Author Topic: 3.6.9 Release Candidate 1  (Read 16359 times)

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Re: 3.6.9 Release Candidate 1
Downloading Now, Will let you know what I think :)

 
Re: 3.6.9 Release Candidate 1
Woo!  :D

EDIT - Hey, what happened to -nobeampierce?

EDIT2 - In case you were wondering, the 'target in reticle'+debris crash is alive and well.  :)
« Last Edit: June 04, 2006, 01:04:23 am by Pnakotus »

 

Offline taylor

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Re: 3.6.9 Release Candidate 1
EDIT - Hey, what happened to -nobeampierce?
It breaks game balance.  We meant to remove it as a user option a while ago but just never got around to it.

 

Offline Mars

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Re: 3.6.9 Release Candidate 1
When was  the official 3.6.8 released?  :nervous:
No errors immediately obvious.

 

Offline jr2

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Re: 3.6.9 Release Candidate 1
EDIT - Hey, what happened to -nobeampierce?
It breaks game balance.  We meant to remove it as a user option a while ago but just never got around to it.
Hmmph.  Anyway to make it so it doesn't affect game balance, but can still be used?  ie, make a special rule so that a beam will treat a fighter with shields as having the same hitpoints and overall damage ratio as just plain hull?  (The normal value for the hull is decreased, and the shield takes its place, or something to that effect.)  That way, if a beam nicks the edge of your shield, you still have some subsystems left and can transfer power back to that shield quadrant, but if you're hit dead-on, you're swatted like a fly, just like when the beams are set for piercing shields?  Or would that not be worth it, coding-wise?

I dunno.  I see and agree with your point on game balance, but at the same time, I wish there was a way to make the shields actually work against beams, but only if you are lucky enough to have the beam right next to you instead of on you.  eg, I mean the beam can sort of burn the shields off of your side, and because the shields are there, you've still got a fraction of your subsystems on that side and your hull integrity is decimated too.  Probably a nightmare for a coder, but if its not, could we give it a try?

 

Offline karajorma

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Re: 3.6.9 Release Candidate 1
There is a way. Change your tables. It's only the launcher flag that has been removed because quite frankly the player should have no option in choosing whether beams pierce shields or not. That's 100% mission designer territory.
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Offline S-99

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Re: 3.6.9 Release Candidate 1
Idk, beams pierce shields, simple as that. No beams pierce shields is useful for like star trek mods.
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

 
Re: 3.6.9 Release Candidate 1
So far it has been pretty bugless and I no longer have to use the -safeloading option of my previous build, so yay.

 

Offline jr2

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Re: 3.6.9 Release Candidate 1
There is a way. Change your tables. It's only the launcher flag that has been removed because quite frankly the player should have no option in choosing whether beams pierce shields or not. That's 100% mission designer territory.
tables? mission designer?  Mm, I take it there is a way you can specify in FRED that beams do/don't pierce shields, and that the rest of the mission balance would have to be either modified tables and/or special hit points/special shields?

 

Offline karajorma

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Re: 3.6.9 Release Candidate 1
It's specified in the tables not FRED but the result is that something like the Star Trek mod can easily have beams that don't pierce shields.

If you wanted to play an existing campaign you'd have to get at its tables with modelview and alter them. Seeing as how FS2 was originally balanced with the assumption that beams do pierce shields I don't know why anyone would want to do that but it's possible still.
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Offline pecenipicek

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Re: 3.6.9 Release Candidate 1
downloading now
*crossess fingers in hope that OpenAl works this time*
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Mars

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Re: 3.6.9 Release Candidate 1
If you have Open AL issues, try unintalling AC'97 and OpenAL, and reintalling them, worked for me.

 

Offline pecenipicek

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Re: 3.6.9 Release Candidate 1
@Mars, how to uninstall AC'97?

as for the debug... as usual...
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.
==========================================================================
Passed cmdline options:
  -spec_exp 11
  -fov 0.39
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -env 
  -jpgtga 
  -mipmap 
  -glow 
  -spec 
  -cache_bitmaps 
  -dualscanlines 
  -orbradar 
  -rearm_timer 
  -targetinfo 
  -3dwarp 
  -ship_choice_3d 
  -warp_flash 
  -mod mod\derelict, ,Media_VPs
  -fps 
Building file index...
Searching root 'E:\freespace2\mod\derelict\'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP1.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP2.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP3.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP4.vp'
Searching root 'E:\freespace2\ \'
Searching root 'E:\freespace2\Media_VPs\'
Searching root 'E:\freespace2\'
Searching root pack 'E:\freespace2\mv_adveffects.vp'
Searching root pack 'E:\freespace2\mv_amodelspatch.vp'
Searching root pack 'E:\freespace2\mv_amodelspatch2.vp'
Searching root pack 'E:\freespace2\mv_core.vp'
Searching root pack 'E:\freespace2\mv_effects.vp'
Searching root pack 'E:\freespace2\mv_models.vp'
Searching root pack 'E:\freespace2\mv_music.vp'
Searching root pack 'E:\freespace2\mv_textures.vp'
Searching root pack 'E:\freespace2\root_fs2.vp'
Searching root pack 'E:\freespace2\smarty_fs2.vp'
Searching root pack 'E:\freespace2\sparky_fs2.vp'
Searching root pack 'E:\freespace2\sparky_hi_fs2.vp'
Searching root pack 'E:\freespace2\stu_fs2.vp'
Searching root pack 'E:\freespace2\tango1_fs2.vp'
Searching root pack 'E:\freespace2\tango2_fs2.vp'
Searching root pack 'E:\freespace2\tango3_fs2.vp'
Searching root pack 'E:\freespace2\warble_fs2.vp'
Found 26 roots and 12080 files.
Setting language to English
soundcard = EAX
Initializing OpenAL...
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline CP5670

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Re: 3.6.9 Release Candidate 1
Looks good overall. The arrival/departure target thing has been fixed, although that support ship bug is still there.

And yeah, 3.6.9? :wtf: What happened to 3.6.8?

As for the OpenAL problem, if you have a Creative card you may need to download and install a file called OpenALwEAX.exe. That fixed this problem for me on two different sound cards.

 

Offline pecenipicek

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Re: 3.6.9 Release Candidate 1
*points to the 17th may build thread for anyone offering me help other than kara or taylor*

i've tryed almost everything and it still doesnt work, probably just the combo of the stuff i got in. nothing to worry too much about yet, as i'll be punting out the soundcard as the mic port doesnt work on it, and i need the mic, so its back to onboard soundcard. i loathe it cause it sounds relatively worse than the card, but oh well...
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline S-99

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Re: 3.6.9 Release Candidate 1
Umm, i just installed the 3.6.9 build here, works great, except for the fact that it makes my fighters in the fsport doing loopdi-loops because my fighter wont stop pulling up.
Update.
Nevermind, it seems to be an fsport bug, my fighter still did loopdi-loops with the may23 build as well. 3.6.9build is fine, fsport works fine if you listen to the whole briefing, then loopdi-loops go away.
« Last Edit: June 05, 2006, 09:46:30 pm by S-99 »
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

 
Re: 3.6.9 Release Candidate 1
After a couple hours of testing still get the same random crash bug as in the 17th, 9th, and 25th builds. Unfortunate. :(

 

Offline IPAndrews

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Re: 3.6.9 Release Candidate 1
Kara, is your class change code in this build?
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline karajorma

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Re: 3.6.9 Release Candidate 1
Hmmmm. I don't think it is actually. BHX is is getting ready for a release soon isn't it? In which case I'll need to submit it
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