Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on March 28, 2004, 10:32:05 pm
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http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-28-04.zip
ok, I bumped the limits for LS's nebulas and I think I found out were those weird overbrightening effects in the nebula were comeing from (not sure if I fixed the right thing, check this)
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nice. unfortunately I don't have time to test this now (so it'll be either late today or tomorrow), but expect some test results from me soon :nod:
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Just take an look and :
Equip a squadron is ten faster than the 23... I click and I've the weapon I want :D
There is big noise in sound :confused:
When I move fast, the stars seem glowing more...
(soz for the Bastion, that was a custom sm3-09.fs2 lost in a folder :lol: )
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hmm, okay, it's fixed some errors, all but the problems of the shine/eviro maps not working seem to be gone.
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the loading studder should be signifigantly reduced/gone completely, I had it preload all sound at the begining, that might cause some problems on lower spec computers.
have I fixed the over brightened nebula?
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This build runs fine for me (software mode).
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I don't know about the overbright nebula. You've made it dimmer but it's still too "thick".
Look at my previous screenshot (in the 3-23 build I think), there seems to be too many layers of nebula being rendered.
On the other hand, it feels better now :)
The stutters seem to be still there since it's always when textures are being loaded into texture memory when it stutters for me. But I'll try a few more missions.
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the stutters due to ships warping in are reduced (not sure if they are GONE), but I still get a major stutter when a background planet (32-bit TGA) comes into view for the first time in a mission. Afterburner trails are still invisible. I'm not sure about the LS nebula thing, he might have to release a new table or something...
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Have it load everything in the background before you can play, perhaps? Another stupid idea by someone who knows nothing of what he's talking about. =3
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that's what Bob did, i just suspect he missed the background planets
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Downloading...
Downloaded!
Launching...
Hmm, well i still get the Unrecognized Command Line Perameter bug for -htl, but im running a Geforce FX 5600 so its no biggie
shinemaps look better, but you need to get that env_mapping in there, and the nebulas are cool, though the brightness didn't bother me before either. didn't test for the alt-tab bug, and load times were the same, and it stutters (as it always has) whenever something new jumps in
Turambar
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The command line has been changed to -nohtl now.
HTL is on by default.
Environment mapping isnt going to come until 3.6 is released.
The nebula we're talking about is THE nebula, as in the swirling pcx's. It seems to be better this time so Bobboau's fix works.
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oh, ok, thats good to know *feels somewhat dumb*
and ya, i was talkin bout that nebula, don't know where the s came from
Im planning on learing modelling! Once i get good I'll start making better versions of the existing ships, It will be a while, but not too long (I'm a fast lerner when it comes to things that aren't schoolwork) Just warnin' y'all you'll be hearing more from Turambar Mwahahahahahahahaahhahaahha!
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yeah...
anyway, damn, I realy thought I had the studering fixed, so things are getting fogged to quickly, it is suposed to be quite thick.
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Alt-tab prob still occurs with me. I'm also getting a CTD when I commit to replaying a mission after I die, but I think this is a problem with the mission. I'll have to test it under the -16 build, which doesn't have the alt-tab prob thing.
Later!
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yeah, alt-tab has yet to be addressed
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Most stutters are gone for me now, there's only the occasional one here and there, usually when a audio message pops up. The supernova effect worked just fine in this build as well...
The nebulae look better, but they are certainly thicker than the original FS2. I think I like it better this way.
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Okay finally found time for a brief test:
The Nebula Thing
Seems to be fixed - thanksssss bob! The only thing is that a FRED build with the new limit will be neccessary (so that you can select *ALL* background images from the drop down list, instead of having to edit them in in NotePad). So, get a FRED build capable of it (and FREDogl) and you'll have one bug less on Mantis (issue 0000155 ) ! :D
Diffuse
Seems to have gotten even worse, especially background images are now rendered at an unnatural brightness - i'm still hoping for the 'adjust diffuse' command line, as the standard value really is a bit of overkill when/if you also want to use ambient.
Other Bugs
I didnt run into any of those..... YET. :)
I'll keep you updated on anything I find out - i should have time to properly play and test in a few days.
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how do i get the nebula thing to work? i downloaded them last week... is there an update?
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I just get this message in the last mission of the campaign :
(I copy the windows cause my connection sux these day and I can't up to my ftp)
Error: ai_find_path tring to find a path (15) that doesn't exsist, on ship Boerhaave
File:d:\FSO\fs2_open\code\ship\AiCode.cpp
Line: 3845
Call stack:
fs2_open.exe 005c7c5a()
fs2_open.exe 005c856e()
fs2_open.exe 004bc848()
fs2_open.exe 004be949()
fs2_open.exe 004beb17()
fs2_open.exe 00497b1a()
fs2_open.exe 00426bbd()
fs2_open.exe 011da760()
fs2_open.exe 011e85a0()
fs2_open.exe 011ec120()
fs2_open.exe 011f5960()
fs2_open.exe 011ff6e0()
fs2_open.exe 011c7fa0()
fs2_open.exe 011b98a0()
fs2_open.exe 011a3020()
I don't have FSO folder in D: :wtf:
The sound's noise has gone... don't known why and how :doubt:
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sound cards get screwy every once and a while, probly just a coincidence.
you don't have FSO on d but I do, more over that's were I keep my copy of the source code, that error mesage is pointing me to the exact point were a problem is found (not caused), and seeing as this is the second time I have seen an error of this type in this function that means it's probly not random like I was hopeing it was (ie someone has to fix it). is this error reproducable and if so, what are the conditions (what mission, what happens right before or as this error gets set off)
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I think it happen after the third part of the convoy enter in area... Maybe just before the supernova...
I'll replay the mission to spot where exactly... but I don't get the bug the two time I've play this mission before...
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Originally posted by [BoA]_Scoob
how do i get the nebula thing to work? i downloaded them last week... is there an update?
use the test missions distributed with them, and use '-jpgtga' :)
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keewl... but i still dont see spec ligthing in ht&l
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and I still need a bumped version of FRED :rolleyes:
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and I can't compile FRED
why it was seperated from the code base to begin with, I'll never know.
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I think RT is our best FRED builder these days, since he was the one who was making those highly-successful OGL builds.
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Originally posted by Shaka
I just get this message in the last mission of the campaign :
(I copy the windows cause my connection sux these day and I can't up to my ftp)
I don't have FSO folder in D: :wtf:
The sound's noise has gone... don't known why and how :doubt:
That looks suspiciously like either the mission designer or yourself has asked for a ship to be disabled or disarmed (basically have a subsystem destroyed) when the model is incorrectly built for it (i.e no path on the model).
Are you sure this is an unmodified campaign/mission? I have no recollection of a ship called the Boerhaave.
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don't you people pay atention, he has the french version, it's probly one of the ships in the final mission.
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He aslo had an edited copy of one of the other missions causing trouble earlier. So there's a good chance that the problem here is something similar :)
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Originally posted by Bobboau
and I can't compile FRED
why it was seperated from the code base to begin with, I'll never know.
I wasnt pointing that at you, but at the rest of the SCP coders. I'm really grateful that you fixed the FS2scp problem, and I'm sad that I can't use it properly because I have an old FRED version.
Me needs that FRED build.
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if someone gave me click-by-cliclk instructions on how to build FSO with MSVC, i could do this sort of thing for you, i can already grab the latest CVS source and look at it, i just can't figure out how to compile/find the bloody exes.
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Ask RT, he helped me to make my own builds...
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I think Vasudan Admiral also has recent experience in FRED compiling, as he upped the poly limits (or something) so it would display the Hi-poly Fenris properly. Now, he didn't release this build of his, but he could give someone else pointers on where to find the fields that need to be changed to allow the high nebula limits.
Later!
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Maybe this is just me, but the nebulas seem a bit bright in SCP. Anyone else notice this>
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Originally posted by karajorma
That looks suspiciously like either the mission designer or yourself has asked for a ship to be disabled or disarmed (basically have a subsystem destroyed) when the model is incorrectly built for it (i.e no path on the model).
Are you sure this is an unmodified campaign/mission? I have no recollection of a ship called the Boerhaave.
hummmmmmmm
1) The game wasn't translate (thx god) so the ship's name should be the same...
2) This time I've double check for parasites files in all folder
3) I've learn a little about editing, then I've extract sm3-10.fs2 (Apocalypse) from root_fs2.vp and open it in fred, Boerhaave is a GTM Hippocrates (AI class captain) who have to reach jump node left...
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Aha! :D I never paid much attention to the civvie ships :D
I guess it probably is a problem with FS2_Open then.
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Boerhaave=not a cannon ship as far as i'm aware.
the name sounds rather Dutch, so I'd expect myself to remember one of those.
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Problems:
a) Energy Transfer systems doesnt work for me (for some odd reason a previous build it didnt work either, than the one i used from u afterward did work, but now this one doesnt work either)
b) Print Screen (Take snap shots) doesnt work.
The Good:
A) Good Frame Rate (10-40FPS)
B) Thruster Glows work better now! (Loveley!)
C) No Crashes yet!
D) Spec, Glows, Shine, DDS, HTL work great. (hull reflections however i do not have-possible videocard related)
Intel Celeron 400MHZ (OMG!)
512 SDRAM
Raedon 7500 64MEG DDR
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maybe I should mention in my sig that environment mapping isn't going to be in untill _after_ 3.6
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that'd be a good idea