Author Topic: 'nother build  (Read 12630 times)

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Offline Nuke

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hey does this build have padlock view?
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Offline WMCoolmon

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Not the follow-target kind, but the look left and right kind.
-C

 
Something is wrong with both builds here...coolmons AND phreaks!
The last build I was using was the WMCoolmon Cumulative Build, no problems.

Under this build and Phreak's "Latest CVS Build + new features/bugfixes" build, I receive no cockpit HUD whatsoever and all menus in-mission don't appear including the EXIT GAME and OPTIONS screens. No black screen, no weird colors --- they just don't display. Again, everything was A-OK in the Cumulative Build...although rendered cockpits didn't render in that one =|

Ingame, I get very little of the actual HUD, and the Perseus Fixed model I got off the main SCP forum has an opaque center readout thing. see zpack perseus thread.

This post has been also posted in Phreak's build's thread.
P.S. I use OpenGL mode (ATI Radeon 9800 Pro), not Direct3D
« Last Edit: January 31, 2005, 03:01:30 pm by 1644 »

 
I've got an odd one for you... the Colossus doesn't fire beams.  This is bad in High Noon.  Real bad.

I *think* it works in 3.6.5's core build, though, but I'm not sure.
$quot;Only two things are infinite, the universe and human stupidity.  And I'm not sure about the former.$quot;
 - Albert Einstein

$quot;It is foolish and wrong to mourn the men who died. Rather we should thank God that such men lived.$quot;
- Gen. George Patton Jr.

 

Offline Scuddie

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You didnt change anything in the OpenGL code, did you?  Because for me, it seems alot more smooth during normal playtime, yet really hits the video hard when in intense battles.  It seems closer to D3D than OpenGL.

And I can confirm the colossus not firing its beam weapons.

** Patiently waits for WMCoolmon's next build, hopefully containing a fixed/finished modular weapons tbm ;). **
Bunny stole my signature :(.

Sorry boobies.

 

Offline TrashMan

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Quote
Originally posted by Moonsword
I've got an odd one for you... the Colossus doesn't fire beams.  This is bad in High Noon.  Real bad.

I *think* it works in 3.6.5's core build, though, but I'm not sure.


Did you perhaps order your wingmen (all fighters) to ignore the Sathanas?
Capship tend to ignore those ships too.

If it's that, then it's easily solved by just specificly selecting the wing and ordering it.
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Offline Turambar

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I'm just waiting for the next build so the perseus problem will go away and i can continue the campaign
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline WMCoolmon

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I'm not exactly sure what the Perseus problem IS :wtf: According to DirectX, a bad argument is getting passed to a function...the problem should go away in OGL if it's code-specific rather than model-specific (I haven't tested that yet).

Edit: I forgot about the modular weapons bug, I'll have to dig up some old threads on it...primary weapons show up as secondaries, yes?
« Last Edit: January 31, 2005, 06:55:27 pm by 374 »
-C

 

Offline Turambar

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well ive replaced the perseus with the colonial Viper from BS:G for now, but i still get random crashes when i try to run a mission.  the last line in the debugger is always "Adding Default Sun"
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline WMCoolmon

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Do you have mv_music installed?

The debugger doesn't always display the last thing that happened (Unless it's a warning or error) - just the stuff that's been added in the code for it to show, usually when a coder is debugging a particular feature.
-C

 
TrashMan, I already checked that one in-game.  The Colossus isn't listed under ships, and I did the same thing under 3.6.5, so it's not that unless there's something screwy in code changed after that build.

And yes, they work quite nicely under 3.6.5.  I should note, this isn't all ships unable to use beams, just the Colossus AFAIK.
$quot;Only two things are infinite, the universe and human stupidity.  And I'm not sure about the former.$quot;
 - Albert Einstein

$quot;It is foolish and wrong to mourn the men who died. Rather we should thank God that such men lived.$quot;
- Gen. George Patton Jr.

 

Offline Scuddie

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Yes, WMC, thats exactly what happens.  I believe that it has to do with the parsing, in the sense that once #Secondary Weapons has been declared, everything after that must be secondary.  It's as if the parsing is linear instead of dynamic.  That would also certainly explain a few other things.

EDIT:  I forgot about Countermeasures and beams declarations, as well as #end.  So I may be totally off base with this.
Bunny stole my signature :(.

Sorry boobies.

 
Re: Something is wrong with both builds here...coolmons AND phreaks!
Quote
Originally posted by Gregster2k
The last build I was using was the WMCoolmon Cumulative Build, no problems.

Under this build and Phreak's "Latest CVS Build + new features/bugfixes" build, I receive no cockpit HUD whatsoever and all menus in-mission don't appear including the EXIT GAME and OPTIONS screens. No black screen, no weird colors --- they just don't display. Again, everything was A-OK in the Cumulative Build...although rendered cockpits didn't render in that one =|

Ingame, I get very little of the actual HUD, and the Perseus Fixed model I got off the main SCP forum has an opaque center readout thing. see zpack perseus thread.

This post has been also posted in Phreak's build's thread.
P.S. I use OpenGL mode (ATI Radeon 9800 Pro), not Direct3D


*BUMP* Is NO ONE else getting this problem? The Cumulative Build was fine...now this happens. Please look into this...before, I had a working HUD and menus inflight with badly-rendered cockpits due to the clipping, now the cockpit renders perfectly but I have NO HUD....*sniff*
« Last Edit: February 02, 2005, 02:39:40 pm by 1644 »

 

Offline WMCoolmon

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Are you sure you didn't disable the HUD by accident? And does the bug occur in both modes or just OGL?

I've been taking the week off as far as coding goes, as my codebase isn't working from some recent CVS commits that changed things around and I really haven't felt up to fixing the errors. (I'm probably going to get buried in more of the same when taylor gets the rest of the Linux compatibility stuff in...hopefully that'll fix some of the bizarre memory problems there've been with my build).

Anyway, I can't really think up any good reason for the HUD to not show for you unless it was disabled somehow. You could try running in a nonstandard/standard resolution too (Whichever you aren't running) and see if that fixes it, I made some changes to adjustments for nonstandard resolutions, but they shouldn't make the entire HUD disappear.
-C

 

Offline Trivial Psychic

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I finally got the chance to give this build a try, but its been giving me trouble regarding my hud_gauges.tbl file.  The error messages pretty much say that it dispises every entry in there.  It also had some words to say about Inferno's sounds table.  It didn't like the fact that there were more entries in the flyby section than Terran, Vasudan, and Shivan.  Inferno's sounds tables also include Ancients and EA flyby sounds.  I disabled my hud_gauges table and commented out the Ancients and EA flyby entries and it loaded OK, but then crashed when EA ships warped in.  Now, I restored these entries and then tried it under Phreak's build that immediately precedes this one, and it gave me no trouble on this at all, so something you've added in this build is considerably more picky.

Also, I was noticing the icon and ani replacement of secondaries in the loadout room.  While I like this in principle, its currently a bit buggy.  While playing both Inferno and TBP, often some secondaries had no icons and no pof rendering.  One seemed as though the camera was zoomed way in so that it was partially intersecting the model, so that only parts of it were visible, the the center was black.  Again, reverting to PhReAk's build solved this in returning to the previous icons and ani files.  There may be something like the rendering distance in the tech room for ships, that needs to be configured.  It'd also be nice if the missile pof rotated around like the ship pof in the ship selection screen.

Later!
The Trivial Psychic Strikes Again!

 

Offline WMCoolmon

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What were some of the error messages? I did make the parsing code somewhat stricter to prevent CTDs. Good to hear someone's using hud_gauges.tbl though. :D

Inferno's sound tables may be over the limit, again, what was the error you got?

Secondaries are buggy, yes. The problem is that they're not really centered - typically they have a long thruster tail, which isn't rendered in the techroom. I tossed in some code to grab the first non-thruster submodel, which seemed to work fine for retail, but hasn't been working with the mVPs (I figured the problem was that the shornetd texture was missing - which I did look into, but couldn't find the missile that used it.)

As for the camera being too close, I may have changed some of the auto-distance stuff and forgotten to change it back.

As for rotation, I'm not good enough with maths to know how to do a rotation, because I'd have to compensate for the missile model being offcentered. I don't have a submodel_render function, unfortunately, though one may exist in the code. Finding/figuring out how to do either of those would let me do a techroom-style animation, which I would like to get finished.

None of the weapon models should render if you turn off ship_choice_3d, though.

Edit: word fixx0red. ;)
-C

 

Offline Trivial Psychic

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Well, for the Inferno flyby sounds, all it said was something to the effect of "expecting [#End] found [$Ancient:   0   AFly.wav,   0, 0.85, 1, 200, 400]" (I just copied that from the table entry, but that's what it was).  The same message came up for the other Ancients flyby sound as well as the 2 for the EA.  Basically, it demands that there be only 3 species.  You should realy tell the code that since multi-species is now incorporated, that there can be more than 3, and in fact different species than any of those 3.

As for the error messages regarding my hud_gauges.tbl, well... the only major thing I've got it it is allowances for more than 3 ships in the escort list.  In fact, tha table entry is so short I could post it here and you could tell me what is no longer valid.  Now, I originally made this by following the guide posted with the original feature.

$Max Escort Ships: 15

#Main Gauges:
$Resolution: (1024 768)
$Escort List: (865 330) ;Where the escort list goes.
     +Image: escort1
     +Text: Monitoring ;This is incorrect, but how it is in the current build...will be fixed
#End

#Gauges
$Resolution: (1024 768)
$Escort List
      $Header Text: (4 1)
           ;+Text: Monitoring ;This is correct, and how it will be after this build
      $List: (0 13) ;Where the list starts
      $Ship: (0 11) ;An individual entry
            +Image: escort2
      $Last Ship: (0 11) ;Last entry
            +Image: escort3
      $Ship Name: (4 0) ;Where the name goes relative to the entry position
      $Ship Hull: (116 0) ;Ditto for hull %
      $Ship Status: (-11 0) ;Ditto for ship status, aka the D that shows up when a ship is disabled.

It keeps complaining about finding ":" when it expects to find "$Resolution", sometimes "$Default", and often "#End", and it pretty much complains about every line in this table.  To be perfectly honest, I haven't realy grasped how this table works.

Later!
The Trivial Psychic Strikes Again!

 
No, I didn't disable my HUD. the hud and the options menus just refuse to render at all. in mission only.

OpenGL only. just tested D3D: works fine.

Both OpenGL and D3D have the cockpit and both (at least on the perseus) have non-transparent center of cockpit and perfectly rendered cockpit view but well OpenGL has no HUD

Can't win here :-|

Oh, and after leaving a mission, it also affects the rest of all menus. Then I can't even see the mainhall, it's all black...but I COULD see it BEFORE i went into the mission
« Last Edit: February 06, 2005, 02:46:03 am by 1644 »

 

Offline WMCoolmon

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Well, if it's OpenGL only...that's bizarre, I'm not sure what to say about that. :wtf:

About the hud_gauges.tbl, try removing the : from after #Main Gauges, it doesn't belong there. Also, I think every single hud_gauges.tbl has been an example of how the default gauges are shown...for yours, everything but the $Max Escort Ships: 15 is unnecessary to increase the escort list limit.
-C

 

Offline Trivial Psychic

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Thanks WMCoolmon.  I've made the changes and we'll see how things work out.  While I've got your attention, I've been playing TBP Raider Wars, and there is a frequently reported bug in one mission.  The best functioning work-around seems to be to use a debug build, but these dump me to desptop (at mission commit) too.  Only this build gives me any kind of error message, but I can't make sense of it.  In fact, many of the error messages I've been encountering with this build are hard to diagnose, but at least they're there.  Anyway, I've posted about said message in the TBP forums in their Raider Wars bugs thread.  Thanks Coolmon!
« Last Edit: February 07, 2005, 08:02:45 pm by 1268 »
The Trivial Psychic Strikes Again!