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 16, 2004, 10:27:09 pm
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http://freespace.volitionwatch.com/blackwater/fs2_open_r_Bobboau_3-16-04.zip
just generaly fixing bugs and such, if I have told you to look at a new build prior to now regarding anyhting look at this one, this is the state of the current CVS repository (ie I just commited).
i thought i can change the title. perhaps thats in order :rolleyes: change the zip before people go crazy. were professionals here bob. :) //phreak
there,
you can't change titles?
and this brings up a point shouldn't I have some sort of god like admin powers?
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wrong month there bob
its 3-16
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hu, aww crap, mind is, ah ****
/*hangs head in shame*/
why did I do that...
just ignor it
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when the heck is 3.6 coming out?
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when you test the builds and there are absolutely no bugs of any kind in them, maybe that build right there is 3.6 test it out :D
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do you have an approximate date? id like to be able to release my mod under 3.6 and i wanted to know what kinda of timetable i had to work with. i want to release it to work with an official build. as of yet it works best on your latest test build (as usual).
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were all the fighter beam bugs resolved?
and there has been great discusion on 3.6, some of us have realy wanted to just set a date and barring the apearence of some strange new bug, just relese whatever we have then.
there is going to be a meeting discussing this soon.
if you want to help get this done faster join the tester list, and or go through mantis and try and recreate any of the bugs listed especaly ones that someone sais is un replicatable.
anyway, less 3.6 more feedback, any bugs (old one especaly) still in this build?
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did you commit the fighterbeam code? i never got any CVS commit emails if you did.
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I just commited it, or at least I thought I did, update and see if fighter beams are working at all for you.
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So let me ask a quick question if these builds you are giving us now are basically 3.6 is the next ones going to have things like enviroment mapping, decals, and possibly varities in star colors, size clusters???
Is there really anything we havent seen before in 3.6
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eh, no, what I was saying was that we will relese 3.6 when there are absolutely no bugs of any (reproduceable) kind. there will be a big anouncement, and you will know, I think I'd give it about a week then all the cool stuff that has been demoed to you will be integrated, decidedly after we officaly anounce 3.6
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hopefully in april sometime
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i haven't had any bugs so far with this build. i'm trying something with the beams. one minute.
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i just updated my CVS and it said it updated some files (assuming bob's fighterbeam code) but i still have not received any commit emails. its been about 10 minutes
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well bob, it looks like the explosions have there corners cut off.
(http://img36.photobucket.com/albums/v109/Carltheshivan/pst04.jpg)
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there are still bugs in the beam code. its still doing that thing where it fires a shot from the center of the ship. and im still getting the energy gauge to go negatve. i also noticed the weapon energy ets gauge is sometimes there when its not supposed to be and missig when its required. im always playing with your latest build bob, so im gonna join the text list and start using mantis.
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Nuke I don't supose you'd be willing to upload the fighter model and weapon somewere?
is everyone else getting what Carl is getting (I'm not)
and is that on all explosions, or just ones comeing off beams?
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sure, give me some time to gather the files into a zip.
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Bobboau, I am experiencing the same problem.
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did it show up in any other builds, the fighter beam build or the AB trail build?
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the fighter can be found here (http://www.angelfire.com/ak3/nukewar/afchartest.zip)
its, funny, i cant recrceate the error with the beam, but it still occures with a regular laser. the bug has been in there sence i startes using the feature.
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I noticed it with certain large engine glows also. Notable in with TBP. I will recreate and then post a picture.
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oh, beams and non beams are hendled diferently, if you can't recreate it with the beam then it's probly fixed for the beam, I'll have to see about the non-beam ones though, I had assumed they were working the whole time.
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I didn't have any problems, I only played with it for a minute though, it's a bit late (4:00 am) and I'm gona go to sleep soon, I'll try and find the problem tomarro
I tell you what though, that is a frik'n cool little effect you cooked up there :).
both of them.
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it only took 2 years of b!tching to get the features i needed :D
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its funny. i tried again to recreate the error. it didnt do what it did before but it did crash.
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oh, that's bad...
crash while fireing pulse or beam?
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the pulse weapon. at one point i had both weapons doing the same thing. im gonna test the hell out of this thing.
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if it's fireing from the center it sounds like it's going somewere it shouldn't to find the point it's after
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thats what i was getting at. the beam no longer fires from the center, however it ocasionally fires in the wrong order (i know my points are in order, i checked it 5 times already). when using the pulse weapon it will fire from the center. the order is always correct when i fire one shot at a time instead of 3.
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Originally posted by Bobboau
is everyone else getting what Carl is getting (I'm not)
and is that on all explosions, or just ones comeing off beams?
yes. I think it has to do with scaling. It happens for 90% of the missile hits. Ship explosions are not affected.
This has been happening for a long time now though (think even FS2retail had the problem).
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Hey LS, what relation does this build have to the one you gave to me yesterday?!
It's newer, but is it as stable as yours? Features diff?! I'm so confused! (I get confused easily :))
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It's better, but multiplayer doesnt work with it. Life sucks, eh?
Bob: I'm also getting the problem with cut-off edges on HT&L rendered weapon glows (e.g. the green cloud around the prometheus shots). The actual bitmap seems unaffected.
BTW: The size issue seems to have been eliminated. Good Job :yes:
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yea here's a bug (i think): in the original FS2 the Erineyes was allowed to carry the Maxim cannon. It doesn't allow that anymore =(
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Suspects this is an issue with lightspeed's new weapon effects. Did you install them by any chance?
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yea i believe i have the newest version (1.2e is it?). But I was able to use the Maxim in the january build (1_20_2004) with the same weapon effects installed.
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Originally posted by karajorma
Suspects this is an issue with lightspeed's new weapon effects.
the cut off edges issue? i don't have LS's weapons effects installed, and it still does it for me.
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we was talking about the maxum thing
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he was talking about the maxum thing
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wust makung sure.
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just makung sure.
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you need to use my ships table with my weapon effects, else the ballistics wont work. :p
And yes, if you could fix that cutoff bug i would be grateful :)
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I've found a bug.
The lighting in this build seems messed up compared to all build that came after implementing ambient light back in.
I'll post screenies in a second. :)
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Here:
(http://www.penguinbomb.com/lightspeed/SCPTest/lightybug.jpg)
Using EXACTLY the same command line and settings. I think in this build, you broke the "-ambient_factor" command line. Not sure, though.
Anyhow, it's a rather ugly bug.
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Still getting the D3D HTL bug... I guess i have to upgrade my rusty but trusty hardware...
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actualy that is the corect lighting, there was a bug were difuse lighting wasn't getting lit for about a month there, so all you'd see was specular, and the maps for specular tend to be just about the same as defuse exept were specular over powers defuse, so nobody seems to have realy caut it.
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thats odd, because I could see unlighted faces just fine (due to ambient light).
I think diffuse isn't really necessary if you use ambient light at all.
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Perhaps we can set ambient darker again if this is the case.
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Actually, I think it would be better to keep it as it is, since only the top 10-15 percent on the old ambient lighting effects produced enough light to see the models, I think this would allow a lot more flexibility, I'd have to have a look, but I wonder how this would look at around 50% ambient?
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Originally posted by RandomTiger
Perhaps we can set ambient darker again if this is the case.
You seem to be forgetting everyone can set ambient to whatever they want.
I'll try playing around with it.
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Well, about the fighter beams...just with stock weapons.tbl, I've noticed that sometimes the warmup sound won't be audible, like it's being 'rendered' just out of earshot of the player. However, the beam-loop and warmdown play properly. This is most apparent with the stock AAAf/AAAh beams. Or at least on my system.