Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on November 10, 2002, 03:48:50 pm
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http://fs2source.warpcore.org/exes/fs2_open3_3.exe (http://fs2source.warpcore.org/exes/fs2_open3_3.exe)
http://fs2source.warpcore.org/exes/fred2_open3_3.exe (http://fs2source.warpcore.org/exes/fred2_open3_3.exe)
EDIT: These links are all dead. :( A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_3.zip
If that gives you trouble:
http://fs2source.warpcore.org/exes/fs2_open3_3_debug.exe (http://fs2source.warpcore.org/exes/fs2_open3_3_debug.exe), copy the fs2.log and anything in your clipboard into a bugzilla bug report.
Updated readme and fred2_open exe forthcoming. The readme will be expanded from the following:
--------------------------------
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.
*NOTE THIS IS LESS* Max 130 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.
------------------------------------
WM's original 3.2 readme:
Added features, but have to be manually added w/o Fred2 binary:
-Toggleable ship trails
-Option to make it so the support ship repairs hull damage
To enable ship trails in a mission:
1) Open the mission file in a text editor
2) Add 32 to "+Flags:"
To have the support ship repair ships' hull:
1) Open the mission file in a text editor
2) Add 64 to "+Flags:"
Other added features:
-Basic support for ship glows
-Fighter beams
-Initial Beam tiling code added
-Geforce 4 fix (toggleable via the command line option -GF4FIX)
-Basic Linux support added
-CD checking disabled
-Wireframe target display added; toggleable with a mapped key
-Maximum subsystems upped from 128 to 200, maximum ship types to 198
-Maximum ships/ship limit bumped up to 400, maximum ship subojects to 2100
-Maximum shield icons is now 80
Bug fixes:
-Multiplayer success/failure music fixed
-Fixed secondary banks' inheriting of the reload time when a weapon runs out of ammo
-AI code revised for better primary weapon selection
-Subspace Missile code updated to work with Tag C
Command line options:
"-GF4FIX" Fixes a bug with Geforce 4 cards
"-almission (mission)" Autoloads a multiplayer mission, where (mission) is the mission filename without the filename extension
"-startgame" Goes to multiplayer mission select screen on startup
I am working on merging these, be patient...
Old 3.2 thread (http://www.hard-light.net/forums/index.php?topic=9376.0)
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Downloading now. :D
EDIT: Or not, both of them give me page not found errors,
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must be a typo, one sec
-edit-
fixed. be nice if I could learn to type...
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*Waits Impatiently* I've been waiting for this for a while.
EDIT: It is fixed. I hope it works, as the debug buuild didn't.
EDIT2: Does this tell you why my missions crash when I try to load them? Its the fs2.log.
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 16. DS reported 1.
GR_CPU: Family 6, MMX=Yes
D3D Device 0: Direct 3D - Primary Display Driver
Using one that matched Direct3D registry value 'Direct 3D - Primary Display Driver (640x480)'.
Window in debugging mode... mouse clicking may cause problems!
RGB, 5:6:5
ARGB, 1:5:5:5
ARGB, 4:4:4:4
Palettized 8 bpp
Alpha texture format = ARGB, 4:4:4:4
Non-alpha texture format = ARGB, 1:5:5:5
Screen format = RGB, 5:6:5
Direct3D Initialized OK!
TEXTURE RAM: 33554432 bytes (32 MB) available, size divisor = 1
Woohoo! Driver doesn't need square textures!
Textures must be power of 2.
Doesn't support wide surfaces. Bashing max down to 512
Large textures enabled!
Detecting uv type...
Trial #1
Trial #2
Pixel 1 = ef7d , 0
Pixel 2 = ef7d , 0
Rendition uvs: 0
Detecting line offset...
Trial #1
Trial #2
Pixel 1 = ffff , 0
Pixel 2 = 0 , 0
Line offset: 0.0
Couldn't open 'cursor.pcx'
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
ANI radar1 with size 106x106 (17.2% wasted)
ML Freespace Multi Log - Opened Sat, Nov 09, 2002 at 04:38PM
----
----
----
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
weapons.tbl(728):Error: Required token = [$Flags:], found [$FlyBySnd: ].
Direct3D activate: 0
Direct3D activate: 0
I have no idea what it means, but you might.
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Did you make a new pilot, Hades? I had problems with crashing on mission loading when I tried to use old pilot files with new exes.
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Damn ( Scuse my language ) always forget to make a new pilot. Let me try again.:D
EDIT: Works. Ship trails are messed up, they don't show up. I have engine trails for the TVWP, and they aren't showing up.
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Originally posted by Inquisitor
S-expression, do type, not when type, seems to work only for NON-player ships.
Shield on
Shield off
Done by Sesquipedalian.
--------------------
Works on player ships for me.
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DOH, well, blame the people who didn;t make it to the meeting, I forgot to get that made optional.
You need to enable the ship trails in mission if memory serves, I'll get a point release out tomorrow.
Thanks Sesqui, I'll update it, that was from DTP's original readme.
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Originally posted by Sesquipedalian
Works on player ships for me.
weird, i couldnt, but can now, weird
fluke? :D
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ahmm FRED 3.3 ?
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Added.
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Yaaa!!!
EDIT: fred2_open3_3 has encountered a problem and needs to close. We are sorry for the inconvinience.
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im pretty sure the $NoGlare tag for suns made it in there along with fighter flak and the dumbfire lead indicator, corkscrew stuff missed by one day :ick
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Hades, bugzilla. I can;t help you if you don;t help me.
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Originally posted by Hades
Yaaa!!!
EDIT: fred2_open3_3 has encountered a problem and needs to close. We are sorry for the inconvinience.
hades, you must mess up the tbl file locations or something.
first remove any tbl files from the following directories
freespace2/
freespace2/data/tables
second remove any custom VP files from the same directories descriped above.
I have succesfully tested fred2_open 3.3 with two mods
-tbp
and
fs1port
Even these mods have their own problems inside freespace2
but they are all troubles caused by the mod people, and not by the game.
Thought
We really need get some prober error reporting thing into this.
like
ERROR("-the current tbl file read is bad")
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Prometheus Emergency Medical Hologram Mark II: This all looks very complicated...
Voyager EMH: Stop breathing down my neck!
Prometheus EMH Mark II: My breathing is only a computer-generated simulation.
Voyager EMH: So is my neck! Stop it anyway!
--Star Trek: Voyager,Message in a Bottle
------------------
But, yeah, this stuff looks really complicated...
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Originally posted by DTP
hades, you must mess up the tbl file locations or something.
first remove any tbl files from the following directories
freespace2/
freespace2/data/tables
second remove any custom VP files from the same directories descriped above.
Where do I put the table files then?
EDIT: Freespace2/mymod/data/tables?
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no, i want you to run a default fred2_open 3.3.exe with the normal tbl files that came from volition.
if you can start FRED2_open with them only, then the error is not on our side, but its simply you who has bad tbl files.
remember, we are pushing the limits here, and errors that might have been small in the past will grow larger with the limit expansions.
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Originally posted by Su-tehp
Prometheus Emergency Medical Hologram Mark II: This all looks very complicated...
Voyager EMH: Stop breathing down my neck!
Prometheus EMH Mark II: My breathing is only a computer-generated simulation.
Voyager EMH: So is my neck! Stop it anyway!
--Star Trek: Voyager,Message in a Bottle
------------------
But, yeah, this stuff looks really complicated... [/QUOTE
no mod support is easy
all those data, voice, table directories you normally have in freespace2/data
simply put them in a another directory like this
Freespace2/whatever_name_you_use_in_commandline_arguement/data/
so, if i start fs2_open like this
fs2_open.exe -mod whatever_name_you_use_in_commandline_arguement
-then it will look in subfolder
whatever_name_you_use_in_commandline_arguement/data/
for extra files. And in that directory you of course have all the normal subdirectories the you usually find in the freespace2/data/ directory
EDIT; dont forget the player directories or you will get a nice pop up error thing.
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By default does it look for fs2/mymod/?
EDIT: Takes half a century to load, but it works with default stuff. Now I need to have support for my TVWP stuff.
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by default it looks for nothing, it starts looking the moment u use the -mod flag.
And it takes longer to load because there is simply more directories to scan for files.
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a picture of how to do modsupport properly
http://home19.inet.tele.dk/dtp/Modhelp.html
Edit2: updated the pic, everything should be ok now
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Now I'm confused...wasn't it supposed to be:
FS2_open.exe -mod fs1port
as said in Inqui's post:
-mod Y ; Switches on the mod system, where Y is a subdirectory found in ../freespace2/
:confused:
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Little note: Get rid of the comma at the end of the debug build's URL, it's getting parsed as part of the URL. :)
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hehe, ups, hit qoute and not edit
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Originally posted by Inquisitor
Other added features:
-Basic support for ship glows
-Basic Linux support added
Explain these two for me...please?
Will FS2 work for Linux? And how do we implement it?
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Oops, meant to delete that :)
Linux support is only basic, and it's from 3.2. Basically, you only implement it if you can fix the makefile (hence me planning on removing it from the readme).
As for ship glows, that's boboau's code, I need to add the stuff to make that work, you need special pofs and his custom version of Kazan's editor (there's a htread where he talks about updated versions of this).
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Ok, so... I *won't* be able to figure this out...? That's what you're saying right? *sigh* *tries to figure out how to reinstall windows*
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It's in the same state as it has been for months as far as linux is concerned :(
Like I have said elsewhere, we need a champion to finish it :)
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Does anyone know how to get win2k to install with Linux?
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AFAIK, the Linux makefile is fine for use under Linux. (You'll need at least SDL.) Whether the program will run and how well it will run is another matter. (The Linux port is still in it's early stages and AFAIK hasn't been worked on very much for a while.) It should compile though, once you get the source. (I downloaded and compiled it under PS2Linux a while ago, though AFAIK it's not running any better then it used to.) What is broken is support for compiling under Cygwin, which was a side effect of the Linux port. And Cygwin is used with Windows.
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Since a few folks have been discouraged from looking at the source because it's only available via CVS, maybe we should release "snapshots" of the released sources via a zipfile or a tarball.
That way folks who want the source (those that can write code, but can't figure out CVS :rolleyes: ) can get a peek at it. This is how "real" opensource projects do it :D
Depends on how strapped for space we are at warpcore, of course... It would only make sense to keep the last revision or two.
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Originally posted by penguin
Since a few folks have been discouraged from looking at the source because it's only available via CVS, maybe we should release "snapshots" of the released sources via a zipfile or a tarball.
That way folks who want the source (those that can write code, but can't figure out CVS :rolleyes: ) can get a peek at it. This is how "real" opensource projects do it :D
Depends on how strapped for space we are at warpcore, of course... It would only make sense to keep the last revision or two.
That, sir, is a CAPITOL idea.
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Here's another idea: Get -mod support into FRED2. :)
FYI, I'm working on a launcher that lets you choose what file to run, even batch files and shortcuts. It also has basic options for changing the graphics settings (it lists all possible modes, plus low/high res OpenGL modes that don't exist yet, and won't check if the card can use them) as well as simple sound options. (DirectSound/regular setting vs No Sound.) You can have the program run other programs then the fs2*.exe ones, like FRED2, POFView, the Volition launcher, whatever. It will even let people with multiple FS2 installs use 1 launcher for both copies. (Though multiple installs may become obsolete if FRED2 gets -mod support.) It uses the regular Volition registry key to get it's data and to store it's own data. It doesn't have all the setup stuff the original launcher has, but you can use it to run the original launcher to set that stuff. It will let you specify command line arguments. (2 sets, one that goes with the original launcher and one that's specific to my launcher, you'll be able to use one and/or the other.) I've now got my RunFS.bat file setup to run my launcher instead and have a version of my old fs.exe drop in fix program that will run my launcher instead of the RunFS.bat file. (Running a program to run a batch file to run another program when you could just run a program to run the other program would be rather pointless. ;) )
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Originally posted by mikhael
That, sir, is a CAPITOL idea.
:yes:
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Not a bad idea, at all.
Another drive-by posting by penguin...
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Looks like good work, however I'm NOT download it because I have more ships than allowed (you say max of 130, I've got 155. I doubt I can find more than 5 ships to remove....:( )
However, could some please explain this 'Command argument flags' thing, I kind of got lost in there.......
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Well, this is all fine and dandy, but would it be to much to ask for a test mission to show off all this new stuff? I can't exactly see a difference, and I'm too stupid to enable the features you were talking about...:lol:
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Originally posted by Unknown Target
Well, this is all fine and dandy, but would it be to much to ask for a test mission to show off all this new stuff? I can't exactly see a difference, and I'm too stupid to enable the features you were talking about...:lol:
The modders are the ones that implement the missions that take use of these things. If you just want to play around with something try my special pause: Alt-Pause ingame.
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Test mission, yeah, on the list, couple people have asked for that.
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There is still the shield bug from previous beta versions...
When a capital ship near the player fires one of its heavy beams one or more shield quadrants disappears, leaving the player without shields in no time...
Fix it please...
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Please use bugzilla.
http://fs2source.warpcore.org/bugzilla/index.cgi
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I would love to see a daily (or whatever) snapshot of the soruce posted somewhere. That sould encourage lazy slobs (myself included :) ) to actually look more at the code, and perhaps dabble their hands at modifying it.
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That should be easy to do, Fry. No promises on when, but, I will see about getting that done :)
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Originally posted by Raptor
Looks like good work, however I'm NOT download it because I have more ships than allowed (you say max of 130, I've got 155. I doubt I can find more than 5 ships to remove....:( )
However, could some please explain this 'Command argument flags' thing, I kind of got lost in there.......
fs2_open.exe -almission mymission
autoloads multiplayer mission named mymission, note my mission can be whatever you desire as long as the mission exists or else you will get a cant open file crash
fs2_open.exe -startgame
starts a multiplayer netgame, but only if last pilot used is a multiplayer pilot.
fs2_open.exe -mod somemod
starts a modded version of freespace2 where it reads all extra/replacement files from the freespace2/somemod/data/
directory. Vp files are read straight out of freespace2/somemod/
note that "somemod" can be whatever you desire as long as you have that directory as a subdirectory to freespace2/
note also you will need to manual create the player directories in the somemod directory, or else the game cant write pilot info to a plr file when you start a mod for the first time, where you are being forced to create a pilot since there is no plr files in the mod dir. and you DONT just copy .plr files over from the normal freespace2 directory. this can cause a crash if you do so.
the rest should be elementary.
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Originally posted by Raa Tor'h
Does anyone know how to get win2k to install with Linux?
The method I'm using for my computer (Red Hat 6.2 and Win2k Pro) is to have LILO installed in the MBR with Red Hat and 2000 on separate partitions, with their native filesystems, with part of the disk formatted as fat32 since both Linux and 2000 can read/write with fat32.
I installed 2000 first, too, so that the setup wouldn't complain about a lack of NTLDR.
Making boot disks for both OSes is a very good idea :yes:
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Originally posted by DTP
note also you will need to manual create the player directories in the somemod directory, or else the game cant write pilot info to a plr file when you start a mod for the first time, where you are being forced to create a pilot since there is no plr files in the mod dir. and you DONT just copy .plr files over from the normal freespace2 directory. this can cause a crash if you do so.
If you have a "clean" pilot (in other words a pilot using the regular campaign that has not flown any missions) you can copy the players folder over so you won't lose HUD/control info you have setup. I have made a CleanData folder just for that purpose. (I copy the entire CleanData folder into the mod folder and rename it to Data.) No crashes due to that yet.
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this source mod is what i like to call "really cool".
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My question is, can I use this new exe file in the same way as the old one?
By that I mean I can still have my own tbl's in the data/tables folder, new (and improved) models in the data/models folder, and so on, or do I have to put all of that in a new, seperate, folder called mymod? (cringes at the though of sorting out his folders contents......:shaking: :eek2: )
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Yes you can. Just plunk it down in the same directory as your original FS2.exe (i.e. in the main FreeSpace2 directory), and away you go. If you want, you can rename fs2_open_3_3.exe to FS2.exe, and you'll be able to start it from the browser just as if it were the original executable. Evrything else stays just as it was -- the mymod thing is just an option for power users.
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You can, but I would question why you would...
Mod support is something everyone has been dying for since, oh, people started making mods...
But, yeah, you can, we just might point and laugh ;)
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Originally posted by Raptor
My question is, can I use this new exe file in the same way as the old one?
By that I mean I can still have my own tbl's in the data/tables folder, new (and improved) models in the data/models folder, and so on, or do I have to put all of that in a new, seperate, folder called mymod? (cringes at the though of sorting out his folders contents......:shaking: :eek2: )
You don't have to, but it helps if you want to do something like play the original campaign or play someone else's MOD. And you don't have to sort stuff out. Just make a folder, copy the whole Data folder into it and any VP files you've made. Then remove the VP files you may have made from the root folder and remove the stuff other then the Players folder from the original data folder. That way, if you want to run the original campaign you can do it with the original exe (or any others without mve support) and if you want to use MODs you can use the 3.3 exe. Game files (other then player stuff) in the original Data folder may be usable for all the MODs installed, and missions in the original Data folder may show up when using a MOD. (Unless the MOD has a file with the same name.) Without the -mod command line argument, the 3.3 exe acts like the 3.2 exe and other fs2_open exe's.
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What exactly does Phreak's targeting code and options do?
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I thought it had somethng to do with multi-targets. But I'm not sure.
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so far it just does something with the cargo scan, thats all
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Before I DL this and use it I added 10 more ships and 20 more weapons over this weekend... My tables are 600k+ and 500k+ respectfully (I use everything from all mod into one big mod)...
Should I even bother? I'd just rather use the existing DTP file and table limit expander cause I don't want to lose all the hours I spent making all the added stuff fit! :nod:
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You should be fine. If you are worried about anything, just save your current exe. If anything doesn't work, go back to it again. But I can't imagine how this would not work, as all of DTP's stuff is incorporated (or so I am led to believe).
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DTP is on the project.
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Version 3.3 of fs2_open can handle a 1.05 ships.tbl file and 952KB weapons.tbl without crashing, so table file size shouldn't be a big problem anymore. There are, however, other limits that you need to stay within. I believe there is a 120, or maybe 200, ship type limit for the ships.tbl file, the exact number ought to be mentioned earlier in this thread. Not sure what the max weapon limit would be. (I checked the file sizes by adding a ton of ;'s to the end of the files which are ignored by the code so if FS2 crashed I would know it was due to that and not due to some other bug, like a ship with a bad table entry. The debug version, with the same ships.tbl file, will hit an assert (Filesize vs MISSION_TEXT_SIZE) if the file is over about 390 KB. (Or rather an estimated 390KB where 1KB = 1000 bytes I think.) The problem doesn't seem to exist for that 952KB weapons.tbl file so the involved code is likely only used for the ships.tbl. (The ship descriptions.)
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Ships are at 130.
Anything more breaks multi, looking into that :)
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Originally posted by Bri_Dog
What exactly does Phreak's targeting code and options do?
Currently it just offers you a slightly different scanning animation.
With his permission I put it on a command line flag.
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With no messge...
I removed all other vp's and since I use EVERYTHING thereare all in the normal folders. The only thing is I didng rename them and kept the old .exe's inthe same FS2 folder. Should I remove the old ones and rename the new ones Fred and FS2? Will it make a difference? Just curious cause I got confused by that picture explanation since I don't use seperate folders for mods... I have complete installs.... FS2 takes up like 27 gigs on my drive.
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Originally posted by Star Dragon
With no messge...
I removed all other vp's and since I use EVERYTHING thereare all in the normal folders. The only thing is I didng rename them and kept the old .exe's inthe same FS2 folder. Should I remove the old ones and rename the new ones Fred and FS2? Will it make a difference? Just curious cause I got confused by that picture explanation since I don't use seperate folders for mods... I have complete installs.... FS2 takes up like 27 gigs on my drive.
1. with mod-support you only need to have one install.
2. make sure "NOT" to use "OLD" pilot files
3. the original exe files should be left intact, but ofcourse, to be save you could name them fs2.exe.bak, and fred2.exe.bak
4 finally(i know you may already tried this), try and run fs2_open 3.3 with the default stuff that came from volition, with no command line arguements.
4a Check 100% that all files in any subfolders has been removed.
fs2_open as fs2(Volition).exe will load any non packed files found there instead of those found in any VP file.
if it runs, then the problem is on your side, and it could be a messed up TBL file.
hmm maybe i should "try" and write a socalled TBL file checker program that checks tbl files for "parse-bility".
-edit
it is my expirience that normaly someone forgot to remove files from the freespace2 folder and subfolders, and that causes the crash.
example: you forgot to remove the tbl file that describes the mainhall animation coordinates and background picture.
now guees what happens when fs2_open cant find the ANI and PCX files referenced in that file.
I have tested fs2_open with -The babylon project mod
and fs1port mod.
tbp will crash in multi if i go to ship select screen, but i think i miss some HIGH res files, and that is causing the crash, maybe i even miss the 1.1 patch, but i do recall to have downloaded it from Fury´s site and installed it.
fs1port runs florless.
i would gladly be doing more testing of other mods to see what could be wrong but then i would need the stuff you all use for the mods.
send it as a less than 10 MB zip to [email protected]
and i will not disclosure anything in read from these mods.
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DTP, that'd be awesome in helping track down table bugs.
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Originally posted by DTP
1. with mod-support you only need to have one install.
Unless you are part of a MOD team working on making a MOD. FRED2 doesn't yet have -mod support. (hint hint... ;) )
I experimented with a table editor that would do some very basic syntax highlighting, but unfortunately my syntax highlighting method required basically going through every character of a table file in order to tell where to start and stop the color changes. Needless to say, that took a long time on a regular ships.tbl file. :)
The Robotech Mod and Deus Ex Machina work fine with the -mod support.
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make a copy of fred2_open and move it to the mod directory
copy all tbl files to the mod/table
finally copy all those game-pallette and debris pcx/ani files
and you can run it from the mod dir.
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The Robotech Mod and Deus Ex Machina work fine with the -mod support.
So does the Derelict mod.
Has anybody noticed if the normal nebula ship trails still work? They don't display on my computer.
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Originally posted by Mewgen1
Has anybody noticed if the normal nebula ship trails still work? They don't display on my computer.
That, unfortunately, is one minor break in backwards compatibility. Fs2_open and fred2_open have made ship trails toggleable as a setting in Fred so that they can be activated even in non-nebula-missions. (I think the Robo-tech mod needed this for some reason, I dunno...) In the process, they ceased to come on automatically in nebula missions.
Anyway, one can fix this by opening up the mission in Fred and checking the Ship Trails checkbox in the Mission Specs dialogue box.
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Couldn't this be fixed by having the parsing routine set the ship trail flag when it sees a nebula mission?
And why doesn't fs2_open work with the old player files?
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Originally posted by DTP
make a copy of fred2_open and move it to the mod directory
copy all tbl files to the mod/table
finally copy all those game-pallette and debris pcx/ani files
and you can run it from the mod dir.
I think you'd have to copy all the original VPs into the mod directory too, since FRED2 wouldn't know to look in the directory above to find the files. (Assuming you aren't doing a total total conversion.) And that's a lot of disk space. (954 MB per mod, without the high res VP and not counting the MOD's files.)
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hmmm, yeah, it does need the VP files, it will only work with TC´s such as TBP.
BUT, its a minor problem, since if you are working on a mod, you would proberly want to run that mod all the time.
ofcourse it would be nice if you could just switch a flag.
bu I´m still figuring out things and digits in the fred2 code.
most of what i dont get is "window" code things like the GUI, but im learning more and more of it each day, where i find time to studie it.
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Ok, here's something stumping me. Fighter beams.
I've been doing a test version...but what do I need to do to get them to turn off and then turn back on again? I know Bobboau even took that a step further and made the beams cycle...
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Originally posted by IceFire
to get them to turn off and then turn back on again
Can you expand on what you mean by that? I'll try to help once I know what you mean.
I know Bobboau even took that a step further and made the beams cycle...
Cycle in what way? See above.
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Argh. Apparently when you fixed the secondary weapon firing time inheritance, you broke something... because after I fire the last missile in my first secondary bank, the first missile in my second bank fires immediately afterwards. Perhaps the inheritance was in there for a reason. The best fix I can think of is setting it to a mandatory 1 second delay when switching banks instead of inheriting the previous delay.
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There seems to be a problem with the shield system. My shields are going down without taking any fire.
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Are you using the shield-off sexp? That'd do it.
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Originally posted by GalacticEmperor
Argh. Apparently when you fixed the secondary weapon firing time inheritance, you broke something... because after I fire the last missile in my first secondary bank, the first missile in my second bank fires immediately afterwards. Perhaps the inheritance was in there for a reason. The best fix I can think of is setting it to a mandatory 1 second delay when switching banks instead of inheriting the previous delay.
I bet the key isn't getting reset fast enough, so the fire function gets called again 'cause it thinks the key is still down. (Without the pause the fire function might get called again within a second.) A pause long enough for the key flag to get reset would be what you would need. :) (Might need a bit more then one second depending on the computer.)
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Originally posted by Sesquipedalian
Are you using the shield-off sexp? That'd do it.
Hmm, it is in every mission, I tried it with the main campaign.
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Are you using the shield-off sexp? That'd do it.
No, it seems to happen whenever a beam weapon fires. I first noticed the problem when playing the Derelict campaign. Whenever a capship fires a beam the shield sections facing the beam drop to zero.
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Known bug, look for it to be fixed next release.
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Is that a fs2_open bug or original release bug?
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This got lost in the shuffle first time around...:)
Originally posted by Goober5000
Couldn't [the ship trails compatibility] be fixed by having the parsing routine set the ship trail flag when it sees a nebula mission?
And why doesn't fs2_open work with the old player files?
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And why doesn't fs2_open work with the old player files?
There have been additions to the key mappings (slide keys). Using old pilots may result in crashes with the new exe. It's best to create a new pilot.
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Can't they implement backwards compatibility, and save the old pilot in the new format?
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No, we can't. Unlesss you want to write a program to convert them :)
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Originally posted by GalacticEmperor
Argh. Apparently when you fixed the secondary weapon firing time inheritance, you broke something... because after I fire the last missile in my first secondary bank, the first missile in my second bank fires immediately afterwards. Perhaps the inheritance was in there for a reason. The best fix I can think of is setting it to a mandatory 1 second delay when switching banks instead of inheriting the previous delay.
weird, thought i took care of that, should however only be a problem with dumbfire missiles or in other words. missiles without the "no dumbfire" tag.
one question, GM. Does the missiles have something less that 250 ms of fire delay.
looking at it again.
-------
edit just tested hornet and trebuchet, seems to be no problems.
tested varios setups ,linking etc etc.
need more info, what kind of missiles where you using GM?
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Originally posted by EdrickV
I bet the key isn't getting reset fast enough, so the fire function gets called again 'cause it thinks the key is still down. (Without the pause the fire function might get called again within a second.) A pause long enough for the key flag to get reset would be what you would need. :) (Might need a bit more then one second depending on the computer.)
well, there should be a penalty of 250 ms if next bank has a firewait that have elapsed.
The V programmer who made this "dont know where he had his head at the time" but he did it like this.
if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
if ( ship_select_next_valid_secondary_bank(swp) ) {
swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait));
which is not the way, but we all know that. notice line 2
taking our current weapons fire delay.
i did it like this
if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
//int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
if ( ship_select_next_valid_secondary_bank(swp) ) {
//swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait));
if ( timestamp_elapsed(shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank]) ) {
shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank] = timestamp(250);
}
notice, it should block for people getting no penalty when they shift banks.
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Originally posted by Inquisitor
No, we can't. Unlesss you want to write a program to convert them :)
Is this the specific bug?
http://www.hard-light.net/forums/index.php/topic,7539.0.html
Looks like someone released a fix already. :) Has it been added to the CVS repository?
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Originally posted by Righteous1
There have been additions to the key mappings (slide keys). Using old pilots may result in crashes with the new exe. It's best to create a new pilot.
The new key mappings do not seem to cause any crashes with a pilot originally made by the regular program, but if you run the original exe it will strip the new key bindings from all the pilots, even if you don't use a particular pilot. (It might be better to save new key bind data in a seperate file.) However, the original exe should not affect any pilot files in -mod directories. (Since it doesn't know about them.) An easy way to make a "clean" pilot would be to take a regular pilot, set them to the main FS2 campaign and then reset the campaign so that they have not flown any missions and have no kill data. That is what all my current fs2_open pilots are made from. (Said pilot originally was copied from my Robotech MOD install, but all the known problematic data was removed by resetting it's campaign status.)
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Agreed. In my experience, pilot problems seem to be connected to campaign progress.
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Any chance we can get the ships.tbl limits bumped up to 200-250 entries with about 2mgs worth of characters? 130 entries is gonna be a bit tight...
Also, would it be too much to ask if the limited number of polys per subobject in pofs got bumped up to 2k, with 3k as the max for lod1? I realize this will be havoc for some older machines, but some larger models really would look better if they could use some more polys; not sure what kind of recoding this would require though.
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RIght now, no.
130 is a hard limit, otherwise it breaks multi. We're working on it.
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Originally posted by LtNarol
Also, would it be too much to ask if the limited number of polys per subobject in pofs got bumped up to 2k, with 3k as the max for lod1? I realize this will be havoc for some older machines, but some larger models really would look better if they could use some more polys; not sure what kind of recoding this would require though.
There is, AFAIK, no poly limit per submodel. There is, however, a vert limit per submodel, but by splitting the submodel into different parts you can get around that. If those submodels don't have subsystem info, in game it should appear to be one object. I've gotten a currently 1 LoD model, with some turrets, of over 2000 polys into FS2. (Current version of that model is at about 2800 polys right now but needs some fixing due to stuff I did.) I had to split the main hull model to do it, but it converted with PCS and worked in game.
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Originally posted by EdrickV
There is, AFAIK, no poly limit per submodel. There is, however, a vert limit per submodel, but by splitting the submodel into different parts you can get around that. If those submodels don't have subsystem info, in game it should appear to be one object. I've gotten a currently 1 LoD model, with some turrets, of over 2000 polys into FS2. (Current version of that model is at about 2800 polys right now but needs some fixing due to stuff I did.) I had to split the main hull model to do it, but it converted with PCS and worked in game.
as a side note; i can add that the Shielded lucifer version downloadble via the fs1port site has 2178 verts and 4361 polygons for the shield mesh alone.
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Originally posted by DTP
as a side note; i can add that the Shielded lucifer version downloadble via the fs1port site has 2178 verts and 4361 polygons for the shield mesh alone.
Odd, ModelView32 doesn't like the shield mesh but a Debug POFView has no trouble with it. Seems the 1100 vert limit check doesn't count for shields.
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Questions about FS3_open:
- Can you have multi-part turrets on the sides of ships?
- Can turrets have multiple weapons (that actually fire)?
- Do the lights blink when the capship is heavily hit (if you made the glows than this should be simple to add)?
EDIT: Most importantly: does it work with GeForce 4 Ti 4200?
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Originally posted by TrashMan
Questions about FS3_open:
- Can you have multi-part turrets on the sides of ships?
no, not yet
- Can turrets have multiple weapons (that actually fire)?
not yet
- Do the lights blink when the capship is heavily hit (if you made the glows than this should be simple to add)?
as far as i know, no.
EDIT: Most importantly: does it work with GeForce 4 Ti 4200? [/B]
yes just start it like this
fs2_open -GF4FIX
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Multi-part turrets on the sides of ships do not work. The rotation for multi-part turrets looks like it is hardcoded and thus ignores the submodel rotation info. That means the base will always rotate left/right and the barrels up/down.
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Then you'd just "use" the barrels as turret base and vice versa?
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The base still wouldn't rotate right I think. And I think FS2 assumes the normals for multi-part turrets point straight up too, which means the FoV would be screwy. (If you did a 180 FoV, it would consider the center of the FoV to be straight up, which means it might try firing through the hull.) Go ahead and try making some yourself. I don't think you'll be able to get some that work right without some major code changes though. (And the code involved is too convulted for me to follow right now, I don't know enough about how the 3D engine itself works.) Maybe someone will be able to figure it out.
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Originally posted by EdrickV
Go ahead and try making some yourself.
No go there, cant do hierarchy, cant even get my fighter to work, if i start thinking about multipart turrets i get nightmares :eek:
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quote:
--------------------------------------------------------------------------------
Originally posted by EdrickV
(If you did a 180 FoV, it would consider the center of the FoV to be straight up, which means it might try firing through the hull.)
--------------------------------------------------------------------------------
Some existing ships do that anyway (aldo_14's ships are the most apparent about it.........sorry:nervous:)
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Hiya,
how do you get the CD Check re-enabled???
I wanna play it with GF4FIX and with Movies......how can i do that?
JamieK
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Move code was taken out by DaveB before he gave the code to us. If you wanna watch movies, play in the regular fs2.exe.
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don't tell me, because of the damn Interplay?????
*BEEPS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!*
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No, I think it was Volition's doing. If they released the movie code, then we could do anything we wanted with V's .MVE files. They are still making money off games with MVE files in them.
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:(
well, they did open the source for it. lol
they can't complain.
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Actually it is because of Interplay. Interplay owns the rights to the MVE format, not Volition, and they are not willing to have that format be public knowledge. V did what they had to do to let us be able to have the source code at all.
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I knew it was something to do with releasing the MVE format, but I thought it was [v]. Heck, let's be grateful we have the source at all.
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So,
there is no way to have the GF4FIX and have the CD Check Enabled.
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(http://members.cox.net/wmcoolmon/images/welcome.gif)
(a bit tardy, but better late than never)
Exits are to the left and right, flamethrowers can be found underneath the seats, and those plasma burns on the carpet are just cannon signatures from all the Shivans running around. Give them some food and they'll leave you alone.
There *is* a fix for the GF4...oddly enough, just run fs2_open with the -GF4FIX option. It ought to work. Have a look at this thread:
http://www.hard-light.net/forums/index.php/topic,10610.0.html
As for running the game without the CDs, that can't be done without getting an Illegal Hack(tm), something that is discouraged around here. You can't play the movies with fs2_open anyway. If you want, you can edit the cutscenes table so that all the movies are configured for CD #2, and that way you won't need to change CDs. Just copy the movies from CD 3 onto the hard drive and the game won't know the difference. (Be warned: the movie files are BIG.)
*squints at username* Hmm... do we actually have another GIRL signing up at HLP? :eek2: What does that make, four total? :)
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Girl????
i don't think so.
and i have tried to play the movies on the hard drive, it doesn't work.
Also, there is no browse option on the Campaign Editor to change the location.
JamieK
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Originally posted by JamieK
So,
there is no way to have the GF4FIX and have the CD Check Enabled.
Sadly, not at this time, no. Sorry.
Eventually we hope to have support for other video formats included, and then maybe we can find a way to convert the movies (or rather their contents, to be specific for legal reasons) to divx or something and play them. In the meantime, it's one or the other.
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quote:
--------------------------------------------------------------------------------
Originally posted by Goober5000
WELCOME BEAM
(a bit tardy, but better late than never)
--------------------------------------------------------------------------------
Hmmm, no one fired the welcome beam for me............:(
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Originally posted by JamieK
So,
there is no way to have the GF4FIX and have the CD Check Enabled.
"This bug made the font and some other stuff look really bad. Use the command line -GF4FIX to activate it. However to be honest you are better off using a registry fix that I didnt know about at the time.
THis can be used for both FS1 and FS2:
HKEY_LOCAL_MACHINE\SOFTWARE\Volition\Freespace\D3DTextureOrigin set to 1
HKEY_LOCAL_MACHINE\SOFTWARE\Volition\Freespace2\D3DTextureOrigin set to 1
WHile you are in there you might as well set freespace to use the hi res textures if your machine can handle them:
Create a new DWORD in each freespace registry dir called D3DUseLargeTextures and set it to 2."
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Moving right along,
There's a limit on the number of ships in the ship loadout screen. If you enable all ships in the Team Loadout box in FRED, you can only scroll down to the Artemis or so. What's the origin of this? Can it be fixed?
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Enter it into bugzilla, we'll try and get to it.
I assume that's something that also doesn't work in released fs2?
As for the CD check, the current FS2 open exe actually has that disabled for testing purposes. The MVE's not playing is entirely unrelated. You will NEVER be able to watch MVE movies with fs2_open.
Sorry.
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Originally posted by Raptor
Hmmm, no one fired the welcome beam for me............:(
Well then...
(http://members.cox.net/wmcoolmon/images/welcome.gif)
A very belated warm welcome for Raptor. I'm sure you know your way around by now. :D
Originally posted by JamieK
Girl????
i don't think so.
Jamie is a girl's name. Unless we have another instance of the VWBB where somebody signed up as Lady Rose...:wtf:
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Thank you, i can now have good text and watch the movies. :)
JamieK
Originally posted by RandomTiger
"This bug made the font and some other stuff look really bad. Use the command line -GF4FIX to activate it. However to be honest you are better off using a registry fix that I didnt know about at the time.
THis can be used for both FS1 and FS2:
HKEY_LOCAL_MACHINE\SOFTWARE\Volition\Freespace\D3DTextureOrigin set to 1
HKEY_LOCAL_MACHINE\SOFTWARE\Volition\Freespace2\D3DTextureOrigin set to 1
WHile you are in there you might as well set freespace to use the hi res textures if your machine can handle them:
Create a new DWORD in each freespace registry dir called D3DUseLargeTextures and set it to 2."
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Originally posted by Goober5000
where somebody signed up as Lady Rose...:wtf:
:lol: :wtf: :nervous: :lol:
We need more women!!!
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But I am ready for the day I do. I got a fresh new install on a new drive with the open3.3 and new pilot and it runs. But not with mod data@!? giving up for now and working on my mod. I am up to 187 ships for Nexus and got 4 new ones for Redemption... I just noticed the missile firing the next bank when last missile fired... It almost killed me (I thought I had a hair trigger :rolleyes: )... As for breakig multi- I haven't done multi in 2 years... ;)
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Originally posted by Goober5000
Jamie is a girl's name.
No it isn't. Not usually, anyway. Jamie, from James.
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Originally posted by Sesquipedalian
No it isn't. Not usually, anyway. Jamie, from James.
Oh.
*thinks for a second*
Well then what's Jamie short for if it's a girl's name?
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Thank you Goober5000, I feel so much better.
quote:
--------------------------------------------------------------------------------
Originally posted by Goober5000
A very belated warm welcome for Raptor. I'm sure you know your way around by now.
--------------------------------------------------------------------------------
Oh yes, I knew how to get around BEFORE I joined. Even as a guest, I catch on fast;) !
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I think can be both a girls and boys name. But could you guys perhaps take all your irrelevent stuff to another thread please.
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Ok, I know you said we must upgrade to the newest patch for the SC to work, but I didn't get to, and mysteriously the game still plays, but my shields take damage when nothing shoots me, and beam cannons seem to have no mass... it's funny. :)
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beam bug is a known issue in that exe, I believe the fix has been committed to CVS.
So, next release.
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What is the max number of rotating subobjects (of multi-part turrets to be exact) in fs2_open?
I made a kick-ass ship with 22 multi-p turrets, and only about 12 work!:mad:
AND YES! ADDING MORE HOSTILE TEAMS:
Neutral
Unknown
Friendly
Hostile1
Hostile2
Hostile3
.....
This would come really handy when having several races fighting;
The GTVA, Shivans, Ancients, Zorgs, Hygarii - everyone vs. everyone....cool!
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Originally posted by TrashMan
What is the max number of rotating subobjects (of multi-part turrets to be exact) in fs2_open?
I made a kick-ass ship with 22 multi-p turrets, and only about 12 work!:mad:
AND YES! ADDING MORE HOSTILE TEAMS:
Neutral
Unknown
Friendly
Hostile1
Hostile2
Hostile3
.....
This would come really handy when having several races fighting;
The GTVA, Shivans, Ancients, Zorgs, Hygarii - everyone vs. everyone....cool!
1: 10
2: adding more "teams" is just not done, just like that.
And why on earth do you want 6 teams, you already got 4.
fs2_engine does not support endor scale battels. Yet.
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Plus, there are many many places in the code where it's hard-coded for 4 teams. It would be rather difficult to expand the list.
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Jeez Goob, where are you from?
I always thoguht it was well known that Jaime is one of those unisexual names like Shannon, Kelly, Jordan, Frankie etc (although the first two sound like girls alot more than guys, reverse of the ladder two)
anyways.. To get to my question.
Is it possible for you guys to edit the beams so that they lose strength over distance? This would make them more flexible, help for plot devices, seem more realistic (IMHO) and would stengthen tactics and why they have such a short range.
Is it possible or not? And if it is, perhaps being able to turn it on or off could be included in the next open release.
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:blah:
If anyone does that, it'd better be optional.
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Well I was thinking the power would stay roughly the same at the ranges that they have now, but then taper off at a certain percent after a while and eventually die down to only 50% or 25% as powerful as the current ranges.
I dunno, it sounds a little screwy I'll admit, but it's an idea.
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Originally posted by Knight Templar
Jeez Goob, where are you from?
The U.S. :)
I always thoguht it was well known that Jaime is one of those unisexual names like Shannon, Kelly, Jordan, Frankie etc (although the first two sound like girls alot more than guys, reverse of the ladder two)
I knew theoretically that Jamie (like Jackie) is a unisex name, but I had never until now run across a male Jamie, and the only Jackie I knew was Jackie Gleason, and he hasn't been around since the 50s.
Shannon and Kelly?!?
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see Baywatch. Look at one of the Actors credits/name
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Originally posted by Knight Templar
see Baywatch. Look at one of the Actors credits/name
MUST........... HAVE............ CUTSEENS!:mad: :no: :no: :mad:
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Originally posted by Inquisitor
beam bug is a known issue in that exe, I believe the fix has been committed to CVS.
So, next release.
good. can finish my tractor beam.
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Originally posted by Inquisitor
beam bug is a known issue in that exe, I believe the fix has been committed to CVS.
So, next release.
i just updated my CVS and its still there.
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Me too.
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Ok, Bob? I thought you had a fix for that?
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I just committed my ballistic HUD modification - this allows space for the extra ammo count characteristic of ballistic weapons. However, it also requires new HUD graphics. I have them, but how do I distribute them? Should I put them on CVS with everything else, or should I forward them to somebody to put on the FSSCP website?
Just FYI, I included a fail-safe that defaults to the original primary weapon graphics if the updated ones aren't there.
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How big are they? Email me, we'll figure it out.
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Just 2K. I've emailed you. :)
EDIT: The new HUD graphics are only used on fighters that are carrying ballistic primaries. If you're not flying a fighter with ballistic primaries, the original graphics are used. And the new graphics are almost identical to the old ones, except that they now have room for primary ammo (so it doesn't overlap the border).
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Probably just stick these up as a seperate download on warpcore then. Have to pull together your little guide on how to enable ballistic weapons and put that with it.
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K. Do I get FTP access? ;7 (Did you set that up when you set up my VWatch profile?)