Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on March 23, 2004, 05:55:33 am
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http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-23-04.zip
ok this build should have the bug with beams only generateing particles from one point/from one beam fixed. if you see any other bugs tell me,
also I'm going to post new builds nearly every day untill we get 3.6 out, this is to help kill all the bugs, please test everything and we will get 3.6 out sooner.
I supose I should look into the nebula bugs now
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I'd still like "-nodiffuse" :)
But thanks for working on the nebula ones ~ I can hardly wait for the next release :nod:
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so what exactly is wrong with the nebula?
are they in mantis?
if not could someone put them in (useing seperate entries were apropriate) and try getting some screen shots of it
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I've play some early mission of Freespace 2 campagn and I did'nt see any bug... and it's seem run alot better than the 0316's release... I've some probs with debriefing voice... don't know if it's normal or not :doubt:
I want test nebula, but the link in "last version of anything" seem broken :wtf:
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Originally posted by Bobboau
so what exactly is wrong with the nebula?
are they in mantis?
if not could someone put them in (useing seperate entries were apropriate) and try getting some screen shots of it
D'you think I should report it to mantis?
Quoting the problems:
(1) Although I had been told the limit in stars.tbl had been bumped to ~150, I found out that FRED2open will still only show as much background images as were permitted in standard FS2.
(2) Now, I had re-included the standard FS2 backgrounds. I started the game only to find out that if any background image that will not show up in FRED is used, the game will crash after loading the mission.
Means:
FRED will have to be updated to show all backgrounds in the dropdown box. FSO will need to be fixed so that it shows all backgrounds within the new limit (~150-160).
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Originally posted by Shaka
I've play some early mission of Freespace 2 campagn and I did'nt see any bug... and it's seem run alot better than the 0316's release... I've some probs with debriefing voice... don't know if it's normal or not :doubt:
I want test nebula, but the link in "last version of anything" seem broken :wtf:
Check directly on my webbie (link in signature) ;)
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I finally got the chance to use this and the 21 build, and found a problem. Now, even back in the Retail days, I'd occasionally have a problem where a specific texture would go all wierd, usually a nebula background, nebula mesh (full nebula), engine effect, dammage particles, or even just a specific ship texture... usually tiled. I'll mantis it as soon as I can get some good screencaps. This bug is also more prevalent in SCP, probably because of the greater system strain.
Anyway, I've found out a few weeks ago, that whenever I get any wierd bug like this, all I have to do is pause the game, alt-tab to destop, and then return to the game and resume, and the specific texture problem will go away... although it may recurr later. On both the 23 and 21 builds, when I go to return to the game after performing this corrective action, I get an error message telling me that the program created a problem with D3D8.dll and then CTD. This doesn't happen with the 16_r build.
I'll mantis this one as soon as I get the chance.
Later!
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Didn't get to test test this one much but I'd like to note that the glows for beams are still way too big and that the nebula (the global mission swirling pcx nebula, not the BG ones) is still too bright.
Hmm, another quirk, alt-tabbing out has a higher chance of crashing FS2.
[edit] Hmmm, looks like it was resolved on Mantis. [/edit]
Also, the stuttering is still there, however it feels like it's less now for some reason. Perhaps it's because I have -pcx32 off now.
It's still there when everything is turned off except htl.
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in this build there is a moment when everything freezes for a couple of seconds when ships come or go into subspace thats the only bug i have encountered
also thanks my freespace 2 game now runs much faster than the previous builds i have used
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Originally posted by chris_2xtreme
in this build there is a moment when everything freezes for a couple of seconds when ships come or go into subspace thats the only bug i have encountered
also thanks my freespace 2 game now runs much faster than the previous builds i have used
Agree :D
But memory seem saturate fast and freeze occure... Suppose is the windows xp memory management (I've the same with Morrowind) ... There's is a way to fix that ? :confused:
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it wasn't resolved in mantis, it was a duplicate bug
(the alt tab thing)
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is the decal feature activated in this build?
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no, and it won't untill after 3.6, if you want to play with it use the environment mapping demo, but we arn't suporting it untill after 3.6 (ie don't report bugs from that build)
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ok thx
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Clear your PM box Roy. :D I've been trying to send you a PM for the last couple of days.
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really hmm.. well i've cleared it now sry about that
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Originally posted by Bobboau
it wasn't resolved in mantis, it was a duplicate bug
(the alt tab thing)
Are you sure you read my post properly? I get the bug described in your -21 and -23 builds, but not in your r_16 build, n'or any build before this. I also checked the bug you referenced as a duplicate (#21) and the symptoms are different. In bug21 the description says that the PC completely locks up when attempting to Alt-tab, while mine will give the selected error message when attempting to return to the game FROM the desktop, after Alt-tabbing and will not result in a lockup... it just shuts down the game. I'm thinking that one of your changes from r_16 to 21+ has is the cause of this.
Later!
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game crashes after alt-tab,
same bug
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Since you wanted screenshots of the "Nebula is too bright" problem, here they are.
3_23_04 build
(http://img37.photobucket.com/albums/v113/ChronoReverse/3_23_04_nebula.jpg)
3_05_04 build
(http://img37.photobucket.com/albums/v113/ChronoReverse/3_05_04_nebula.jpg)
And I'll get around to putting this stuff all into Mantis a little later. I'm going to be a bit busy and may not have access to my FS2_open computer.
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that is the same mission right?
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Exact same mission, near the same position: Proving Grounds.
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when will afterburner trails be back?
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Originally posted by Lightspeed
I'd still like "-nodiffuse" :)
But thanks for working on the nebula ones ~ I can hardly wait for the next release :nod:
After play some mission in nebula, I agree... Stars blind screen like a normal environment :confused:
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"when will afterburner trails be back?"
they should still be there, I'm still getting them, are you sure you're useing the corect tables
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question. does this build have multiplayer? cause when I try to get online to play, it just CTDs.
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It doesnt have multiplayer.
@shaka: I mean a bug with the background nebulae (the ones far-off) - or to be precise a bug with stars.tbl that affects both FRED and FS2.
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Yeah, two separate bugs ;)
One to do with the number of background nebulas, and one to do with THE nebula being too bright.
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which table file contains afterburner trail info? I must have replaced it with lightspeed's weapons or something..
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ships.tbl
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where can I get the newest ships.tbl?
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If you've downloaded Lightspeed's trails from milliways (link in his sig) then it'll come with the tbl
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Originally posted by ChronoReverse
Yeah, two separate bugs ;)
One to do with the number of background nebulas, and one to do with THE nebula being too bright.
Sorry if my post is not accurate, I try to help best I can... but I'm not a coder and I don't understand english very well... But I'll continue anyway :p
Can someone say me if it's normal or not, the build isn't compatible with Freespace 1 campaign's mod (no weapon in 2nd mission)
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the FSport should be fully compatible with FSopen, but not with Lighstpeeds effects.
You can use Lightspeeds (or other's) Ship/Weapon efffects, OR the Port, but never both at the same time.
If you don't want to uninstall and reinstall all the time, click the link under my name, go to the SCP part and search for the -mod parameter.
You English could be a lot worse, really. Just keep trying and you'll learn.
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Originally posted by Shaka
Sorry if my post is not accurate, I try to help best I can... but I'm not a coder and I don't understand english very well... But I'll continue anyway :p
Funny how people say that and then go on to speak in almost perfect english :D
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Originally posted by karajorma
Funny how people say that and then go on to speak in almost perfect english :D
Maybe I was lucky on this one... "Trop de la moule" comme on dit chez nous... :D
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I downloaded lightspeed's zip with the ships.tbl, replaced mine with it, and still get no afterburner trails...
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Which build are you using and did you put the thrusters graphics in the correct folders? The glows go in effects and thrusters go into maps.
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I don't think LS ever made any burner trails
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But he made an Improved Bobboau burners trails set;)
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you'r thinking about something entierly diferent
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ohh he means the ugly trails from this thread (http://www.hard-light.net/forums/index.php/topic,21327.0.html) ?
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Oh THOSE trails... I always thought those looked kinda odd (but not ugly).
If they could somehow be smoothed out more it would be really cool methinks.
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something tells me i still won't have them... I downloaded the thruster effects and put them in the right dirs, only to replace the same exact files i had....
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Originally posted by Shaka
Maybe I was lucky on this one... "Trop de la moule" comme on dit chez nous... :D
:wtf: Mussels?
Or do you mean "trop du moule" - too much mold? ;)
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"moule" or "chatte" = pussy :lol:
In the first part of the last mission, we must escort the Bastion... Not sure if I mess with files or if its a bug, but the ship is a fighter :wtf:
(and it's f*ck*ng slow :doubt: )
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Do you have any mods installed?
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Originally posted by kasperl
Do you have any mods installed?
I've an old installation (and my cds is a little bit far : in germany) and I notice some files in "backup folder" are now use by the game... so I remove them... I'll try to see if it's not one of my .vp files :confused:
By the way after play the campain with the new engine and graphism, I've a little request : does someone have made a textured jump node... something like a blue semi-translucante sphere :rolleyes:
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Actually, that's a good idea now that we have alpha transparent textures. ;7
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Thats probably not a good idea.
Have a go if you like but I would test the technology before spending too much time on the art.