigger than 200 and certainly when it is bigger than 254. It has something to do with the netcode regarding packet size and how the stats functions. stores data. press my link above and read about my progress.
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ugh.... why can't you just use normal text size? did normal text size abuse you as a child? or did you just sign over your soul to that tiny little unreadable text?
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i could make it bigger, but, did you know that you can choose your own text size from within MSIE, and im sure you can in all other browsers.
goto view, now i dont know what it says in english, but it should read out TEXTSIZE, and you thereby have 5 choices
smal
smallere
medium ("default")
bigger
biggest.
/little rant
and who the **** are you to be such a smart mouth, when you dont even know the basics of your browser.
/little rant over.
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also hold the ctrl key down while moveing the mouse scroll wheel
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whoa calm down, im on medium, i know how to get to largest... but why the hell do you have to make it so small.... my random estimate is about 5% of users have their browser on largest...
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If you knew how to increase text size, then why complain & It is not like you are the voice of the rest of the internet. and I am calm.
But your way of putting it to me that my text was to small, was being a smarth mouth.
let me give you a tip; nobody likes a smart mouth.
But no hard feelings, that was why i wrote /little rant.
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don't make me use the hammer...
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I don't think he was intentionaly trying to insult you
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Fixed multiplayer music, Success music on all primary goals meet
Failure music on not meet.
Average music; not implemented., Multiplayer is often if not always, win or loose scenarios
click link in post#1 to see list of all modifications
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Ah, that I really wanted for some time now. Great work. :) :yes:
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Thx :)
Fixed the secondary fire bug, where when bank is out of ammonition, next secondary bank in line inherits the previous bank`s fire delay, even when the next bank in line did not have the same kind of weapon.
There was when bank empty a delay of 250 ms when bank empty and switch, should just add 250 ms of delay. Instead it did what we all knew.
Deleted this delay, as i simply can' t see any reason for it, when it does what it does. the time_stamp function just dont seem to work in that way, like who-ever wrote it, would like it to.
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they seems to be "little" but extremely useful enhancements...great work, can't wait to have all these modifications:)
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In the absence of a centralized repository, it would be nice to have a place to store these "little" mods to the source code, so they don't get lost when we do get source control set up eventually...
I don't know if Windows/MSVC has a similar tool, but unix has a diff utility that generates the differences between two file versions, this is much easier to deal with than uploading an entire source module when there are only 3-4 lines changed. The diff file can be read by the patch utility to modify the code and implement the new changes.
Dunno if this (HLP) is the right place to do it, but if you have made a small change, maybe upload the changed lines, indicating the source file and the (original) line numbers that were affected. Also, this way we can credit the appropriate developers!
Moderators, please correct me if this is inapproriate...
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I think that is VERY appropriate, if nothing else, stored in a thread on a forum. It's also the next step in what I was getting at with standards. If your stuff is well-commented, it will be easy for everyone to track down your changes :)
Windows has diff and other comparison utilities, FYI.
Diff still rules, so a non-license breaking CVS server would be the best, but even with that, not every change should make it into the main code.
Need something to post exactly what penguin suggests, that is searcheable.
Have a look at http://www.garagegames.com at the "resource" or "code snippet" links. Those are largely community submitted, many directly affecting the main Torque codebase.
Something like that, I think would be perfect?
(does this need it's own thread?)
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I see no problem with that, and in fact I want to encourage that kind of exchange... what better way to teach someone than by example? (I know I could use it... :o ) Plus if everyone shows what they did to make something work, everyone else won't have to spend time figuring out how to make it work on their copy... :) They'll just have the code which will show clearly how it was done... :)
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well a centralized referring point would be very useful in my opinion, with a list what has been done, what is in progress, what would be cool to be done, and possibly all these modifications (when tested, compatible and stable) grouped in opens source (un)official patches, in order to don't have two programmers working at the same thing, or at something that has already be done, and to give to all modders all the same stuff and variables to work with
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That's the idea, Karma.
I started another thread, so as to not hijack this one :)
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Originally posted by Inquisitor
Diff still rules, so a non-license breaking CVS server would be the best, but even with that, not every change should make it into the main code.
What was the problem with anon-CVS?
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hmmm am i the only one not capeble of viewing that BETA release thread i made?
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Originally posted by DTP
hmmm am i the only one not capeble of viewing that BETA release thread i made?
I can see it.
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I can't, database error or something.
btw, your increased ship limit per mission won't work, it's still less than 100 ships...
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where can I get this???????
this what I need :)
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There is a link in the other topic, but something appears to be wrong with that. (getting the same error)
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oh well, posting link here,
look at post#1
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new download page, if anybody should have had problems with the current download.
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Originally posted by venom2506
I can't, database error or something.
btw, your increased ship limit per mission won't work, it's still less than 100 ships...
in FRED2 or in game
It works, 100% sure of that
I made a mission with 200 ships. that attacks a SD Demon.
You must have messed up somehwere.
In fred2; Go to help, then click about and there it should say I modified this version: if it does not, then you have started the "wrong" fred2.exe
in-game; there should be a notice of no support from volition or interplay, in the top of the very first screen ("the player select screen")
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Originally posted by DTP
in FRED2 or in game
It works, 100% sure of that
I made a mission with 200 ships. that attacks a SD Demon.
You must have messed up somehwere.
In fred2; Go to help, then click about and there it should say I modified this version: if it does not, then you have started the "wrong" fred2.exe
in-game; there should be a notice of no support from volition or interplay, in the top of the very first screen ("the player select screen")
it was working in fred, no pb. in FS2 I had your notice, and even the text in the corner of the window in flight. but with more than 80 ships, the mission crashed. Even stranger, with any number of ships, in fact, they dunnot appear ingame, I find myself alone in the mission...
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hmmm strange, i tested a mission that had 200 ullysses fighters attack a SD demon. no chrash, and they where all theire. slow FPS ofcourse like 10 or something.
and have a nice pic of it too. see below
(http://home19.inet.tele.dk/dtp/images/200ships+Demon.jpg)
Where the ships, modded in anyway?., my current build of FS2 is a debug build, ("meaning no modded ships, and no URSA`s as they generate an error").
And gimme som information regarding your system
GFX card
and amount of RAM.
and was this a singleplayer or a Multiplayer mission
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my mission was run on a system with 256 Mb of SD ram
on a geforce 2 MMX 400
maybe you are out of memory?. FS2 will certainly Crash on out of memory and generate an Error.
there is a nice free utility for administrating cache and memory for win 9x, MX found here http://www.outertech.com/
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where IS thje download page?
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look in Post#1 in this thread
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yeah, ships were modded ( half of them )
I have 384Mb ram and a Radeon 32Mb.
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first thanks, second, if I have a slow comp (660 MHZ PIII) and a low end Voodo card, will it effect what I can store in the TBL files?
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Testing a mission with 4 different types of "modded" ships and sees if that is the reason.
-will report back asap.
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Originally posted by Ace Pace
first thanks, second, if I have a slow comp (660 MHZ PIII) and a low end Voodo card, will it effect what I can store in the TBL files?
No, but what it will effect is Frames pr second.
this exe is for users who want`s to create missions that combined have more than 100 ships.
Note; not 200 or 100 ships in the mission at the same time, but 100+ ships arriving after other ships have departed or been destroyed.
More different kinds ships with different kinds of texture means more memory usage of the GFX card`sTexture memory and standard memory is used by both the model and texturefiles.
if your GFX card cannot hold at least 4 MBs of memory, then you are in trouble these days.
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well thanks (voodo is 16 MB getting GF2).
so now the endor syndrome is going to retunr :(
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all those ullysses atacking that Demon just looks funny for some reason, like flies around a bug zapper :D
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I have tested a mission with 200 modded ships
all where Valkyries and Apollos from FS1.
as they are perfect models ported over from fs1 to fs2 by
my-self. So i was sure they had no hidden problems.
also Maximum allowed subsystems is at 2100, should be more than enough
My best guees is that your models are to blame for this crashing as they may have hidden problems. send me one and maybe i will know what causes this.
alternatively, send me the mission and ofcourse the ships within the mission + tbl entries.
these pics below show all
ZAP ZAP ZAP em all demon, they are all yours. :D
(http://home19.inet.tele.dk/dtp/images/200ships+01.jpg)
(http://home19.inet.tele.dk/dtp/images/200ships+02.jpg)
(http://home19.inet.tele.dk/dtp/images/200ships+03.jpg)
(http://home19.inet.tele.dk/dtp/images/200ships+04.jpg)
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well that last pic was funny :)
I give this change a 5\5 :yes: :yes: :yes:
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Originally posted by Ace Pace
well thanks (voodo is 16 MB getting GF2).
so now the endor syndrome is going to retunr :(
IF you are getting a new GFX card, go for GF4 MMX version.
Its cheap, approx US$ 150, where i live (DENMARK) 999 kr.(danish currency, Kroner) :).
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well, its not here yet (israel) so i'm stuck with GF 2 TV-out
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dtp: get the banshee from inferno's website and try with it.
Anyway, I'm confident my models have no pb. If they work w/o any pb with the normal FS2 exe, anyway, the flaw would come from the new exe, not the model itslef, as they meet all the requirements asked for the FS2 engine.
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downloading
ARGHH!!! fileplanet :cool:
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Checked out the banshee model In-game
pics below;
I have no clue what is causing this, but I`m sure it is on your side as i have recieved no other bug-reports and from the new download site I count 4 other downloads,1 one hit was made by me to test it. maybe your download was corrupt. try download again.
btw nice model
(http://home19.inet.tele.dk/dtp/images/banshee200+01.jpg)
(http://home19.inet.tele.dk/dtp/images/banshee200+02.jpg)
(http://home19.inet.tele.dk/dtp/images/banshee200+03.jpg)
(http://home19.inet.tele.dk/dtp/images/banshee200+04.jpg)
(http://home19.inet.tele.dk/dtp/images/banshee200+05.jpg)
(http://home19.inet.tele.dk/dtp/images/banshee200+06.jpg)
(http://home19.inet.tele.dk/dtp/images/banshee200+07.jpg)
(http://home19.inet.tele.dk/dtp/images/banshee200+08.jpg)
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that last one is COOL looking
btw are you getting a negitive framerate?
I know I would
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uhh did not have FPS shown. It was turned off somehow. can`t remember how to get it on again?.
btw tested 32 sathanas in mission at the same time, using swquippllel.... erggg :)`s model. someone could now make a Sathana realy aim for a Star and make it go Nova.
here is some pics.
(http://home19.inet.tele.dk/dtp/images/32sathanas02.jpg)
(http://home19.inet.tele.dk/dtp/images/32sathanas03.jpg)
(http://home19.inet.tele.dk/dtp/images/32sathanas04.jpg)
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those uber big ship mission make some interesting effects. Or at least it appears so on the pics. I wouldn't dare trying it on my PC. I still have to use this for two months.
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Those mass-warp effects look awesome. :D How slow were these missions going though; maybe 0.1fps? :p :D
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One suggestion for any future releases: Don't use the same names as the original files. Name them something like FS2b.exe and FRED2b.exe. That way people can have and use both copies. This build seems to work alright with the Robotech MOD. (Or at least as well as the original did.)
Edit: And it would be nice if you could put that HUD message text somewhere else. Like under the target render box. :) It interferes with the comunications menu.
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Originally posted by EdrickV
One suggestion for any future releases: Don't use the same names as the original files. Name them something like FS2b.exe and FRED2b.exe. That way people can have and use both copies. This build seems to work alright with the Robotech MOD. (Or at least as well as the original did.)
Edit: And it would be nice if you could put that HUD message text somewhere else. Like under the target render box. :) It interferes with the comunications menu.
noted and will be altered for the next release.
when that is going to be i dont know; real-life(tm)
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DTP, would you be willing to check your code into a CVS tree that is rumored to be coming together?
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I maybe lagging behind,
CVS, where can I read what it is or is going to be.
Remember seeing it somewhere though, search didn’t give me anything
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http://www.cvshome.org/
Hopefully if we get a CVS tree setup there will be somewhere on the site for HTTP/FTP downloading of precompiled binaries, (exe's) for those of us who know diddly about using CVS and can't compile the source yet anyways. :)
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uhh, thats alot of reading. -I`ll read it when I`m awake, right now my bed screams my name, oris it me screaming for my bed.:sigh:
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Warpocore has offered to host it, which neatly sidesteps the sourceforge problem.
Basically, share your code and make it some or all of it part of the "official codebase" moving forward :)
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I just had an idea; you know the normal run Freespace 2 option from FRED 2 is not very flexible. Instead make it run a bat file like modstart.bat and within that bat, the user should define what exe file should be started. That way the user can also add his own command line arguments like
-window -no music etc. etc. This is already tested, and it works. So I’m going add this instead of the normal run Freespace 2 option.
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Originally posted by DTP
I just had an idea; you know the normal run Freespace 2 option from FRED 2 is not very flexible. Instead make it run a bat file like modstart.bat and within that bat, the user should define what exe file should be started. That way the user can also add his own command line arguments like
-window -no music etc. etc. This is already tested, and it works. So I’m going add this instead of the normal run Freespace 2 option.
Now we just need a version of FRED2 that can be compiled with GCC... ;) I have a FRED2 .mak makefile, but it won't compile as is. Neither will PofView, which I want to get working.
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Originally posted by DTP
I just had an idea; you know the normal run Freespace 2 option from FRED 2 is not very flexible. Instead make it run a bat file like modstart.bat and within that bat, the user should define what exe file should be started. That way the user can also add his own command line arguments like
-window -no music etc. etc. This is already tested, and it works. So I?m going add this instead of the normal run Freespace 2 option.
What about a "Run Freespace2" option in conjunction with a "Run modstart.bat" option? Just 'cause?
--TurboNed
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How about it says "Run Freespace" but there's a menu somewhere in the FRED2 options where it says exactly what you want it to do? Say, a box where you enter the name and path of the EXE and any command line parameters.
Oh, and about the Sathanes... there's a feature called the Y axis. It's pretty cool. You shoud try it. :wink:
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Beta release v0.2 is out
http://www.c4-group.dk/?C=4&case=download
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can we get a -load mission comandline were
-load
is the comand
and
mission
is the name of the mission file, so the example
-load mission
would load mission.fs2
auotomaticly
run this comand line and the screen would go blank for a few seconds (like when you first start the game, also make it ether load the same player file it did last time or the first one it finds) then the little bar thing that shows when a mission is loading, then you're in the breifing
when you get done with the mission (anything that would return you to the main menu) you can ether load another mission, or quit
also could someone look into quicker mission loading
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Originally posted by Bobboau
also could someone look into quicker mission loading
I don't know how many spacesims you play, but FS2 has one of (if not simply "THE") fastest loading-time of any that I've ever played. And it looks better than them all too.
Do yourself a favor, don't play XWA. (-:
--TurboNed
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Originally posted by Bobboau
can we get a -load mission comandline were
-load
is the comand
and
mission
is the name of the mission file, so the example
-load mission
would load mission.fs2
auotomaticly
run this comand line and the screen would go blank for a few seconds (like when you first start the game, also make it ether load the same player file it did last time or the first one it finds) then the little bar thing that shows when a mission is loading, then you're in the breifing
when you get done with the mission (anything that would return you to the main menu) you can ether load another mission, or quit
also could someone look into quicker mission loading
This is not in this release,as I have not fully tested the extend of what happens, but FS2 already has sort of autoload pilot stuff, with the -startgame option, "THAT WILL CURRENTLY NOT LET YOU QUIT" :rolleyes:
But this will be in the next release from me DTP version 0.3
25. FIX: -startgame option You can now actually quit. A thing you could not do before, it would just throw you back to select
mission screen. IF you don't now what i'm talking about, just try and create batfile with this fs2.exe -startgame
when it is done loading, now try to quit, well you can select quit, but it will not quit out to join/create game screen
it will just stay in the select mission screen.
26. FIX related to fix 25. if Player use the startgame option, and the last player is a singleplayer pilot. well then we will have
odd things happening in multiplayer mode. if player is single player, you will now no more be thrown into multiplayer select mission to play screen. IF you however enter barraks with a singleplayer pilot and have used the startgame option and select a multiplayer pilot, you will be auto thrown into Multiplayer select mission screen. i think this is neat as this is properly what the player wanted in the first place, if he forgot that his last player was a Singleplayer pilot.
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Originally posted by TurboNed
I don't know how many spacesims you play, but FS2 has one of (if not simply "THE") fastest loading-time of any that I've ever played. And it looks better than them all too.
Do yourself a favor, don't play XWA. (-:
--TurboNed
What about asteroids? :p
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Wait, so does this -startgame option make the game load a specified mission directly when the exe is loaded up?
BTW, just for testing putposes, how much work would it take to add a framerate display directly into the game? ;)
What about asteroids? :p
Fastest loading space sim ever. :D
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Originally posted by CP5670
Wait, so does this -startgame option make the game load a specified mission directly when the exe is loaded up?
BTW, just for testing putposes, how much work would it take to add a framerate display directly into the game? ;)
Fastest loading space sim ever. :D
Pong is faster. And yes, it is a space sim. As you can clearly see (and as evidenced by a comment near the end of this thread (http://www.hard-light.net/forums/index.php/topic,7254.0.html), it is in fact a star being bounced between two, uh....giant alien white bar things.
And yes, for those who are curious what the heck that link I used in the above statement means, I'm using my own comment as evidence for itself. Circular logic as it were. [grin]
--TurboNed
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Originally posted by CP5670
Wait, so does this -startgame option make the game load a specified mission directly when the exe is loaded up?
BTW, just for testing putposes, how much work would it take to add a framerate display directly into the game? ;)
Fastest loading space sim ever. :D
No the stargame, starts a netgame, it by-passes the pilot select, mainhall & join/create game and enters directly into select mission in multiplayer mode.
But since Daveb or whoever forgot to turn of a flag off after the first run. You are thrown back into select mission when you try to quit from the select mission area OR when you select return to flight deck from die screen in-game.
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forgot, it auto-selects the last pilot, this is bad if last pilot is a singleplayer pilot, Fixed it so that you can quit and if you are a singleplayer pilot you only arrive at mainhall, until you go to barracks and selects a multiplayer pilot and press accept, from which it will auto throw you into multiplayer select mission screen again.
The autoload mission option i may try to incorperate.
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Thought this was dead ehh. Well RealLife™ :D
Beta 0.3 is out,
http://www.c4-group.dk/?C=4&case=download
4 new things where fixed or added
1 command line switch -startgame fixed
Example "fs2dtp.exe -startgame
Will take you far as to the select multiplayer mission or campaign screen.
2. command line switch -almission added
Example; "fs2dtp.exe -almission kickass"
Note; no extension needed in the command line
Will auto load the multiplayer mission kickass with a respawn limit at 99. No abuse in online games outside PXO can abuse this since nobody can join before the clientmaster is taken to briefing and being the only pilot there. Note will also only work with a client master.
3. Frames pr second is now a command line switch option.
Example; "fs2dtp.exe -showfps" will display frames pr second on the top of your screen when flying. Useful for testing new ships and so on.
my 32 Sathanas mission gave me 7.7 frames pr second. :D.
4. almost forgot this minor change. Rotating subobjects will not rotate when ship/object has order to play dead.
And ofcourse you can combine all these commandline options like
Fs2dtp.exe –almission mymission –showfps
Startgame is not needed when almission commandline switch is used because the almission switch makes use of the features of the startgame switch.
Btw 73 people downloaded version 0.2
This release is more developer orientated.
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if we can get the emails sorted out, you should have CVS access by this weekend ;)
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I love what you've done DTP. But I also really like Komet's extra graphics effects mod. I have so many mods that I have to use your excellent mod.
My wish is that these two great modifications could be merged together.
Do you think it's possible?
http://www.geocities.co.jp/SiliconValley-PaloAlto/8376/index-e.html
Thanks.
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Originally posted by Pegasus V
I love what you've done DTP. But I also really like Komet's extra graphics effects mod. I have so many mods that I have to use your excellent mod.
My wish is that these two great modifications could be merged together.
Do you think it's possible?
http://www.geocities.co.jp/SiliconValley-PaloAlto/8376/index-e.html
Thanks.
If they both joining the CVS, I guess it would be this way.
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DTp is on board. Someone convince Komet ;)
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I've encountered some not-so-minor problems, and unfortunately I have traced them to the increased table sizes DTP implemented on 28 July.
My machine only has 64M RAM :( and the latest version from CVS would not load missions -- it would kick me out whenever I went into the ready room, the mission simulator page in the tech room, or the campaign room. No error messages (not even a nasty Windows message), just out to the desktop....
I changed the tbl limits back to their original values and the latest CVS works fine. (Thanks to Inquisitor for the tip...)
I am not sure how to proceed here -- obviously higher limits is something we've all been clamoring for, but I'm probably not the only one with a 64M machine...
Opinions on what to do about this? Maybe this should be a separate thread....
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Would it be possible to specify the size with A) a command line value or B) a variable in the file? I haven't looked much at either of those sections.
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Originally posted by WMCoolmon
Would it be possible to specify the size with A) a command line value or B) a variable in the file? I haven't looked much at either of those sections.
They are set at compile-time.
It would be nice to have it be more dynamic, but it's not right now.
A not-too-difficult way would be to have the init routines allocate a block of memory, the sizes to be determined at runtime. That way there's little impact on existing code, except that the MAX_XXX values would no longer be constants. But it wouldn't be like replacing all the arrays with linked lists or std::vector<> objects, and there would be no performance penalties.
just a thought...
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Originally posted by penguin
I've encountered some not-so-minor problems, and unfortunately I have traced them to the increased table sizes DTP implemented on 28 July.
My machine only has 64M RAM :( and the latest version from CVS would not load missions -- it would kick me out whenever I went into the ready room, the mission simulator page in the tech room, or the campaign room. No error messages (not even a nasty Windows message), just out to the desktop....
I changed the tbl limits back to their original values and the latest CVS works fine. (Thanks to Inquisitor for the tip...)
I am not sure how to proceed here -- obviously higher limits is something we've all been clamoring for, but I'm probably not the only one with a 64M machine...
Opinions on what to do about this? Maybe this should be a separate thread....
hmm, odd, that there should be such a memory usage. you see, i can have MS DEV, FS2(with bumped limits), FRED2, OUTLOOK, Norton Anti,a web tracker, and a explorer window opened at the same time, + what ever else i desire on a 128 MB machine.
I think you ppl need some memory managment programs.
personally i use cacheman for win98 se.
Its free :), here is a link
http://www.outertech.com/
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thanx, i think i generally need that :D
hehe, ram usage gone from 78 to 32 megs. wow :)
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It may require more testing to sort out.
Maybe we try it wit this, then release the exe and open up bugzilla to the public and see what happens?
Also might not be a bad thing to reboot, and not run anything but FS2. see if a clean boot has any affect.
Probably time for another poll on system memory as well.
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look what i found.. the wierd that is that is has never been touched
(http://xphr34kx.tripod.com/eek.txt)
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its one of does "features" just as record demo
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It brings me such pride to see my dsp files at work. :sniff: