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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DTP on November 02, 2002, 06:40:34 pm

Title: nonofficial fs2_open build.
Post by: DTP on November 02, 2002, 06:40:34 pm
This is on popular requests recent builds of fs2_open, with everything that has been commited. and there is no text in the corner. :).

i named them fs2_open3_2_3 and Fred2_open3_2_3

There is a readme file explains a bit, but mostly what i could remember in memory.

these are unofficial beta tests of fs2_open SCP project.

So any error reports should be send to [email protected]

if you want to play around with mod support, plz read the readme.

there are some limitations to it still, and plenty of rules.

Here is the link to download

http://home19.inet.tele.dk/dtp/download/freespace2323.zip

it should not to able to damage your system, but any use is your own risk, as it has been limited tested.
Title: nonofficial fs2_open build.
Post by: Solatar on November 02, 2002, 08:28:08 pm
:thepimp:

Sweet. This thing is awesome. I'm still figuring out some of the Readme.

EDIT: Does this release have the stuff from Bobboau that had the warp .ani on a .pof?
Title: nonofficial fs2_open build.
Post by: DTP on November 02, 2002, 10:51:18 pm
it has anything, bobboau ever commited.
Title: nonofficial fs2_open build.
Post by: Solatar on November 02, 2002, 10:52:40 pm
I'll never know, 'cause it doesn't work. Just opens up, then turns off. Without a bugspew, or an error message.
Title: nonofficial fs2_open build.
Post by: DTP on November 02, 2002, 10:58:16 pm
how much memory do you have?
Title: nonofficial fs2_open build.
Post by: Solatar on November 02, 2002, 11:04:25 pm
I THINK I have 255 Mbytes of memory.
Title: nonofficial fs2_open build.
Post by: Bobboau on November 02, 2002, 11:58:13 pm
does it lock up? or just close to desktop
Title: nonofficial fs2_open build.
Post by: Solatar on November 03, 2002, 06:25:30 am
Doesn't lock up. Just looks like it's going to open. Screen turns black and all. Then it acts like I pressed esc-shift, and shuts off. Doesn't even get me to the pilot select.
Title: nonofficial fs2_open build.
Post by: DTP on November 04, 2002, 02:39:51 am
new build, 321a, i just realised that files got added twice to the search order, if one where not using the mod flag. Meaning it would require twice the memory as memory is allocated on an auto basis each time a new file is found.

maybe the reason for Hades cut offs, maybe not.

link is in first post.

anybody who can get this to work, may write so. as i have no counter on how many downloads the zip file from my site.
Title: nonofficial fs2_open build.
Post by: Sesquipedalian on November 04, 2002, 03:20:39 am
That new link doesn't work, DTP.
Title: nonofficial fs2_open build.
Post by: vyper on November 04, 2002, 04:26:25 am
Quote
Originally posted by Sesquipedalian
That new link doesn't work, DTP.


:nod:  :(   (I was gonna use Uni bandwidth to download that too!)
Title: nonofficial fs2_open build.
Post by: DTP on November 04, 2002, 04:49:11 am
ok, should work now
Title: nonofficial fs2_open build.
Post by: Killfrenzy on November 04, 2002, 06:37:54 am
I've had a different problem. It loads up, but then when I try to go into any sort of mission (either Ready Room or Mission Simulator) it does a CTD.
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 07, 2002, 08:11:13 am
Read me seems absent in this zip?

What date are the files in the most recent build?
Title: nonofficial fs2_open build.
Post by: DTP on November 07, 2002, 02:03:39 pm
those that are up for download, DD/MM/YY

04-11-02

readme; I forgot that one in the second zip, will put it up shortly, but now im going to bed.

anyway, im having trouble with my modsupport in debug builds of fs2_open(that may be the reason why bobboau has trouble.

something it did not in the original code.

it may have something to do with all the preprocessor definitions, it may not.

Trying to nail it down, but im getting odd errors, like if strcat(*char ,const *char) is not being handled correctly in debug builds.

and Pathtypes[1].path is being modified on Cmdline_mod, and it should never be modified, even when i only modify another path like Pathtypes[2].path, or the Debug watch is giving me false information. Note it only does this in debug builds. in release it is ok.

Right now i´m considrering reverting all changes regarding mod support untill i get that or those bugs bugs nailed.

for the weekend im going away to a LAN event with the fellows from www.c4-group.dk

Will put up a readme for download tomorrow.

EDIT1--------
seems i just nailed my bug, maybe not

VIA TECH CHIPSET messing up hard-disk to hard-disk transfers.
if CPU is busy, which it is when you are doing builds.

In the freespace.dsw workspace file->project->settings, there is as default a custom option left in by somebody, that copies the exe from the debug / release directory to c:\games\freespace2

something my viatech chipset dont like when the CPU is busy.
i removed that copy thing.

and did a manual cut/paste, and first tests looked promising,
But im really to tired to work on it now, so now im really going to bed.

DTP signing off for today.
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 07, 2002, 06:08:11 pm
Excellent, looking forward to the readme (BTW, it seems to work for me).
Title: nonofficial fs2_open build.
Post by: DTP on November 08, 2002, 06:31:07 am
all those trouble i have been having with debug builds, i just turned the bucket upside down so to speak

I started out by modifiying the Pathtypes

it seems now, i never had to do that.

all i had to do was to add a new root, just like if there where a CD to scan.

instead i just put in the commandline arguement passed from -mod x, and put on DIR_SEPARATOR_STR and told it to build a packlist from that.

as a side effect, which i never anticipated, it grapped all plain files in the mod directory aswell.

Even the debug builds runs fine, but ofcourse it does not like modified TBL files. but then, it never has.

it makes sense too, now that i reflect.

i dont have to put in a whole path, halfe the path is already there since the directory from where the exe file is being run is the current path to be worked out from, if a full path is not given.

putting the new builds up for download shortly, including a readme.

edit1

oh did i forget to mention, it now reads mission and campaign files found inside VP files located in the mod directory. even player files, in all, FULL FLORLESS MODSUPPORT :D

going to do a test with the TBP mod.

that must be a full test.

until now, i only used the fs1-port as a test
Title: nonofficial fs2_open build.
Post by: DTP on November 08, 2002, 07:01:52 am
new versions of nonofficials version 3.2.3 DTP betabuilds has been uploaded, including a readme file.

should have full mod support.

btw, link is in first post
Title: nonofficial fs2_open build.
Post by: DTP on November 08, 2002, 08:26:31 am
mod support ran TBP without a hitch

no more coping in and out of directories.

:D
Title: nonofficial fs2_open build.
Post by: Darkblade on November 08, 2002, 08:29:29 am
Quote
Originally posted by DTP
mod support ran TBP without a hitch

no more coping in and out of directories.

:D


Oh cool... finally directories for every mod. This should prevent all that mess which I am always doing.
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 08, 2002, 10:17:01 am
DTP, have a look at bugzilla, Sesqui just entered a sound bug that is interesting.
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 09, 2002, 11:03:22 am
Just thought i would post this as an FYI:

README.

PRELIMINARY READMEFILE-IS NOT COMPLETE
this is by no means a full description of what have been added to the game engine
from the coders of the SCP, there may be things i have forgotten, as it is written from memory

FS2open Build DTP nonofficial 3.2.1 beta test release

modifications

Command argument flags

fs2_open3.2.2 -X

where x is

-almission Y   ; Auto loads multiplayer mission Y, where Y is the mission file name without the extension
(DTP)      ; Mission must exist in mission directory or the game will crash.
      ;
-GF4FIX    ; Enables the Geforce 4 fix for ani files
(Random tiger)   ;
      ;
-ALLSLEV   ; Gives access to all singleplayer missions
(Random tiger)   ;
      ;
-phreak      ; Gives access to Phreaks targeting-code and options
(Phreak)   ;
      ;
-mod Y      ; Switches on the mod system, where Y is a subdirectory found in ../freespace2/
(DTP)      ;
      ; in case Y = mymod, then the game will look in these directories for extra/replacement files
      ;
      ;   freespace2/mymod/
      ;   freespace2/mymod/data/
      ;   freespace2/mymod/missions/
      ;   freespace2/mymod/tables/
      ;   
      ; and so on, all valid subdirectories in the mod directory will be read from.
      ;
      ; in case of the mod flag, you must manually in some way create the mod directories player
      ; sub-directories, you must do this before you run the game with the mod flag.
      ; these are in case Y = mymod
      ;
      ;   freespace2/mymod/players/
      ;   freespace2/mymod/players/single
      ;   freespace2/mymod/players/multi
      ;   freespace2/mymod/players/squad       ;dont know about this one really needs to be created
      ;                  ;but be safe and create it anyway
      ;   freespace2/mymod/players/images      ;same as above.
      ;
      ;
      ;
      ;
      ; so the mod directory if Y=mymod would be freespace2/mymod
      ; all valid subdirectories like data/missions found in the mod directory will be used
      ; to be looked for files. if a file is found, and if a matching file exists in the normal
      ; locations then the file found in the mod directory will be used.
      ;
      ; VP files should now be fully supported.
      ; But if a .VP file is found in the Mod directory then files found in that .VP file will be used
      ; Instead of the files found in VP files in other locations than the mod directory.
      ;
      ; should there be more than 1 .VP file in the mod directory containing matching files, then the file
      ; found in the VP file that lexicographically comes first be used.
      ;
      ; Plain files not packed(in both the mod directroy and the default directories) will be used instead of matching files found in any .Vp file
      ;
      ; Player directories in the Mod directory must at the present time, be created, manually
      ; Those directories must exist or the game cannot write the pilot info when the player is being forced
      ; To create a new pilot when running the game for the first time.
      ;
      ; The game will ask for CD # 2 when you run the game with the mod-flag for a mod
      ; if there is not any pilot (.plr) files present
      ;
      ; Do not use invalid signs such as "#¤%&/()=? `@£$€{[]}~|'*¨^ in your mod directory name
      ;
      ; Y must match the directory name to the point. dont worry about directory seperators, the game adds them if needed.

-----end of command line argument enhancements.
-----------------------------------------------

FS2_open render engine modifications

Bobboau's Beam code; look on the HLP board for Info
Bobboau's Glow code; same as above
Bobboau's ship trails; (can be activated from missions specs in fred2_open 3.2.1)

Other modifications

Support ships repair hull (can be activated in mission specs in fred2_open 3.2.1, who did this?.

------------
S-expression, do type, not when type, seems to work only for NON-player ships.
Shield on
Shield off

Done by Sesquipedalian.
--------------------

Several Fixes to the code
Not listing them here.
--

Limit bumps

Max 400 individual named ships with an average of 7 subsystems, 1 more subsystem will crash the game or FRED2_open
You have a max of 2100 total subsystems in a single mission, not counting ships in waves. FRED2 has no effective way preventing the
user from adding above 2100 subsystems.

Max 200 ships in ship.tbl including Jump node and Nav boys.

Ship.tbl limit size bumped to about 900 kbs

People who has done code to the FS2_open SCP is more that welcome to write to me if their work is not included, and they might as well write an explanation of what they have done, and how the players/modders can use this, so that maybe we can get together a really good README file.

I hope this build works for you

DTP!
GMT+1 24hr DD/MM/YY
   
08-11-02 13:57

[email protected]
ICQ# 8108778
Title: nonofficial fs2_open build.
Post by: RandomTiger on November 09, 2002, 11:34:25 am
Theres my special pause (ALT-Pause) that lets you view the screen paused.

Also I've added a few tags to the DX8 branch.
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 09, 2002, 11:38:46 am
BTW, multi seems broken :)

Off to bugzilla...
Title: nonofficial fs2_open build.
Post by: DTP on November 10, 2002, 10:17:51 am
Tested Multi, plain multi-player,

where not able to re-create some sort of an error in multiplayer; i just flew a full shivan gauntlet, with no errors using fs2_open 3.2.3->DTP beta build.

will test it using the mod flag in a moment. TBP demo should have some multi player missions.

fighter beams and sound, not able to test as i have no idea how to do fighterbeams tbl stuff. but will get around to that.

Zarax on the other hand reports that beam fire can zap your quadrants for power under certain conditions. this might be related to bobboaus changes.

have not gotten around to test that..

but i will eventually.
Title: nonofficial fs2_open build.
Post by: Fury on November 10, 2002, 11:25:02 am
Please correct me if I am mistaken, but isn't there at least three different source code modified exes available? fs2_open 3.xx(?) DX8 build, special.exe (ALT+PAUSE).

When we can expect to see everything in one exe?
Title: nonofficial fs2_open build.
Post by: RandomTiger on November 10, 2002, 11:33:24 am
The special pause exe was an advance release by me so people could test and play around the feature. That functionality will be in the next release of fs2_open.

DX8 is still in developement and still has some bugs and other issues to sort out, so for now its going to remain seperate. DX8 exe's are only intended for testing purposes.

Its worth noting that the code was split off into two branches, the main branch stays DX5 and isnt broken by any of the things wrong with DX8.

But in return the DX8 branch does not recieve any of the changes made to the main branch and will fall increasingly behind feature wise.

DX8 will be merged in as soon as we can but if we did it now a lot of people might get annoyed because of visual bugs on some cards and the fact you cant switch to the desktop.
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 10, 2002, 12:07:47 pm
Hopefully, I will be releasing 3.3 today, which should be everything but DX8.

One of the BIG problems with DX 8 is we currently can;t support the older hardware, so, we'd get alot of yelling about that if I merged them :)

Oh, that and the bugs :)

DTP: IF you are reading this, multi is broken, it might be releated to the mod support, you gonna be around today?
Title: nonofficial fs2_open build.
Post by: RandomTiger on November 10, 2002, 12:20:30 pm
Quote
Originally posted by Inquisitor

DTP: IF you are reading this, multi is broken, it might be releated to the mod support, you gonna be around today?


I hope we can sort that out before the next release. :)
Title: nonofficial fs2_open build.
Post by: WMCoolmon on November 10, 2002, 12:29:39 pm
You might want to check the ship struct; in the course of working on the glow lights, a second integer was added for Bobb's ship lights. penguin mentioned it might affect multiplayer when it was added It's in ship.h, to find it do a search for
Quote
another flag variable
Title: nonofficial fs2_open build.
Post by: Fury on November 10, 2002, 01:08:01 pm
I understand that old 3D accelerators are a problem, what have you planned to do?

Will you have two fs2_open versions? One without DX8 support and one with it?
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 10, 2002, 02:05:59 pm
Well, that will likely be a community decision, we'll continue to work on it see if we can do soemthign about it.
Title: nonofficial fs2_open build.
Post by: DTP on November 11, 2002, 06:43:22 pm
Quote
Originally posted by Mr. Fury
I understand that old 3D accelerators are a problem, what have you planned to do?

Will you have two fs2_open versions? One without DX8 support and one with it?


in time people will get better 3d accelrators, exspecially now where a low end non mx GF4 costs around 142 US$
Title: nonofficial fs2_open build.
Post by: Galemp on November 11, 2002, 08:18:56 pm
Ship trails don't work for me. :( I've enabled them in FRED but I'm not seeing any difference.
Title: nonofficial fs2_open build.
Post by: Inquisitor on November 12, 2002, 07:25:56 am
Bugzilla.

And there is a newer exe, not sure why you are posting in this one?