Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on March 05, 2004, 03:39:13 am
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Latest official unofficial build.
http://fs2source.warpcore.org/wip/03_05_2004.zip
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Dabu :D
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Whats new in him??
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Nothing new. We're just fixing bugs. Hopefully this will have less bugs and more stability.
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Originally posted by Goober5000
Nothing new. We're just fixing bugs. Hopefully this will have less bugs and more stability.
Not even env maps? :/
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Originally posted by Singh
Not even env maps? :/
I think env maps will be officially included AFTER 3.6, or am i wrong?
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nope, Bob broke the code freeze with them, so they're not going in till after 3.6
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Originally posted by Singh
Not even env maps? :/
The whole point of the code freeze is to remove bugs. Bob's build while great introduced new ones. If start including new things we'll never get a stable build.
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btw, goob, would it be usefull if somebody made daily builds of the SCP source?
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Bobboau went against orders by releasing environment maps. I should have closed the thread when it first appeared, but that's water under the bridge.
Daily builds wouldn't really be useful, as the coders don't work on a daily basis. When we reach an important stage, we'll post something.
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ok.
i think i just figured out how to build stuff with VS6, and i got anonymous CVS working, so.....
one question though, where does the exe file you build pop up?
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Wonderful, thanks guys. :) *downloads*
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I can only hope it won't quit right in the middle of a mission.
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uhm, Goob, check Mantis, at least 2 crash bugs got introduced. for once, i can't even load the release exe, and the debug won't let me get to ship selection.
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1 bug i just think i found, not sure if its a bug tho. custom made beam weapons wont lock onto a target that is farther than 3 kilometers away for some strange reason. this is despite the range being set as much as 9 or 15 kilometers in some cases - the ship doesnt fire till it is 3 kilometers from target. It seemed to work fine in the env build, but then when i switched to the latest builds (26th feb one and this one) it reappears....
I'll check the env build again.
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Singh: http://mgo.maxgaming.net/mantis/main_page.php
put it into Mantis, that way the Beta Corps will check it, and the Devs can fix it more easily. You might want to post a copy of an example tbl entry too.
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Have you tried the debug build which checks if the table entries are correct?
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tried teh debug build and got this:
Assert: !(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM)
File: E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Weapons.cpp
Line: 950
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() KERNEL32.dll 7c5987e7()
------------------------------------------------------------------
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can you ignore that one and see if you get any other errors?
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i got another debug error after that.
this time it gives the file name and directory, followed by the words:
DAMAGE: after normal block (#91) at 0x06DD2550.
and 3 options: abort, retry and ignore.
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this is the table entry for the weapon itself:
$Name: NBeam
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 111, 255, 67
; Puke pale green R 192 G 255 B 200
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 105.0
$Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 5.0 ;; in seconds
$Damage: 210 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.5
$Shield Factor: 1.0
$Subsystem Factor: 0.8
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 1.10 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 155 ;; The sound it makes when fired
$ImpactSnd: 105 ;; The sound it makes when it hits something
+Weapon Range: 9000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 140
$BeamInfo:
+Type: 1 ;; 0 - 4 are valid #'s
+Life: 90.0 ;; how long it lasts once the beam is actually firing
+Warmup: 9500 ;; warmup time in ms
+Warmdown: 5500 ;; warmdown time in ms
+Radius: 90.0 ;; muzzle glow radius in meters
+PCount: 60 ;; particles spewed every interval
+PRadius: 1.9 ;; particle radius
+PAngle: 75.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.2 0.8 1.0 1.7 2.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 147 ;; the looping beam-firing sound
+WarmupSound: 154 ;; associated warmup sound
+WarmdownSound: 159 ;; associated warmdown sound
+Muzzleglow: WarpGlow02 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.4 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.01 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 142 ;; width of the section
+Texture: beam-white2 ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.3 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 149 ;; width of the section
+Texture: beam-blue3 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 142.5 ;; width of the section
+Texture: beam-red1 ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.3 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
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Velocity * lifetime = distance
Maybe this?
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and there goes crash number 3, or even number 4.
i am not sure if one of these is one bug or two, can someone take a look?
http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000124
comment no.2
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Originally posted by TopAce
Velocity * lifetime = distance
Maybe this?
hmm...thought that applied for missiles only?
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What bugs have been fixed here? The Hygeia texture issue is still present, but I think that has something to do with the file reading order.
The big problem with the memory is still there though. Upon loading the game, the memory usage is about 100mb, as opposed to 50mb for the original 1.2 FS2, which would be okay, but here's the problem. I loaded up a simple test mission with both 1.2 and with this version (with only the default data) and the ingame memory usage was 68mb with the former and 233mb with the latter. There is obviously something wrong here.
I think that one of the major causes for this whole memory thing is that it is loading all of the game data (textures, animations, etc.) in memory at the same time even when most of it is not used. For example, I tried playing a mission without any background images but with and without Lightspeed's planets installed in the \data\effects directory. The memory usage was 230mb without them but rocketed up to 320mb with them, so it was loading those planets into memory even though the mission was not using them. Ideally it should check what resources a mission uses and load them into memory while loading the mission, and then unload them if the mission is finished or aborted.
This is all with the release version by the way. I didn't get any crashes that some have reported, although I have not tried any official campaign missions with this yet.
hmm...thought that applied for missiles only?
It works for all weapons except beams. On a side note, I have always wondered why Weapon Range (for the beams) is a sub-property of ImpactSnd. Is that a bug or is it intentional?
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The bug where everything disappears as soon as you target something in supspace is still there.
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ill fix that with a minor hack in a second.
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Saves me entering it into Mantis. :) I'm glad I doubled back to have a look at the forum again :)
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well its already in mantis. goob just wants it fixed totally instead of me hacking it to work correctly while we fix it properly.
http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000029
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Bobb's latest build fixes this problem, but not sure if it does it the non-hack way :)
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bob never committed any fixes in his envmapping build so i did this in a few seconds.
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Almost everything works really well for me in this build. The only bug I've encounted is that it is very difficult to select weapons and ships in the briefings.
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the colossus' weapons dont fire...needless to say, that makes things difficult. But how can you critisise something so great, you guys have done an incredible job with this :D :D ;)
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Intro movie doesn't play properly. The splash screen pops up first then this (http://nodewar.penguinbomb.com/saab/images/fux0red.jpg) happens. Mantisised.
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one thing - full ships are viewable as they jump in or out - despte having one end inside the jump node and the rest out. I'll take screenies and mantis it.
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I'm finding a large drain in FPS when tailing a fighter that's emitting lots of particles, moreso than with previous builds. Other than that, there is still the customary delay when ships enter your FOV. I haven't tried a subspace mission yet, so I can't vouch for the subspace problem...
edit: PS: I've lost the password for my SA22C account on Mantis. Who do I ask to reset the password?
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"Bobb's latest build fixes this problem, but not sure if it does it the non-hack way"
in the env build and not in any other?
/*to myself*/
did I do anything other than copy/paste a few dozen lines of code?
... :wtf:
...I should fix that thing with the thruster glows
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http://www.swooh.com/peon/redmenace7/crash.zip
this is the assertion error I think we all know about already.
contains the error file and error message and a error window that came up.
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Downloading now!
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New bug
Error: Out of memory. Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\GlobalIncs\WinDebug.cpp
Line: 1461
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
this was with the shipchoice3d flag selected. No rotating model. the weapons selections screen also has cursors all over it. when I move the mouse it leaves a trail.
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Secondly I am getting z-buffer errors in the tech room.
(http://www.swooh.com/peon/redmenace7/3-5-04/screen00.JPG)
(http://www.swooh.com/peon/redmenace7/3-5-04/screen00.JPG)
(http://www.swooh.com/peon/redmenace7/3-5-04/screen00.JPG)
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People need to remember that a huge part of memory usage comes from 2 things:
1) Increased limits in game
2) Increased number of textures
Instead of a single (or for capships maybe several) textures being used for each ship, you now have at least 3, with glowmaps and shinemaps. Running without all the advanced texture options like jpgtga and pcx32 and turning off glows and specs you will see that memory usage is not significantly higher than the retail version.
Increased limits are also at fault, but we would get murdered if we lowered those.
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But then, if all the shines and glows were in a single file, TGA or what have you, it'd save performance?
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I am going to post those bugs into mantis this afternoon.
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try a more recent build first
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have both been fixed?
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the out of memory thing sounds like you simply ran out of memory, try running it without haveing run anything before.
the other thing may have been fixed, I fixed something similar not to long ago
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Originally posted by Bobboau
the out of memory thing sounds like you simply ran out of memory, try running it without haveing run anything before.
the other thing may have been fixed, I fixed something similar not to long ago
is that 3dship choice working? I know I ran out of memory, but it should not have done that.
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Here is the Problem, I am using the Media VP and the shine maps and high res planets in a seperate SCP folder. My intention is to be able to play the SCP with the enhancements and still be able to play retail FS2 and the TBP(also in the seperate folder. The problem is that when playing the 3-08-2004 build the animations for the intelligence and weapons sections won't play in addition to crtain pof not showing up in the techroom(namely the Rivanna and Ricshasa). Also, the briefing animations won't play and other times mainhall animations won't play.
Here is the directory structure:
(http://www.swooh.com/peon/redmenace7/file setup1.JPG)
(http://www.swooh.com/peon/redmenace7/file setup2.JPG)
(http://www.swooh.com/peon/redmenace7/file setup3.JPG)
(http://www.swooh.com/peon/redmenace7/file setup4.JPG)
(http://www.swooh.com/peon/redmenace7/file setup5.JPG)
(http://www.swooh.com/peon/redmenace7/file setup6.JPG)
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the version you posted, in the beginning of this thread, is it full of the bugs mentioned here or is it the changed version? Is an unofficial version less stable/more stable than the one released on 1/20/04, in the LatestVersion website?
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You basically have to play about with versions and see what works for you. I've found the 20th Jan build to be the most stable one I've seen for a while so I tend to use it a lot but if you find this build to be more stable use it instead.