Author Topic: Official PCS2 Feature Request thread  (Read 120158 times)

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Offline Vasudan Admiral

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Re: Official PCS2 Feature Request thread
Awesome - whatever you changed with this latest one, you seem to have caught and killed the pause-then-close bug. As such the media VP Orion, Hecate, Medusa, Ursa and Zeus now load up no worries. :D

The lockup type of failure is still happening with: (going through all retail-version fighters - straight out of the sparky_fs2 VP)
Mara, Pegasus, Herc 2, Perseus, Erinyes, Myrm, Serapis, Bakha, Ptah, Dragon, Herc 1, Seth, Horus, Thoth, Baslisk, Manticore and Loki

Some notable exceptions are that it works with the Asteroth, Ashema and Tauret. Also of note is that it works perfectly with the HTL versions of the Mara, Pegasus, Herc 2, Perseus, Erinyes, Myrm, Serapis and Herc 1. (Basically all the fighters that have been HTLed so far)

As to the cob conversions - just tried it with a model I know works and then a cube glued to a light named detail0. PCS2 crashed on both of them.
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Offline Bobboau

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Re: Official PCS2 Feature Request thread
[edit]nevermind[/edit]
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Offline Kazan

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Re: Official PCS2 Feature Request thread
please posts some COBs and their textures for me to play with
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Offline Vasudan Admiral

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Re: Official PCS2 Feature Request thread
Here's the cube that fails (uses AWACTile1). Do you want the Lucifer COB as well? (most complex one I have handy)

I would attach it straight off, but I'm hesitant because the latest version of PCS1 stack-overflows on pretty much every complex SCN or COB I have. Even though the autofacet build converts them all without problems and try as I might I can't find anything wrong with the ones it's produced, I can't rule out that _something_ might still be wrong and PCS 1.3.6 (build 73) is just being more picky than the autofacet one.

[attachment deleted by admin]
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Offline Getter Robo G

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Re: Official PCS2 Feature Request thread
Awww CRAP!

I read your post wrong... Since NUKEMOD dont have a vp I saw the word raw and figured it needed to be shown WHERE to search for the maps like ususal. DUH...

Nevermind, me iz stupid tonight (more than ususal)...
 :lol:

Works fine can see the non-dds textures now...

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Offline Turey

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Re: Official PCS2 Feature Request thread
I'm still unable to open any models. For instance, the retail Comm Node doesn't work for me.
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why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Nuke

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Re: Official PCS2 Feature Request thread
fsck file wouldn't attach

here are the DLLs http://www.ferrium.org/media/stupid_mscv8_dlls.zip - put them in the same folder as PCS2

- PS the search path for textures is as follows

there is a list of directories in the Options->Preferences menu (default entry of c:\games\freespace2)

Search order is

VPs in the folders in that list
raw files in those folders + "\data\maps"

ie if your list is

c:\games\freespace2\
c:\games\the babylon project\
c:\games\wing commander saga\

it'll look for VPS in
c:\games\freespace2\
c:\games\the babylon project\
c:\games\wing commander saga\

and raw files in
c:\games\freespace2\data\maps\
c:\games\the babylon project\data\maps\
c:\games\wing commander saga\data\maps\

ok, i got it to display textures now. i was sorta confused about how the texture paths works. initially thought it wanted me to point to the directory with the textures rather than the mod directory.

i did find a problem when loading the dante. it had loaded once before i figured out the texture paths. but now that their configured properly it hangs when it tries to load the animated texture. so i swapped the animated texture with a pcx and it worked. rather than hanging it should just draw those surfaces as flat shaded.

found a minor bug in your render window projection code where the render window stops working when its w/h < 1. there also apears to be some minor warping too.

i didnt have the problem with the dll cause i have vc++ 6 installed. but having version 6 dlls, will that cause any problems?

il throw some nukemod cobs in a zip for you and post it in abit.
« Last Edit: March 25, 2007, 08:25:09 pm by Nuke »
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Offline Kazan

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Re: Official PCS2 Feature Request thread
it shouldn't hang... when it encounters a texture it cannot read it should simply just not load it and move on
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Re: Official PCS2 Feature Request thread
hmmmm will it only read from something\data\maps?

I've got the paths setup as is:
Code: [Select]
path0=c:\\games\\freespace2\\
path1=D:\\Program Files\\FreeSpace2\\scooby
path2=D:\\Program Files\\Wing Commander Saga Prologue
path3=D:\\Program Files\\FreeSpace2\\scooby\\modeldata\\maps
numpaths=4

The turrets which are located in path1 (d:\program files\freespace2\scooby\data\maps) load, however the ship texture in path3 don't.


btw should the escaped slashed \\ be outputted as it is instead of the correct "\" outside of C?
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Offline Nuke

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Re: Official PCS2 Feature Request thread
ok, i put up 3 models, with cobs, scns, converted pofs, and textures. the apis, the dante and the chimera. they all have alot of subobjects, both dante and apis have turrets. the chimera doesn't have turrets but it does have subobjects for submodel animation and a cockpit. the apis is the model i mentioned earlyer that has a few geometry problems which you can see in wireframe mode. its never given me any conversion problems and runs ingame pretty stable, so it could just as easily be a bug in the code.

models
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Offline Getter Robo G

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Re: Official PCS2 Feature Request thread
Anyone notice when you load a model and it's already onteh show textures option it shows up wireframe first?

Once you click another box and then back again the textures show up?

or is it just me?  :D
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Re: Official PCS2 Feature Request thread
Anyone notice when you load a model and it's already onteh show textures option it shows up wireframe first?

Once you click another box and then back again the textures show up?

or is it just me?  :D

Nope textures still won't show. BTW theres a small bug with the rendering options, it selects the textured one while showing the wireframe model.  Could this be the cause of the texture problem?

 :D
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline Kazan

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Re: Official PCS2 Feature Request thread
texture/wireframe bug long time known, just haven't bothered to **** with it

thanks for the test data

yes it is correct for the slashes to be doubled in the .ini - it's something about wxFileConfig - don't ask me i didn't write it, i just use it.

i'm effecting a code change to make the search path be the following:
[path] (raw files)
[path]\data\maps (raw files)
[path] (VPs)
[path]\data\maps (VPs)


(the last one just makes the code change easier)
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Re: Official PCS2 Feature Request thread
it's something about wxFileConfig - don't ask me i didn't write it, i just use it.
Good enough for me  :D

i'm effecting a code change to make the search path be the following:
[path] (raw files)
[path]\data\maps (raw files)
[path] (VPs)
[path]\data\maps (VPs)


(the last one just makes the code change easier)
That should fix my complaint then  :)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline Col. Fishguts

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Re: Official PCS2 Feature Request thread
I tried on a different PC with Win XP SP2 and now it works. My PC at home on which it won't run, is SP1. So there seems to be something missing apart from those 3 DLLs.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
cobra is using XP SP2 and can't run it - i know i've seen this error (or more correctly: one akin to it) before on systems i just don't remember how i ever fixed it
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Offline Bobboau

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Re: Official PCS2 Feature Request thread
really sounds like some sort of missing dll error... but that's obvius.
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Offline takashi

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Re: Official PCS2 Feature Request thread
maybe an XP bug? i get the same error as cobra on this and many of bob's programs. but PCS1 works like a charm, minus the lagging and hanging.

 

Offline Snail

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Re: Official PCS2 Feature Request thread
Well if there's lagging and hanging then I don't think it works as a charm, does it?

 

Offline chief1983

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Re: Official PCS2 Feature Request thread
Actually, that info might be useful, as if it's happening with multiple programs, find out what's needed in common between all of them, and that might lead to the culprit.  Takashi, which of Bobboau's programs are crashing?
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