Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Kazan on April 05, 2004, 08:30:32 pm

Title: 4-05-2004 Build
Post by: Kazan on April 05, 2004, 08:30:32 pm
http://deepbluebettas.com/fs2/fs2_open_r.zip

Added features:  (these are both trivial changes)

-radar_reduce [float]

the "Infinity" range on the radar is by default 10,000,000 meters - this flag overrides it at sets it to the floating point argument.  This will come in handly when full Waypoint support is added post 3.7, but it is useful now for primative nav point support

Time compression boosted
The max time compression value is now 64x!  This is another thing that will come in handy for primative and then future full navpoint support


There are some changes and other bugfixes present - i think there may be some bugfixes in the OpenGL area but the others will have to weigh in on what they've commited
Title: 4-05-2004 Build
Post by: ChronoReverse on April 06, 2004, 02:57:41 am
Post-3.7?  Is that feature _that_ far away?
Title: 4-05-2004 Build
Post by: Kazan on April 06, 2004, 11:11:15 am
adding full waypoint support would be a code freeze violation - as i would be altering HUD, adding a new screen, adding some new internal functions that take control away from the player
Title: 4-05-2004 Build
Post by: Trivial Psychic on April 06, 2004, 10:35:37 pm
We do have a sexp that orders ai control of the player ship.  Theoretically, it someone linked keys for the player to activate and deactivate this sexp in-mission, events could be lined to them to initiate waypoint orders on the ai-controled player-ship... in effect creating an autopilot... theoretically of course.

Later!
Title: 4-05-2004 Build
Post by: Kazan on April 06, 2004, 10:39:15 pm
Trivial Psychic: i did that - that's simple support - i want to have full support as the sexps are a little unreliable and I want to have a map in .. all post 3.6 features
Title: 4-05-2004 Build
Post by: Shaka on April 06, 2004, 11:10:36 pm
It's really nice to see how the communauty is active... maybe a little too much in fact... guys I'm lost with all these releases !!! :eek2:
Title: 4-05-2004 Build
Post by: karajorma on April 07, 2004, 05:59:25 am
Quote
Originally posted by Shaka
It's really nice to see how the communauty is active... maybe a little too much in fact... guys I'm lost with all these releases !!! :eek2:


These releases are all about bug-testing. You don't need to keep up to date just to play the game. :)

Download these releases only if you want to help find and report bugs or if they fix a particular bug you had.
Title: 4-05-2004 Build
Post by: kasperl on April 07, 2004, 06:24:13 am
or if you want the latest of the latest in features....
Title: 4-05-2004 Build
Post by: Goober5000 on April 07, 2004, 04:14:42 pm
We aren't adding new features until 3.6 comes out.
Title: 4-05-2004 Build
Post by: kasperl on April 08, 2004, 05:45:10 am
well, with features i also mean playable memory loads,

i understand the confusion though, my bad.
Title: 4-05-2004 Build
Post by: Fineus on April 08, 2004, 06:44:27 am
It goes without saying though that you guys are doing a great job, keep it up - the bugs can't go on forever and it's worth it to make things hassle free later. Well done :yes:
Title: 4-05-2004 Build
Post by: J3Vr6 on April 08, 2004, 08:24:28 am
Yeah, go get a lollipop, on me!
Title: 4-05-2004 Build
Post by: Shaka on April 08, 2004, 12:37:06 pm
Quote
Originally posted by karajorma


These releases are all about bug-testing. You don't need to keep up to date just to play the game. :)

Download these releases only if you want to help find and report bugs or if they fix a particular bug you had.


Gniiiiiiiiiii I know but for all release I try to play the entire to campaign to hunt some bug :lol:
Title: 4-05-2004 Build
Post by: karajorma on April 08, 2004, 01:02:55 pm
Quote
Originally posted by Shaka
Gniiiiiiiiiii I know but for all release I try to play the entire to campaign to hunt some bug :lol:


That's pretty impressive. I admire your devotion to the SCP :D
Title: 4-05-2004 Build
Post by: Unknown Target on April 08, 2004, 06:26:17 pm
This is strange...when was it added in that I have to put the -spec tag before starting the exe, or else it won't have specular lighting?
And none of the new effects I just put in are working...poo :(
Title: 4-05-2004 Build
Post by: ChronoReverse on April 08, 2004, 06:32:23 pm
About a month ago IIRC.

It was decided that besides -htl, the eye candy should be off by default.
Title: 4-05-2004 Build
Post by: kasperl on April 09, 2004, 03:55:12 am
you'll need -spec -glow -jpgtga to get all the fun stuff working.

and -fps -allslev -FOV 0.39 are a good idea too.
Title: 4-05-2004 Build
Post by: mrduckman on April 09, 2004, 04:26:02 pm
This release works quite well! (Still didn't fix my bug, but what the hell)

-allslev? This does? And it wasn't in the launcher, IIRC.
Title: 4-05-2004 Build
Post by: ChronoReverse on April 09, 2004, 04:30:27 pm
It allows you to choose any level in the current campaign in the tech room if you've played the first mission before.
Title: 4-05-2004 Build
Post by: Gregster2k on April 20, 2004, 05:03:46 pm
This might sound insane but, are we ever going to see the ability to change FSO settings INGAME? like, adjust FOV on-the-fly, or ambient light factors, or toggle specular, shinemaps, glowmaps, etc, etc...? ....so we dont have to change the flags and restart FSO every damn time we want to change something?
Title: 4-05-2004 Build
Post by: Kazan on April 20, 2004, 06:07:08 pm
being rude about it doesn't help your case
Title: 4-05-2004 Build
Post by: Gregster2k on April 20, 2004, 06:54:28 pm
(end rant here) Erm...? Oh. The swearing? Sorry...
Title: 4-05-2004 Build
Post by: Bobboau on April 20, 2004, 06:56:47 pm
fov can be changed in game you have  to use a cheat code for it though
tab alt +/- I thiink does it.
Title: 4-05-2004 Build
Post by: karajorma on April 20, 2004, 06:59:55 pm
I'm guessing but due to the way FS2 deals with the interface you'd need new art for in-game changes, right?

Worse you'd then need to change the art next time a change was added.

Unless like bob says you just do it via the cheat code. :)
Title: 4-05-2004 Build
Post by: Gregster2k on April 20, 2004, 07:12:47 pm
forget the art, couldnt it could be done through a text-based or custom gui for the new enhancement controls?...even a quake3 engine style dropdown "console" comes to mind...that would work...i suppose
:)
Title: 4-05-2004 Build
Post by: Kazan on April 20, 2004, 08:39:18 pm
gregster2k: a console would be a MASSIVE ammount of code - more code than just adding another screen to setup
Title: 4-05-2004 Build
Post by: Gregster2k on April 20, 2004, 08:51:58 pm
Oh. :(
Title: 4-05-2004 Build
Post by: kasperl on April 24, 2004, 05:32:53 am
ok, i am stupid, but what is the latest, this one, or tayors one with the same date?