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
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http://www.deepbluebettas.com/fs2/12072004_fs2_open_r.zip
minor fix with the table validation.. any other fixes recently applied to CVS
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So the new effects will work here? Not jsut the 32bit ones, but the full, ammo-maxim, uber coloured subach kind?
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no -- no ammo-maxim, it changes game balance
only the apperances have changed, nothing else
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I think lighty removed the ammo-maxim. That's what his new thread is about.
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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
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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)
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someone has broken
A) Support Ships
B) Jump Out
C) respawn
D) WHO THE **** DID THIS
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Well, is this an RT branch build or a trunk build?
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Kaz i only managed to get the C option all the time
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trunk
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Shouldnt have been my fault :p
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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...
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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
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my multimsg is up to date.. the others - how far on rollbacks... why don't you fix and recommit
ps: fix yer link
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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.
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i take it bob commited env and dcals. your build has both kaz.
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indeed
iyt also eats 850 megs for starters in the nebula
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support ships were fixed
haven't tested the other stuff yet
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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 ...
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do LS's tables have decals in them?
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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.
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yes, WMC seems has fixed many (if all) bugs...
Works great :)
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strange...it CTDs whenever it tries to load too many missions.
*goes off to empty missions folder.