Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on July 12, 2004, 09:39:23 am

Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Kazan on July 12, 2004, 09:39:23 am
http://www.deepbluebettas.com/fs2/12072004_fs2_open_r.zip

minor fix with the table validation.. any other fixes recently applied to CVS
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: kasperl on July 12, 2004, 10:02:30 am
So the new effects will work here? Not jsut the 32bit ones, but the full, ammo-maxim, uber coloured subach kind?
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Kazan on July 12, 2004, 10:13:58 am
no -- no ammo-maxim, it changes game balance

only the apperances have changed, nothing else
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Taristin on July 12, 2004, 10:14:10 am
I think lighty removed the ammo-maxim. That's what his new thread is about.
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Lightspeed on July 12, 2004, 10:19:36 am
50% correct.

The ammo-maxim will not work. None of the actual trait changes will be there (if you use my validated table). It will be just like the retail weapons, the 'new effects' are just of visual nature with the multi-valid table. This is done to achieve full compatibility with the stock tables and prevent cheatZoring.

So yes, you'll be able to play with the new effects, but don't expect any SCPified specials like $FoF or ballistic primaries.

-edit: two replies while posting, in turn making me look like a dumbass. :p
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: jdjtcagle on July 12, 2004, 03:51:15 pm
Ok Kazan, aside from bugs like subspace has a wierd view when you enter it.  I know can't get on Multiplayer, in-game.  It just shows the death screen and freezes...

(http://img33.exs.cx/img33/8913/screen00.jpg)
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Kazan on July 12, 2004, 04:11:05 pm
someone has broken

A) Support Ships
B) Jump Out
C) respawn


D) WHO THE **** DID THIS
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Starks on July 12, 2004, 04:18:06 pm
Well, is this an RT branch build or a trunk build?
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Tepa on July 12, 2004, 04:29:47 pm
Kaz i only managed to get the C option all the time
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Kazan on July 12, 2004, 04:30:05 pm
trunk
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Lightspeed on July 12, 2004, 04:33:33 pm
Shouldnt have been my fault :p
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: WMCoolmon on July 12, 2004, 05:28:42 pm
Hmm, sounds like the bug I described... First try updating multimsgs.cpp, that should fix the ships not being able to respawn bug. Then try rolling back multi_ingame, and then multimsgs...
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: WMCoolmon on July 12, 2004, 10:41:59 pm
To those of you having trouble with this build, try this build. I was going to test it tonight but no one is on.

http://fs2source.warpcore.org/exes/latest/fs2_open_C07122004.zip
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Kazan on July 12, 2004, 10:59:17 pm
my multimsg is up to date.. the others - how far on rollbacks... why don't you fix and recommit

ps: fix yer link
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: WMCoolmon on July 12, 2004, 11:08:54 pm
Unfortunately I ran into a conflict when I tried to commit, but didn't see it. I just commited right before this build, but all I did was uncomment the ships_hit_kill function (Or whatever it was).

Rollbacks should only be one per file, except multiutil - 3 for that one, IIRC.
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Nuke on July 13, 2004, 03:10:04 am
i take it bob commited env and dcals. your build has both kaz.
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Kazan on July 13, 2004, 08:50:34 am
indeed

iyt also eats 850 megs for starters in the nebula
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Kazan on July 13, 2004, 10:42:30 am
support ships were fixed

haven't tested the other stuff yet
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: DW-Florian on July 15, 2004, 02:00:37 am
I used this build this morning in single-player mode, the support ship docked but didn't rearm me ; btw i got rearmed just when i started to jump out :D

Edit : shame on me i did not use the good build, it works fine ...
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Bobboau on July 15, 2004, 02:26:08 am
do LS's tables have decals in them?
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Svizel on July 15, 2004, 06:48:43 am
Quote
Originally posted by DW-Florian
I used this build this morning in single-player mode, the support ship docked but didn't rearm me ; btw i got rearmed just when i started to jump out :D

That's strange... I'm running this build (C07122004) since it came out and don't have any problems with it. I testes it in both, single and multiplayer and support ship worked fine.
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: jdjtcagle on July 15, 2004, 02:12:52 pm
yes, WMC seems has fixed many (if all) bugs...
Works great :)
Title: 12072004 Build (needed for lighty's validated version of SPeffects)
Post by: Singh on July 17, 2004, 08:56:57 am
strange...it CTDs whenever it tries to load too many missions.

*goes off to empty missions folder.