Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on September 19, 2002, 08:13:59 pm

Title: beta test my stuff
Post by: Bobboau on September 19, 2002, 08:13:59 pm
this (http://freespace.volitionwatch.com/blackwater/FS3.zip) should have fully working fighter beams, fully working beam sheild hit code (It is set to only work on fighter beams, and I think aaa beams), texture tileing (specified in the table), texture translation (also specified in the table),  SSM (specified in the table as well) for type 3 tag weapons, and glow points.
I want you people to make a bunch of beams and stuff to test out this stuff, how are you to do this, well...

the test weapons (fighter beams specificaly) in the table are examples of the functionality of how to make them, not the best way to make them look, in fact the fighter beam looks harid

ok here is a snip for the texture tileing and translation
Code: [Select]
$Section:
+Width: 0.1
+Texture: beam-white
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.1
+Zadd: 2.0
+Tile Factor: 5.0 1
+Translation: 1.0


+Tile Factor:   5.0 1
there are two numbers here 5.0 wich is the tileing factor, and1 wich is the tileing type.
the tileing factor is basicly the level of tiling, for type 0 beams this is quite plainly the number of times the texture will tile, for type1 tileing it has an opposite effect by streching out the texture more
there are two tileing types,
type 0 wich is relitive, meaning it is the number of times the texture will be tiled accros length of the beam, this is the rendering method used in the origonal FS2 but you can make you're beams look a little sharper by raising the tile factor
and type 1 wich is abosolute,  meaning the apearence of this beam section will be uneffected by it's length, this is the tiling method that has been showen in my previus EXEs

+Translation:   1.0
this is how many times in a second the texture will translate once

here is the table data for the SSM stuff
Code: [Select]

$Tag: 3 1.0
$SSM: 0


$Tag:      3 1.0
this specifies that this is a type 3 tag weapon (meaning that it is suposed to fire an SSM) with an SSM lock time of 1 seconds (lock time is for targeting lasers only)

$SSM:      0
this line indicates that this weapon will use the first entery in the SSM table, it is an index number, so it will be one number lower that the enter it is for
Code: [Select]

$SSM:
+Weapon: Harpoon
+Count:         5                                            
+WarpRadius:            200
      +WarpTime:              5
+Radius:               1200
+Offset: 5
$SSM:
+Weapon: Cyclops
+Count:         10                                            
+WarpRadius:            200
      +WarpTime:              5
+Radius:               1200
+Offset: 5

#end

there are two SSM entries here number 0 and 1

as I havn't yet gotten a glow point editor so I have included several of the altered POFs, I'm fairly sure this all works and you can't realy edit it (it is the same structure as the thruster if you realy want to) but it's there

also you will see a debug mesage I am too lazy to remove for this reliese that says there should be burner trails, but there arn't so don't wory
Title: beta test my stuff
Post by: Nuke on September 19, 2002, 08:51:05 pm
ooo, this gives me something to play with over the weekend.
Title: beta test my stuff
Post by: DTP on September 19, 2002, 08:51:12 pm
maybe you should include the FRED"3".exe you made this mission with.

trying the original will cause an error when reading in the tables.

and right now, i cant find "a fighter beam test from within the mission selector"

working on that.
imm pretty sure that mission is a singleplayer mission,

right?, anyway, open mission in some text editor and set gameflags to 10 instead of what it is.
 so that it shows up in mutltiplayer, dont know how it will do yet
-----

well dont change it, make a campaign and add it instead.
changing it to 10 will generate an error.
-----
and ofcourse do this before you put the tbl files where they should´be
----'
he but how to allow fighter beams in a single player mission from a campaign when you dont have acces to fred"3".exe :)

make it a multiplayer mission would be the easist way to solve this, since i think you made it a single so you can test the SSM thing.
Title: beta test my stuff
Post by: Inquisitor on September 19, 2002, 09:15:25 pm
Think we might be able to get a dif of the code? Or maybe you can pop on ICQ and I can get you CVS access?

:)

That, btw, is a hint :)
Title: beta test my stuff
Post by: WMCoolmon on September 19, 2002, 09:21:27 pm
Either that or someone needs to pick up the task of inputting Bobboau's mods into the FSSCP.
CVS isn't that hard to use, and eliminating the middleman is preferable in this case. :yes:
*Hint hint ;)*
Title: beta test my stuff
Post by: Bobboau on September 19, 2002, 09:52:50 pm
ya, I should,
what's involved?
are there any tutorials or walk throughs?

and I didn't use a new fred, I just comented out the unsuported  lines before starting it

but I would like to know if there are any bugs in the code
Title: beta test my stuff
Post by: DTP on September 19, 2002, 10:03:14 pm
i recommend u use wincvs found at i guees www.wincvs.com

is pretty easy, you mark what to commit, and enter a comment when you finally press the commit button, that way your comment wil´l always be entered in the start of the source file, without needing you to put it there manually.

i know, i did this the first time i commited.
--

to download changes are just as easy, just press checkout link, enter som stuff regarding projectname, password and username and it is a go. And ofcourse it remembers username and password

i had some problems, but Wcoolmon helped me there, it was path specific trouble, just like when you dont get why your batch file dont do as it is supposed to.

---
not sure on that link however, but inquisitor will help you im sure.
Title: Crashed
Post by: Sesquipedalian on September 20, 2002, 01:11:24 am
I got as far as selecting my pilot, but once the exe tried to move on from that point, it crashed.

The contents of the Debug Spew up to that point were
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Cannot get handle to monochrome driver.
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 32.  DS reported 32.
No sparky_hi_fs2.vp in directory D:\freespace2
GR_CPU: Family 5, MMX=Yes


This is the error I get upon crashing, Bobbaou, followed by an invalid page fault message from Windows.
Code: [Select]
Assert: ship_count <= MAX_SHIP_TYPES
File: D:\Games\projects\freespace2_public\code\Playerman\ManagePilot.cpp
Line: 478

Call stack:
------------------------------------------------------------------
    FS3.EXE 00564440()
    FS3.EXE 005667fd()
    FS3.EXE 004385de()
    FS3.EXE 00504bb1()
    FS3.EXE 004377b1()
    FS3.EXE 0050501e()
    FS3.EXE 0043a2ec()
    FS3.EXE 0043a36e()
    FS3.EXE 00651a26()
    KERNEL32.DLL bff8b560()
    KERNEL32.DLL bff8b412()
    KERNEL32.DLL bff89dd5()
------------------------------------------------------------------
Title: beta test my stuff
Post by: Inquisitor on September 20, 2002, 06:17:56 am
Not much is involved. You email me with a username and password, and you grab wincvs, and we get you set up :)
Title: beta test my stuff
Post by: Bobboau on September 20, 2002, 11:40:33 am
power's out at my house at the  moment, so I don't have acces to any of the sorce right now, and this is thus mear speculation
ok looking at that crash,
the "No sparky_hi_fs2.vp in directory D:\freespace2"
I'm assuming you have FS instaled on the D:\ drive, and it looks like you didn't install the hi-res stuff, if this is the case try finding the CD with it and then copy it into you're FS directory, if not then this may be a bigger problem,
is it crashing for anyone else?

the assertion failure, makes me think this may be a mod related problem, not necasarily that you are running one now, but if you used the pilot you are selecting with any mod it might cause a problem,
but in any event try makeing a new pilot rather than selecting an old one, I may have something changed that I forgot about

if I had to put money on it right now I'd say the old pilot file is to blame for the assertion failure
Title: beta test my stuff
Post by: Bri_Dog on September 20, 2002, 12:25:06 pm
we just add those table entries to the appropriate table correct?

For the beams, replace the portion of the code with yours right?

(sorry for the ?s I'm not much of a modder)
Title: beta test my stuff
Post by: Bobboau on September 20, 2002, 12:34:07 pm
all those are optional strings, if you want to take advantage of the new features you need to add the aproriate string, otherwise it will set them to the defalt values
and that code snipet was just to show were the two new lines go, you just need to add one or both to take advantage of the new code
Title: beta test my stuff
Post by: Bri_Dog on September 20, 2002, 01:10:30 pm
Quote
Originally posted by Bobboau
all those are optional strings, if you want to take advantage of the new features you need to add the aproriate string, otherwise it will set them to the defalt values
and that code snipet was just to show were the two new lines go, you just need to add one or both to take advantage of the new code



cool thanks, I'll tell you how it works out when I get it working
Title: beta test my stuff
Post by: Bri_Dog on September 20, 2002, 01:26:28 pm
I just got a similar error to Ses', except it was max shield icons or something in hud.ccp
Title: beta test my stuff
Post by: penguin on September 20, 2002, 01:51:20 pm
FYI the default debug spew (what sesqui reported) is pretty much useless -- everything after the "GR_CPU" line is supressed in the default debug output.

I made a fix to fs2_open a few weeks ago to correct that (and I'm pretty sure I committed :o)... I don't know if it's in Bobboau's codebase or not -- it doesn't look like it is though.
Title: beta test my stuff
Post by: Unknown Target on September 20, 2002, 05:45:18 pm
I got this error (I did un-install the Mod that I was using, but I still got this :Robotech Mod:):

Warning: music.tbl(21):
Warning: Token too long: [DethBadDebrief.wav            23.8   132300].  Length = 35.  Max is 32.

File: D:\Games\projects\freespace2_public\code\Parse\PARSELO.CPP
Line: 314

Call stack:
------------------------------------------------------------------
    FS3.exe 0049c361()
    FS3.exe 004a3308()
    FS3.exe 0053d477()
    FS3.exe 0053bee3()
    FS3.exe 004322b5()
    FS3.exe 0043a240()
    FS3.exe 0043a36e()
    FS3.exe 00651a26()
    kernel32.dll 77e7eb69()
------------------------------------------------------------------
Title: beta test my stuff
Post by: phreak on September 20, 2002, 06:04:42 pm
hack off 3+ characters in the filename and it should work

edit: its a warning.  click 'no' and you can continue
Title: beta test my stuff
Post by: Bobboau on September 20, 2002, 10:52:36 pm
I made an update, first person to tell me what I did gets a cookie
Title: beta test my stuff
Post by: Solatar on September 20, 2002, 10:55:06 pm
Afterburner trails. Yeah!!!!! I'm about to take a look at them.
Title: beta test my stuff
Post by: Solatar on September 20, 2002, 11:03:56 pm
Fighter beams are great, texture sucks, but we'll fix that:D

Now on to flak!!!

Actually, flak on the turret of a Medusa or Ursa would be kind of cool
Title: beta test my stuff
Post by: Bobboau on September 20, 2002, 11:39:13 pm
like I said I didn't spend much time makeing those beams look good, right now the U scaleing is based relitive to the beam section's width, should I make this more of a constant?

also I am pulling the AB trail code into seperate functions to keep it from interfering with nebula trails, as soon as I get this done I will post a topic with the code in it.

the rest of the code changes I made I will try to update to cvs when I am able to

that site is not the wincvs site, in fact I get a number of poups when I close, including one that tries to reset my homepage.
Title: I tried the new exe and stuff this happened
Post by: Star Dragon on September 21, 2002, 12:37:58 am
Warning: icons.tbl(1):
Error: Required token = [#Start], found [Icon Table file required for Ins].

File:D:\Games\projects\freespace2_public\code\Parse\PARSELO.CPP
Line: 314

Call stack:
------------------------------------------------------------------
    FS3.exe 004a24b9()
    FS3.exe 0054fdac()
    FS3.exe 0054fb76()
    FS3.exe 0055033d()
    FS3.exe 005c9d9e()
    FS3.exe 00438854()
    FS3.exe 00504bdf()
    FS3.exe 00437829()
    FS3.exe 0050501e()
    FS3.exe 0043a2ec()
    FS3.exe 0043a36e()
    FS3.exe 00651a26()
    kernel32.dll 77e7eb69()
------------------------------------------------------------------


Mission loaded (lightbar) then game crashed terminally
hope this helps
Title: beta test my stuff
Post by: Inquisitor on September 21, 2002, 07:49:24 am
http://www.wincvs.org/
Title: beta test my stuff
Post by: Unknown Target on September 21, 2002, 08:55:42 am
Bleh, now I got this one (after hitting no)

Assert: count == 2
File: D:\Games\projects\freespace2_public\code\Gamesnd\EventMusic.cpp
Line: 1073

Call stack:
------------------------------------------------------------------
    FS3.exe 0053bee3()
    FS3.exe 004322b5()
    FS3.exe 0043a240()
    FS3.exe 0043a36e()
    FS3.exe 00651a26()
    kernel32.dll 77e7eb69()
------------------------------------------------------------------
Title: got it to work
Post by: Star Dragon on September 21, 2002, 10:05:45 am
Nice, I like the fighterbeam... Is that transferrable to other weapons tables or is the FS3 exe required? should I replace all the exe's in my 8 folders with it (it still retains the table limit upgrade right?) :)
Title: beta test my stuff
Post by: Bri_Dog on September 21, 2002, 03:34:38 pm
Those are some pretty cool effects. Everything works fine except for one small problem: The AB trails start above the engines on the Herc........that's the only problem I've seen.
Title: beta test my stuff
Post by: Bobboau on September 21, 2002, 03:38:56 pm
herc1 or 2
Title: beta test my stuff
Post by: Bobboau on September 21, 2002, 03:40:14 pm
and no this doesn't have the upped table limets,
Title: beta test my stuff
Post by: Unknown Target on September 21, 2002, 04:21:13 pm
Erm...how am I supposed to fix that error:wtf: I really want to see this!
Title: beta test my stuff
Post by: phreak on September 21, 2002, 04:33:51 pm
dont use custom a music.tbl,  the mission bob included doesn't have music anyway
Title: beta test my stuff
Post by: Bobboau on September 21, 2002, 04:43:31 pm
that is an error in you're music table, make sure you don't have any mods running, look in all directories for a music table, the only thing I can think of at the moment is an altered music table becase DethBadDebrief.wav isn't in any of the origonal tables

is makeing a new pilot fixing the
Code: [Select]

Assert: ship_count <= MAX_SHIP_TYPES
File:  D:\Games\projects\freespace2_public\code\Playerman
\ManagePilot.cpp
Line: 478

error?
Title: beta test my stuff
Post by: Bri_Dog on September 21, 2002, 04:54:04 pm
Quote
Originally posted by Bobboau
herc1 or 2



sorry, herc 1. The top 2 AB trails are above the engines for some reason.
Title: beta test my stuff
Post by: Bobboau on September 21, 2002, 05:17:38 pm
I'm not seeing it, could you post a pic, and make are you useing the POF I inlcuded in the zip the origonal one or some other altered one, if ether the origonal one or the one I included (the one I just looked at) it shouldn't be doing that, the code fills out a few structures based on the location and size of thruster glows, so if the thruster data is messed up (like some of the origonal POFs were) it might cause some odd errors
Title: beta test my stuff
Post by: Bri_Dog on September 21, 2002, 05:47:15 pm
sure, just gimme  a little while and I'l have a screne cap.
Title: beta test my stuff
Post by: Bri_Dog on September 21, 2002, 06:05:18 pm
here ya go Bob

http://bridog9.tripod.com/sitebuildercontent/sitebuilderpictures/screen00.jpeg (http://bridog9.tripod.com/sitebuildercontent/sitebuilderpictures/screen00.jpeg)
Title: beta test my stuff
Post by: Bobboau on September 21, 2002, 06:42:43 pm
this is only hapening on the herc 1?
that is totaly messed up too

is anyone else getting this?
I have no idea what's causeing this :confused:
Title: beta test my stuff
Post by: Grey Wolf on September 21, 2002, 06:47:08 pm
I don't know.... maybe the subobject center is a bit off or something?
Title: beta test my stuff
Post by: Bobboau on September 21, 2002, 07:05:52 pm
in that pic I can see five burner trails, if it was simply mis reading the coordanants there would be a paturn to it, it looks like it is reading a totaly wrong set of data, also if it doesn't work here it shouldn't work any were else ether, something is realy messed up there
try renameing the pof so it reverts to the origonal, maybe somehow it got messed up
Title: beta test my stuff
Post by: Bri_Dog on September 21, 2002, 07:48:57 pm
Bob, I made a mission flying the Herc 1 again, this time it only had 2 trails coming out of the middle of the engines.
Title: beta test my stuff
Post by: Bobboau on September 21, 2002, 07:57:54 pm
did you rename the pof so it reverts to the origonal?
it should have four, one comeing out of each thruster glow
Title: beta test my stuff
Post by: Sesquipedalian on September 22, 2002, 10:27:12 pm
Quote
Originally posted by Bobboau
is makeing a new pilot fixing the
Code: [Select]

Assert: ship_count <= MAX_SHIP_TYPES
File:  D:\Games\projects\freespace2_public\code\Playerman
\ManagePilot.cpp
Line: 478

error? [/B]


Seems to have.
Title: beta test my stuff
Post by: Bobboau on September 22, 2002, 10:42:18 pm
YAY!!! :D
Title: beta test my stuff
Post by: Sesquipedalian on September 22, 2002, 10:46:51 pm
Getting some unexplained and seemingly random crashes to the desktop now, though. :(
Title: beta test my stuff
Post by: Bobboau on September 22, 2002, 10:51:33 pm
that ain't good :(
what's you're system?
(not that I'll realy be able to trouble shoot better but...)
Title: beta test my stuff
Post by: Sesquipedalian on September 22, 2002, 11:03:23 pm
amd k6-2 500 mhz
64 mb ram
tnt2

I should probably specify that the crashes happen in-mission.
Title: beta test my stuff
Post by: Bobboau on September 23, 2002, 12:39:42 am
is there any thing that seems to trigger the crash, something blowing up, something hitting you, beams firing?
Title: beta test my stuff
Post by: DTP on September 23, 2002, 06:40:42 am
Quote
Originally posted by Bobboau
Code: [Select]

Assert: ship_count <= MAX_SHIP_TYPES
File:  D:\Games\projects\freespace2_public\code\Playerman
\ManagePilot.cpp
Line: 478

error? [/B]


not entirely sure that is an error, does it not just compare that the number of ships_types read in the pilot file is below or equal to MAX_SHIP_TYPES, which ofcourse is a bummer if you play several mods with the same pilot?.
Title: beta test my stuff
Post by: Bobboau on September 23, 2002, 06:55:10 am
wich is why I sudjested makeing a new pilot
technicaly it's an assertion failure
Title: beta test my stuff
Post by: Sesquipedalian on September 23, 2002, 07:51:11 pm
Quote
Originally posted by Bobboau
is there any thing that seems to trigger the crash, something blowing up, something hitting you, beams firing?


I haven't been able to determine the cause yet.  It doesn't appear to be related to anything happening to the player ship, but there may be something going on with one of the ai ships.  It could be a collision, or a switching of weapons, or anything.  I haven't determined any pattern at all.
Title: beta test my stuff
Post by: Bri_Dog on September 23, 2002, 08:08:31 pm
Quote
Originally posted by Bobboau
did you rename the pof so it reverts to the origonal?
it should have four, one comeing out of each thruster glow


Yeah, I just did that. Same error. :(
Title: beta test my stuff
Post by: DTP on September 24, 2002, 12:11:59 am
Quote
Originally posted by Sesquipedalian


I haven't been able to determine the cause yet.  It doesn't appear to be related to anything happening to the player ship, but there may be something going on with one of the ai ships.  It could be a collision, or a switching of weapons, or anything.  I haven't determined any pattern at all.


Bobboau, do a debug build and send him it, will be alot more usefull when he can read where exactly it crashes.
Title: beta test my stuff
Post by: Bobboau on September 24, 2002, 08:06:44 am
it is a debug build
Title: beta test my stuff
Post by: RandomTiger on September 24, 2002, 09:12:17 am
Could the tester list not be of use here?