Author Topic: Pre-commit build  (Read 15510 times)

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Offline Nuke

  • Ka-Boom!
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i made something cool -> http://www.hard-light.net/forums/index.php/topic,44634.0.html

*edit*

might want to look at that thread, me and wanderer are finding bugs.
« Last Edit: January 14, 2007, 03:18:26 am by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline WMCoolmon

  • Purveyor of space crack
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http://www.hard-light.net/forums/index.php/topic,34786.0.html

There's no way I can deal with bugs efficiently in a development thread for a script.
-C

 

Offline Nuke

  • Ka-Boom!
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  • Mutants Worship Me
so noted, i put a couple up on mantis for now. il have to make a not to do so every time something doesnt work.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Turambar

  • Determined to inflict his entire social circle on us
  • 210
  • You can't spell Manslaughter without laughter
- Animated nebula poofs

nifty, cant wait to see what we can do with that
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 
Can we make the nebulae look exactly like they did in the Bosch cutscenes yet? :3

 

Offline Vretsu

  • 27
List of changes from current CVS:

- Updated waypoints
- Added bm_is_valid function
- Added cfread_lua_number function
- Added strextcmp
- Removed dependency on any external media files
- Various un/signed casting fixes
- More conditional scripting support
- Better Lua debugging
- Reworked low-level Lua code
- Regrouped Lua libraries, added FS2 filesystem support.

 ---> - Animated nebula poofs <---

- All weapons are checked for collisions, even if nothing is done
- Fixed hud-toggling with freecamera
- Implemented batchers for all particle types
- Added per-shipclass debris settings
- Added fully settable particle emitters for impact and damage spews
- Added $Detonation radius, detonates weapon at X radius from target

Animated...nebula poofs.

The revolution is here. Someone find Lightspeed. >.>

 

Offline takashi

  • Better than TrashMan
  • 29
hm...debris settings in tablse do nothingmfor me. same, slow, floating spacejunk. no 400 mps debris :\

 

Offline WMCoolmon

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Can you upload the table you're testing with?
-C

 

Offline shiv

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    • http://freespace.pl
Okay... as some of you know, I'm making my own total conversion for FreeSpace. I'm going to use this build, because I like option Impact Spew, but I still don't know is this build stable?? When I'll see "impact spew" in every build?
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline WMCoolmon

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I don't know. Finals are coming up and I've had other priorities recently, so my codebase is undoubtedly out-of-date with what's in CVS. So I don't know if I'll just have to fix the current crash problems, update it to CVS, and then commit it, or do something more intensive in order to update the CVS HEAD tree.
-C

 

Offline shiv

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  • FRED me!
    • http://freespace.pl
I've just tried "impact spew", but the game crashes. I mean I've got weapons.tbl bug after clicking "run" in launcher.
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline WMCoolmon

  • Purveyor of space crack
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I've just tried "impact spew", but the game crashes. I mean I've got weapons.tbl bug after clicking "run" in launcher.

Alright then. Now I ask you: how do you possibly think I could offer anything useful from just knowing that there's some error that's related to some file, when I don't even know what the error says or what's in the file?
-C

 

Offline shiv

  • Don't forget Poland!
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  • FRED me!
    • http://freespace.pl
Here's the error:

Code: [Select]
---------------------------
Error!
---------------------------
Error: weapons.tbl(line 1469:
Error: Required token = [#End] or [$Name:], found [$Impact Spew:]
in weapon: @GEM-176 Shark.


File:\Documents and Settings\Administrator\My Documents\My Source Code\fs2_open\code\parse\parselo.cpp

Line: 673

[This filename points to the location of a file on the computer that built this executable]



Call stack:

------------------------------------------------------------------

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel exits.


---------------------------
OK   Anuluj   
---------------------------

If you need more info, here's my weapon table:

Code: [Select]
$Name:                                 @GEM-176 Shark
+Title:                                XSTR("GEM-176 Shark", -1)
+Description:
XSTR(
"Standard Issue
Swarm Type
All-Purpose Missile", 3326)
$end_multi_text
+Tech Title:    XSTR("GEM-176 Shark",-1)
+Tech Anim:    none
+Tech Description:
XSTR(
"Shark missiles are standard weapon in every hangar. Before you fire it's needed to lock it.", -1)
$end_multi_text
$Model File: missile1.pof
$Mass: 0.1
$Velocity: 190.0
$Fire Wait: 1.0
$Damage: 25.0                                      ;;

damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0

;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0

;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0                                         ;;

velocity of shockwave.  0 for none.
$Armor Factor: 1.5
$Shield Factor: 0.7
$Subsystem Factor: 0.1
$Lifetime: 10.0
$Energy Consumed: 0.0

;; Energy used when fired
$Cargo Size: 0.5

;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT

;; Legal: HEAT, ASPECT
+Turn Time: 1.15
+Min Lock Time: 2.5

;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 60                                        ;; Pixels

moved per sec while locking
+Catch-up Pixels/Sec: 100

;; Pixels moved per sec while catching up
+Catch-up Penalty: 30

;; Extra pixels to move after catching up
$Swarm: 6
$LaunchSnd: 89                                       ;;

The sound it makes when fired
$ImpactSnd: 88                                        ;;

The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0

;; number of missiles/sec that are rearmed
$Flags: ( "in tech database" "player allowed"

"particle spew")                   ;;     
$Trail: ;; Trail cannot be

set if Exhaust is set
+Start Width:          0.25                                      ;; Width of trail

nearest missile
+End Width:            0.5                                       ;; Width of trail

before it "evaporates"
+Start Alpha:         1.0
+End Alpha: 0.0
+Max Life: 2.5                                       ;;

how many seconds before trail disappears
+Bitmap: trail1

;; Bitmap used to draw trail
$Icon: iconHornet
$Anim: hornet
$Impact Explosion: explo3
$Impact Explosion Radius: 5.0
$Impact Spew:
   ;;Used when ship collides with something
   +Texture: ParticleSmoke02  ;;Texture or animated texture for particle
   +Relative Position: 30 ;;Position relative to collision point (vector)
   +Relative Velocity: 30 ;;Velocity relative to ship (vector)
   +Relative Normal: 30 ;;Direction particles are emitted from (vector)
   +Normal Variance: 2 ;;How spread particles are from the center. From 0-2, I think.
   +Min Radius: 10 ;;Smallest particle radius
   +Max Radius: 50 ;;Largest particle radius
   +Min Speed: 40 ;;Slowest particle
   +Max Speed: 80 ;;Fastest particle
   +Min Lifetime: 5 ;;Shortest particle lifetime
   +Max Lifetime: 10 ;;Longest particle lifetime
   +Min Particles: 5 ;;Smallest number of particles to emit
   +Max Particles: 15 ;;Largest number of particles to emit
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline Wanderer

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  • Mostly harmless
AFAIK...

Impact spews and other such are placed to ships.tbl not to weapons.tbl (unless this has been changed) and also they have to be placed into their proper place in table (ie. where the parser expects them). Which at least with older impact and damage spews was between $Show damage: and $Density: entries.
Do not meddle in the affairs of coders for they are soggy and hard to light