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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on October 12, 2002, 04:57:52 pm

Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 12, 2002, 04:57:52 pm
for the last week or so I have been working to get a version of TBP that will work with sorce mods here (http://www.hard-light.net/vwbb/showthread.php?threadid=7475)
feedback has been a bit slow so I have decided to open a topic on the subject here too

the new EXEs and tables and other altered file are located here (http://freespace.volitionwatch.com/blackwater/TBPopen.zip)

make sure you are useing version 1.1 (core files and the 1.1 patch) of the mod wich can be downloaded from this mirror (http://koti.mbnet.fi/~fury/)

and make sure you use a new pilot and select the E-M war demo from the campain if this is you're first time.

the bigest changes I have made is fighter beams for the Nials, sliding is now mapable, and the use of a diferen't warpout ani (as oposed to the warp in ani)
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 12, 2002, 08:23:17 pm
seems a bit slow here too
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: untouchable on October 12, 2002, 08:26:55 pm
Quote
Originally posted by Bobboau
seems a bit slow here too
:(
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 12, 2002, 08:52:08 pm
yes it is sad
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: phreak on October 12, 2002, 08:54:53 pm
you should have put it in the hard light forum
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: RandomTiger on October 12, 2002, 09:00:45 pm
Make it a sticky and perhaps change the title.
WHat are the current problems with MOD's in general working with fs2_open?
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Solatar on October 12, 2002, 09:14:54 pm
I didn't think there were any problems with mods in fs2_open. I use it all the time with MODs.
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 12, 2002, 09:17:11 pm
the bigest  problem seems to be little things like makeing all the subsystems more than 100% of the hull, or not linking subsystems in the table with those in a model properly, also things with mispelling weapons in the default or alowed weapons, sometimes they don't use two docking points for a dock, stuff like that
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Solatar on October 12, 2002, 09:34:54 pm
Nothing big, just small things that could be one of a million things and take weeks to figure out huh?:D
I hate it when that happens.:)
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: EdrickV on October 13, 2002, 12:24:16 am
Quote
Originally posted by Bobboau
the bigest  problem seems to be little things like makeing all the subsystems more than 100% of the hull, or not linking subsystems in the table with those in a model properly, also things with mispelling weapons in the default or alowed weapons, sometimes they don't use two docking points for a dock, stuff like that


Considering the notes about the MS*D.dll files, it looks like you are dealing with a Debug build and that is why it's crashing/complaining about MODs. I'm told a debug build will even complain about the Ursa, and that's a :v: model. Try using a release build, it's more fault tolerant. (Unless you're trying to find and fix table/model/etc. errors.)

Edit: Looks like my post may have been a bit premature. :) Didn't realize how big the thread was at the time. But debug builds will crash on things that release builds will ignore. The code's designed that way.
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 13, 2002, 12:59:16 am
yes a debug build is better if it is less stable to things than the relese build

so far I've only had one or two anoying errors that I have just commented out,

note: I have made an update to fix a bug were fighter beam sounds perssted after its parent ship was destroied.
and fixed the last mission were a sexp was told to see if alpha 1 was looking at it's self
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 13, 2002, 05:36:45 pm
makeing an update that makes thruster glows grow brighter based on wich direction they are pointing and wich direction the ship is trying to go
and an updated starfurry model that takes advantage for the new engine addition
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 14, 2002, 02:37:13 am
I've got the AI to use slideing while atacking, it's realy cool, realy...

it's quiet in here
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Bobboau on October 15, 2002, 04:13:19 am
animated textures...
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: LAW ENFORCER on October 15, 2002, 04:17:53 am
Eh? Its is really quiet isn't it - ever since about when I started uni, less people seem to be posting here... :nervous:


I don't really see the point of animated textures... much... mabey for 'some' special effects but wouldn't it be better being able to do some really cool effects used in games like IG3 or Haeginonia?(what ever:rolleyes: )
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Solatar on October 15, 2002, 05:23:29 am
Well, let's see. You can now have seemingly transparent windows in capships. With soldiers walking by every few minutes. That would be cool.

Sathanas-Animated textures is the first step to making animated models. First off, the Sathanas, second of, the Ursa ( Bomb bays go under the craft when not in use, like the :V: concept ) and tons of other things.

Can this .exe be used to play regular fs2?

EDIT: Hint Hint, runway lights on the Orion.
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: aldo_14 on October 15, 2002, 05:34:15 am
Quote
Originally posted by Hades
Well, let's see. You can now have seemingly transparent windows in capships. With soldiers walking by every few minutes. That would be cool.

Sathanas-Animated textures is the first step to making animated models. First off, the Sathanas, second of, the Ursa ( Bomb bays go under the craft when not in use, like the :V: concept ) and tons of other things.

Can this .exe be used to play regular fs2?

EDIT: Hint Hint, runway lights on the Orion.


Animating subobjects and textures would be , AFAIK, a completely different thing.

But, animating textures would have  alot of use... like 'blinking' lights on the side of the ship (daveb actually suiggested this one), 'swirling' textures (esp. in the Vorlons / Shadons for tBP, but also for me own Nightmare ships, and also for Shivans), or 'pulsing' ships, like the Sathanas glowing red.
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: LAW ENFORCER on October 15, 2002, 05:35:57 am
ok windows... I wasn't going to use it but... :blah:
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: LAW ENFORCER on October 15, 2002, 05:41:55 am
to aldos post: Blinking lights I wanted to be actual glows, puling ships? can't you do that in 3d renderer? - correction with a source code mod... not now:rolleyes:

ok windows and swirling....
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: aldo_14 on October 15, 2002, 05:52:03 am
Quote
Originally posted by LAW ENFORCER
to aldos post: Blinking lights I wanted to be actual glows, puling ships? can't you do that in 3d renderer? - correction with a source code mod... not now:rolleyes:


Blinking lights - there might be a pretty substantial overhead in rendering actual light casting(if they do cast light) glows, or simply a greater overhead for storing them.  It'd need tested, but for very large ships (where you have potentially vast 'runways') animated textures could be more efficient

Pulsing ships - I'm really thingking of light pulsing - i.e. using an animated self-illumination map.  Actually physically 'pulsing' the hull would, IMO be a waste of time and look odd.
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: LAW ENFORCER on October 15, 2002, 06:00:07 am
NO! Im not stupid! I meant having the 3d renderer add light and glow to certain parts of model... possible a certain texture or something


and about the overheads... I have a Radeon 9700 :ha: ;7 :wink: :p
anyway IG3 and 'Legions of Iron' (I not even gona attemppt to spell it!) do that kinda hing seemingly all the time - all we need to do is kindnap one of there 3d coders or learn it ourselfs...
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: IceFire on October 15, 2002, 06:16:30 pm
You have to realize that some of us still use slower cards and not the absolute fastest card on the market that costs $600 Canadian! :D

I've got a GeForce 2 GTS and many people around here have even slower/older cards than that.
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Wildfire on October 16, 2002, 05:32:35 am
One thing you could try to improve would be to make the FS2 accept MP3 music files instead of just wav.  

Just think of how much space you could save as well as the reduction in downloading time (especially for 56k'ers) when all the new music is in mp3 format.

PS... wouldn't adding more detail to models reduce the amount of ships you could have in the game at any one time before it becomes noticably slower?
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: IceFire on October 16, 2002, 07:46:53 am
Yeah...but if DX8 & hardware T&L make it into the source then the boosted detail should offset anything else.

Problem with MP3 is that it takes time to decode.  Not sure if that would be an issue for FS2 or not...it has been for games in the past.  Although UT2003 uses OGG (is that right?) and it works well.....
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Riven on October 16, 2002, 02:45:49 pm
operation flashpoint uses ogg too
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: tomcat on October 17, 2002, 02:58:33 am
Wild u got to be kiddin'..only to have a small D/L ..but .when u D/l the music files the files are archived so the size is almost the same..only prob might be the space ocuped on your disk witch is your problem:D
Title: TBP open, trying to get sorce mods working with the Babylon Project
Post by: Wildfire on October 17, 2002, 04:46:24 am
Oh well.  I can always dream :)