Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: warfull on January 10, 2013, 11:59:04 am

Title: Star Wars mod
Post by: warfull on January 10, 2013, 11:59:04 am
Hi.
Since my last post : http://www.hard-light.net/forums/index.php?topic=66920.0
my mod evolved a bit.
This is a list of ships available :
-X Wing (9.5k poly)
-A wing (6k poly)
-Y Wing (6.6k poly)
-Z 95 headhunter (3k poly)
-Tie Fighter (1.6 k poly)
-Tie Interceptor (2k poly)
-Tie Bomber (6.5k poly)
-Coreilan corvette (16.5k poly)
-Nebulon B frigate (62k poly)
-Medium transport (16.5k poly)
-Lambda shuttle (5.5k poly)
-Bulk Freighter (7k poly)
-DX9 transport (0.5k poly)
-Mon Calamari Cruiser "Home one" (345k poly) :eek:
-Imperial Star Destroyer (348k poly)  :nervous:
-XQ1 platform (31k poly)
-Asteroid Hangar (5k poly)

All textures have been updated or modified adding normal map and ambient occlusion.
Here are some screenshots :
(http://imageshack.us/a/img526/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img5/2469/fs2open3613r20130109153j.jpg)
(http://imageshack.us/a/img252/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img834/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img338/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img89/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img845/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img15/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img217/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img585/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img5/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img29/8886/fs2open3613r20130109153.jpg)
(http://imageshack.us/a/img812/8886/fs2open3613r20130109153.jpg)

And here you will find some videos :
http://www.dailymotion.com/video/xwl9h7_star-wars-mod-for-freespace-2_videogames
http://www.dailymotion.com/video/xwlai4_star-wars-mod-for-freespace-2_videogames
http://www.dailymotion.com/video/xwl8kg_star-wars-mod-for-freespace-scp_videogames

I have tried to create some missions but here is a new science and a heavy job.

BY now I will pause this project and start learning light and animations in 3dsmax.
You can download the mod here : https://docs.google.com/file/d/0B3Dyvhh0sT_oWjhtMTRUdDNiSVk/edit
I've modified the exe file because the damage spew system start releasing flames too early and it was boring me. So I've modified the exe file so that damage spew begins only when hitpoints are below 10% and

only for small ships. Here you will find the exe file : https://docs.google.com/file/d/0B3Dyvhh0sT_oaFp5ek56OXRMMW8/edit (it is a 3.6.16 INFERNO SSE2 version).

It comes as it,I know there are many imperfections and missions are quite simple. Missions a0 to a5 are ok. Mission a6 crash after 2 or 3 mins. It seems there are too much AI and to many light for the game to

handle it. Mission a6 involve 3 ISD and 2 Calamri cruisers 3 frigates 6 corvettes and many many fighters and bombers, with 46 turrets for one ISD and 41 for the cruiser, I get a count of more than 400 with all

ships.
So I've tried to remove some squadrons in mission a7 and finally one ISD in mission a8 or a9, at this time I didn't remind exactly. The fact is that mission a9 worked fine with no crash until I tried to make a clip

with Fraps and this time it crashed just like mission a6. I have very oftent experienced something like light artifacts, I mean that it just like turning on and off randomly some of the suns light up in the area.
The game run fine on my computer, fps is at 120  most of the time and I haven't noticed a fps below 30.
My config : P4 Q8300 (2.5Ghz), 4 Go DDR2, Nvidia GTS250 (1Go).

Feel free to test, comment ect...
Title: Re: Star Wars mod
Post by: The E on January 10, 2013, 12:31:28 pm
Quote
I've modified the exe file because the damage spew system start releasing flames too early and it was boring me. So I've modified the exe file so that damage spew begins only when hitpoints are below 10% and

only for small ships. Here you will find the exe file : https://docs.google.com/open?id=0B3Dyvhh0sT_oYUE2eU5IWjZLaTA (it is a 3.6.13 version).

Okay, marks for effort, buuuuuuut:

1. Which revision is your build based one?
2. Can you post a patch for your changes? (We won't be integrating them as they are. Blanket alterations like that are not the way we do things)
3. You should provide INFERNO builds, not regular ones.
4. For extra performance, use the "Inferno SSE2" configurations
5. If you must use custom builds, always post debug builds as well
Title: Re: Star Wars mod
Post by: swashmebuckle on January 10, 2013, 04:36:25 pm
You've got some cool stuff in this pack :yes: PM sent.
Title: Re: Star Wars mod
Post by: warfull on January 13, 2013, 06:56:24 am
Quote
1. Which revision is your build based one?
2. Can you post a patch for your changes? (We won't be integrating them as they are. Blanket alterations like that are not the way we do things)
3. You should provide INFERNO builds, not regular ones.
4. For extra performance, use the "Inferno SSE2" configurations
5. If you must use custom builds, always post debug builds as well

1. is a 3.6.13 version but I don't know the build version nor the way to know it.
In the Tortoise log the older revision listed is 9378, I used Tortoise only to download the source, I've  never updated it.
So I think it is a 9377... maybe ?

2. No problem I post a patch. But this modification was not intended to upgrade or modify the general behavior of freespace, it was only for me, so that the game looked like I wanted.
Here the patch : https://docs.google.com/file/d/0B3Dyvhh0sT_oUUItRDZNeGsxaVk

3 and 4 I will try...

5. Here the debug build : https://docs.google.com/file/d/0B3Dyvhh0sT_oSUxpUHNTSWtUV00
Here an additional patch for debug version : https://docs.google.com/file/d/0B3Dyvhh0sT_oWTMzN2tvb0lUa2s
This patch was a tentative for me to fix the crash I've encountered in last missions...
But this not really a patch, just noped those useless int 3.

Title: Re: Star Wars mod
Post by: The E on January 13, 2013, 07:06:42 am
Revision 9307 is, by now, almost 200 revisions behind trunk. Since a majority of the commits are bugfixes, this is not good.

The links you posted do not seem to work at this time. Google gives a "File does not exist" error on each one.

Quote
But this not really a patch, just noped those useless int 3.

Okay, forgive me for being rude, but that's a very, very stupid thing to do. Int3() is the engines' way of signalling that an irrecoverable error has occured. In other words, something has happened that put the engine into a state where we cannot continue execution because results will be undefined. If you get one of these errors, you should try and consult SCP coders (either via the forum, or the #scp IRC channel on irc.esper.net) about what caused it and how to fix it. Commenting them out is NOT SAFE. DO NOT DO THIS.
Title: Re: Star Wars mod
Post by: warfull on January 13, 2013, 07:34:08 am
Sorry for links..
Release patch : https://docs.google.com/file/d/0B3Dyvhh0sT_oUUItRDZNeGsxaVk/edit
debug version : https://docs.google.com/file/d/0B3Dyvhh0sT_oSUxpUHNTSWtUV00/edit
debug patch : https://docs.google.com/file/d/0B3Dyvhh0sT_oWTMzN2tvb0lUa2s/edit

I will try to update my exe file one day.
For int3 why is not safe ? freespace 2 is running in ring 0 ?
Title: Re: Star Wars mod
Post by: The E on January 13, 2013, 07:42:03 am
One, each time an Int3() is hit, it means a basic assumption of the code has been violated. We cannot guarantee error-free execution after that point. Best-case scenario here is a crash later on. Worst case is memory corruption leading to crashes that are very hard to trace.

Two, the Int3()s you commented out are there to guard against invalid models. Whatever you did, those models are not valid FSO models, and should be debugged and reconverted. I mean, the code is already guarded against not executing in this particular case, but at the end of the day, you still have an invalid model on your hands.
Title: Re: Star Wars mod
Post by: Deathsnake on January 13, 2013, 08:37:03 am
I take your models and make a test :D

(http://img838.imageshack.us/img838/1948/screen0000w.jpg)
(http://imageshack.us/a/img62/8694/screen0001m.jpg)
(http://imageshack.us/a/img255/9528/screen0003kv.jpg)
Rebel Command, Imperial Forces enter your area....

And...
(http://img831.imageshack.us/img831/9669/sw1vj.jpg)

There is no escape for the princess this time...

Very good work with the models and much details on it. Love it and looking forward to see more. Maybe the Neb-B2, B-Wing, Assault Gunship or the Liberty Calamari. N1
Title: Re: Star Wars mod
Post by: warfull on January 13, 2013, 10:10:27 am
Thanks Deathsnake, feel free to build missions...
The only missions I've played are mine !
Realy boring when you have thought it, tested it,then fix unexpected AI behavior again and again.

@The E:
Thanks you pointed my misstake, at time this crash append I didn't understood what "Max number of vertices per polygon" was meaning... :mad:
It was in fact realy simple ! ;)
I was focusing on this warning in the log : Out of lights!
Thinking there were to much AI for the game.
7 models have not been triangulated at export time. So there are surely some polygons with more than 25 vertices.
I'm going to fix that, and test but I'm realy not sure this is the main problem. Last crash the log file ended this way :
ASSERTION: "attacker_team >= 0 && attacker_team < Num_iffs" at iff_defs.cpp:558
Freeing all existing models...
Title: Re: Star Wars mod
Post by: The E on January 13, 2013, 10:22:36 am
Quote
I was focusing on this warning in the log : Out of lights!
Thinking there were to much AI for the game.

Don't. This warning just means that there are more than 256 light sources in the scene. The engine tracks 256 and renders 8, and all weapon projectiles are counted as light sources. This is nothing to worry about.
Title: Re: Star Wars mod
Post by: Crybertrance on January 14, 2013, 05:48:19 am
Quote
I was focusing on this warning in the log : Out of lights!
Thinking there were to much AI for the game.

Don't. This warning just means that there are more than 256 light sources in the scene. The engine tracks 256 and renders 8, and all weapon projectiles are counted as light sources. This is nothing to worry about.

Didn't this change using deferred lighting?  :confused:
Title: Re: Star Wars mod
Post by: The E on January 14, 2013, 06:25:45 am
The only thing that has changed is the "and renders 8" part, since under deferred rendering, every light is rendered. However, we're still only rendering 8, and since these builds are not deferred render builds, it's a moot point anyway.
Title: Re: Star Wars mod
Post by: warfull on January 16, 2013, 08:30:45 am
Ships have been fixed. No more crash with an updated INFERNO SSE2 version, even with fraps runnig.
Mod pack has been updated and links too.
And here is the debug version : https://docs.google.com/file/d/0B3Dyvhh0sT_oRzFlVHg4ZWlRRUE/edit
Title: Re: Star Wars mod
Post by: FekLeyrTarg on January 17, 2013, 08:53:58 am
I've downloaded and played your SW mod a little bit and had lots of fun, especially during the mission in which you fly a Y-Wing against a Star Destroyer.

Some suggestions for improvement:
I think that it would help if the X-Wing had auto-convergence. It isn't quite easy to hit fighters with it.
It would certainly be fun if you can destroy bridges, too, like in Rebel Assault 1, Rogue Leader and Rebel Strike.

Title: Re: Star Wars mod
Post by: coffeesoft on February 02, 2013, 11:15:36 am
Man, you make me so happy in this rainy day, thanks to share with us this amazing job...    :yes:

You bring me back to the old school years with X-Wing Series....
Is time to learn FRED and build some missions, are you planning to intruduce more models ?, are so beautiful....
Title: Re: Star Wars mod
Post by: est1895 on February 06, 2013, 06:19:35 pm
Just looking at the vids made my mouth water.  So has anyone had any technical problems with the game at this point?  And when will the finalized version be out?
Title: Re: Star Wars mod
Post by: MetalDestroyer on February 07, 2013, 03:55:04 am
Hmmm !! I think I'll grab your asset to replace models I have in my Star Wars mods and see the result. :)
Title: Re: Star Wars mod
Post by: coffeesoft on February 07, 2013, 07:40:29 am
Hello MetalDestroyer....

Have you got a Mod of Star Wars ?, i have some models from a couple of mods that i found in internet and those new ones   :D

May be we can share some models ?, thank you.
Title: Re: Star Wars mod
Post by: MetalDestroyer on February 07, 2013, 08:22:01 am
Hello MetalDestroyer....

Have you got a Mod of Star Wars ?, i have some models from a couple of mods that i found in internet and those new ones   :D

May be we can share some models ?, thank you.

Well, Assets I got come from EvileJedi, the creator of Star Wars Warlords for Homeworld 1/2.
Here some video:
http://www.youtube.com/watch?v=EE1KFiTQp6s&list=PL871C571E7A6BF290&index=41
http://www.youtube.com/watch?v=qtsO0fRnc2U&list=PL871C571E7A6BF290&index=42

And, the mods is not available for now.
Title: Re: Star Wars mod
Post by: coffeesoft on February 07, 2013, 09:27:06 am

Looks good !!, thanks for the info ...
Title: Re: Star Wars mod
Post by: est1895 on March 03, 2013, 05:43:30 pm
Ships have been fixed. No more crash with an updated INFERNO SSE2 version, even with fraps runnig.
Mod pack has been updated and links too.
And here is the debug version : https://docs.google.com/file/d/0B3Dyvhh0sT_oRzFlVHg4ZWlRRUE/edit

I always get a google docs error when I try to download this mod  :banghead:
Title: Re: Star Wars mod
Post by: wookieejedi on March 03, 2013, 06:31:42 pm
I had to download it like 5 times for it to finally work for some reason.

Also, I figure this is the write place to post this. I have been working on this mod and have added new music, images, fixed some sound bugs, implemented new, smarter AI, and modified a whole host of table values to represent a Star Wars feel. For example: X-wings and TIE Interceptors now have auto convergence, lasers and ships are faster and deadlier, balance tweaks have been implemented, hyperspace jumps now look and sound like they do in movies, and a whole host of other additions I am forgetting. Anyway if anyone wants to test my additions shoot me a pm or post. I will eventually work on missions and a possible campaign too. 
Title: Re: Star Wars mod
Post by: warfull on March 07, 2013, 04:46:16 am
est1895, I have just tried to download without any problem. Google claim that it cant make a preview then click on download, then it claim it can not scan the file for virus and I click on download anyway. Maybe you have connection problem and you should try a download accelerator like flashget.
Be aware that the link you quoted in your post is not the link to the mod but a link to a debug version of the exe file that you don't need to play.
Here is the mod : https://docs.google.com/file/d/0B3Dyvhh0sT_oWjhtMTRUdDNiSVk/edit

Is there any other who encounter problem to download ?
What is the best alternative to Google Drive ?
Title: Re: Star Wars mod
Post by: wookieejedi on March 09, 2013, 10:52:12 am
Probably Freespace Mods: http://www.freespacemods.net/news.php
I use Mediafire, too, but that's just me.
Title: Re: Star Wars mod
Post by: Thaeris on March 09, 2013, 08:35:29 pm
I had to download it like 5 times for it to finally work for some reason.

Also, I figure this is the write place to post this. I have been working on this mod and have added new music, images, fixed some sound bugs, implemented new, smarter AI, and modified a whole host of table values to represent a Star Wars feel. For example: X-wings and TIE Interceptors now have auto convergence, lasers and ships are faster and deadlier, balance tweaks have been implemented, hyperspace jumps now look and sound like they do in movies, and a whole host of other additions I am forgetting. Anyway if anyone wants to test my additions shoot me a pm or post. I will eventually work on missions and a possible campaign too. 

Aha!

So that's where you went. I did have fun playing with your last mod, so it's nice to see that you've still been active working on these things.
Title: Re: Star Wars mod
Post by: wookieejedi on March 09, 2013, 10:41:13 pm
Thanks! It's always nice to have support, especially from someone who someone who helped me out so much in the my past endeavors. Hopefully this version will be much better then my last attempt since I am constantly learning  and improving and since a) the models warfull created are amazing, b) I know how to more properly incorporate all the new features from 3.6.18, and c) I have some really fun, interesting ideas for a custom Star Wars campaign that takes place over the course of the events in the Original Trilogy.
Title: Re: Star Wars mod
Post by: est1895 on March 16, 2013, 04:39:55 pm
I'm still having problems with the mod.  It keeps crashing.  I have the updated 'MyMod.rar' and the 'FS-Open 3.6.15d'.  Maybe it' s the build I'm using (newest).  Do I have all the required files?
Title: Re: Star Wars mod
Post by: wookieejedi on March 16, 2013, 06:48:35 pm
I did not use the 3.6.15d exe, I just used the latest 3.6.18 build and it seemed to work. Do you have the ship patch file?
Title: Re: Star Wars mod
Post by: est1895 on March 16, 2013, 09:37:10 pm
No I don't.  Do you think you could give me the proper link for the ship patch file?
Title: Re: Star Wars mod
Post by: wookieejedi on March 16, 2013, 10:27:17 pm
Here ya go: https://docs.google.com/file/d/0B3Dyvhh0sT_oUUItRDZNeGsxaVk/edit
Title: Re: Star Wars mod
Post by: est1895 on March 16, 2013, 11:03:41 pm
Thanks Wookie, but for some reason I am not able to download the file.  I keep on getting an error message saying something about the internet explorer.
Title: Re: Star Wars mod
Post by: wookieejedi on March 17, 2013, 08:58:29 am
I uploaded them myself, see if it works now.

Just hit downloaded:

Model patch-https://www.dropbox.com/s/5hpjnkz22d776ho/modelcollide.cpp.patch

Ship patch-https://www.dropbox.com/s/45aarald2k3ny90/shipfx.cpp.patch
Title: Re: Star Wars mod
Post by: est1895 on March 17, 2013, 02:13:05 pm
Got 'em.  Thanks Wookie!!  How do I install them?  They look almost like basic programing.
Title: Re: Star Wars mod
Post by: wookieejedi on March 17, 2013, 03:06:50 pm
I just pasted them into the table file, and it seemed to work
Title: Re: Star Wars mod
Post by: warfull on March 18, 2013, 08:06:09 am
New ships  :
 - Assault GunBoat  : 2450 poly
 - Tie Avanger : 4650 poly

Here some screenshots :

(http://imageshack.us/a/img823/9747/screen0033.jpg)


(http://imageshack.us/a/img843/9347/screen0030o.jpg)


Here the files : https://docs.google.com/file/d/0B3Dyvhh0sT_oZ082R19ONjlRY3c/edit?usp=sharing

This are only pof file and textures since Wookieejedi is now "in charge" of tabling.
This models have been build quickly during this week-end, textures need to be enhanced and I'll do it soon.
This files are published for those who are planing or building missions. I will create HUD icons for those ships.

Title: Re: Star Wars mod
Post by: wookieejedi on March 18, 2013, 12:07:55 pm
These look excellent as usual. I will be sure to incorporte into tables. Also do you mind if I post this update on the ModDB Page? (If not then no problem) If you are a member on ModDB I will add you as an Admin/Mod Developer for the mod, too. Here is the link if you haven't seen it: http://www.moddb.com/mods/star-wars-the-original-trilogy-mod
Title: Re: Star Wars mod
Post by: yuezhi on March 18, 2013, 12:33:28 pm
I uploaded them myself, see if it works now.

Just hit downloaded:

Model patch- https://www.dropbox.com/s/5hpjnkz22d776ho/modelcollide.cpp.patch

Ship patch- https://www.dropbox.com/s/45aarald2k3ny90/shipfx.cpp.patch
fix'd
Title: Re: Star Wars mod
Post by: est1895 on March 18, 2013, 06:19:06 pm
I just pasted them into the table file, and it seemed to work

When you say paste, do you mean copy these files directly into the table file and overwrite anything thats there?
Title: Re: Star Wars mod
Post by: wookieejedi on March 18, 2013, 08:28:10 pm
I just pasted them into the table file, and it seemed to work

When you say paste, do you mean copy these files directly into the table file and overwrite anything thats there?


Yep, just paste them in. They should not end up overriding anything though. At least they didn't when I pasted them in there.
Title: Re: Star Wars mod
Post by: coffeesoft on April 09, 2013, 05:13:08 pm
yupi !
Title: Re: Star Wars mod
Post by: frekkert on March 30, 2014, 11:06:04 am
looks good- how is the status?
Title: Re: Star Wars mod
Post by: wookieejedi on March 30, 2014, 01:58:48 pm
looks good- how is the status?

Thanks! Version 3 of the Original Trilogy mod is almost ready for release. There is a lot of bugfixes, balance, new additions, graphic updates, and more!
Title: Re: Star Wars mod
Post by: whitearrow on March 30, 2014, 04:18:36 pm
Perfect, I'm looking forward to playing it. Last time I tried to run it I managed to play only one or two missions. The others led to crash the whole thing. I hope this time it'll work... :) is this release optimized for 3.7.1 build and mediavp2014?
Title: Re: Star Wars mod
Post by: frekkert on March 31, 2014, 07:37:30 am
Perfect, I'm looking forward to playing it. Last time I tried to run it I managed to play only one or two missions. The others led to crash the whole thing. I hope this time it'll work... :) is this release optimized for 3.7.1 build and mediavp2014?

I play it with 3.7.1 the whole time..

there were some additional files for the audio stuff (foldernames were too long you had to alt tab and click OK a few times etc)

but for me it works just perfectly...

https://www.youtube.com/watch?v=Sm-wqfu-Csw

i would even turn down the tie fighter fire rate and give them less hull.. in my eyes they are too strong vs xwings..  but thats minor stuff - main thing is how good this mod feels.
Title: Re: Star Wars mod
Post by: wookieejedi on March 31, 2014, 12:01:39 pm
Perfect, I'm looking forward to playing it. Last time I tried to run it I managed to play only one or two missions. The others led to crash the whole thing. I hope this time it'll work... :) is this release optimized for 3.7.1 build and mediavp2014?

It is indeed! New features and graphics from both are incorporated to the best of our abilities. Thanks for the support too!

Perfect, I'm looking forward to playing it. Last time I tried to run it I managed to play only one or two missions. The others led to crash the whole thing. I hope this time it'll work... :) is this release optimized for 3.7.1 build and mediavp2014?

I play it with 3.7.1 the whole time..

there were some additional files for the audio stuff (foldernames were too long you had to alt tab and click OK a few times etc)

but for me it works just perfectly...

https://www.youtube.com/watch?v=Sm-wqfu-Csw

i would even turn down the tie fighter fire rate and give them less hull.. in my eyes they are too strong vs xwings..  but thats minor stuff - main thing is how good this mod feels.

I was thinking similar lines, and have spent a lot if time thinking about it too. Also I am going to send you a pm soon, so keep an eye out for it : )
Title: Re: Star Wars mod
Post by: Dragon on April 12, 2014, 07:50:39 pm
Can't wait for the next version. :) Your models are really nice.
Title: Re: Star Wars mod
Post by: wookieejedi on April 14, 2014, 04:17:46 pm
Can't wait for the next version. :) Your models are really nice.

Thanks. There will be some great changes and additions to version 3! And Warfull did an amazing job on the models! :)
Title: Re: Star Wars mod
Post by: Dragon on April 14, 2014, 05:03:37 pm
Really looking forward to it. I'm basing my mod (well, more like a modding experiment, but I've got one mission half-written) off it, so I'd love to see more content.
Title: Re: Star Wars mod
Post by: wookieejedi on April 14, 2014, 07:29:48 pm
Really looking forward to it. I'm basing my mod (well, more like a modding experiment, but I've got one mission half-written) off it, so I'd love to see more content.

Awesome! Just throwing this out there, but if you ever want to collaborate with the mod team we would be more then happy to work with you :)