Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on December 19, 2002, 09:09:43 am
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I want to have this by Xmas, which means cleaningup some bugs and doing a build.
Thoughts?
I know we need a launcher :) Anything else?
Look thru the bugzilla bugs (see other thread) and if the community could as well, and enter any that MUST be fixed by next release, that would be good.
If we don;t make Xmas, I'd like to shoot for Jan 1, but i want to try for Xmas :) Sorta a present to the community :)
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what we really need is to fix the beam problems.
1. beams have no mass
2. beams sometimes render behind things that they're actually in front of
3. beams don't effect ships with green IFF status
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Originally posted by Inquisitor
If we don;t make Xmas, I'd like to shoot for Jan 1, but i want to try for Xmas :) Sorta a present to the community :)
Now if only I had FS2. :(
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erm dunno if it has ben adressed/fixed but adding to beams : beams sometimes fire thru the ship that is fireing it
(or that is a model problem and ill just crawl back into my hole)
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yes, that's basically what the rendering problem i had was.
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When you fire a beam at some ships, the beam goes through them without dealing any damage.
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Wait.. how can a beam have no mass? Ever see a BFGreen hit a cain?
Anyways, the SEXP list and all the stuff you guys have had here basically.. like the allready Beam Free all and such. I'll post anything relevant when I think of it.
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Originally posted by Knight Templar
Wait.. how can a beam have no mass? Ever see a BFGreen hit a cain?
they usually have mass, but not when you install fs2 open 3.3
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oh.. :doubt:
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Carl, is that in bugzilla?
That sounds like a legit bug, I know DTP JUST committed a bandaid fix to some of the beam problems.
We'll track that one down, make sure the bugzilla entry has as much detail as you can muster on it.
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no idea how to get or use bugzilla.
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it's linked off the site :)
but here it is:
http://fs2source.warpcore.org/bugzilla/index.cgi
works alot like the forum :)
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So, how far are we in getting out fs2_open3.4?;7 :cool:
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All Inquisitor has to do is build a fresh copy and post it. Assuming we caught all the bugs...
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Excellent....*rubs hands together*:devil:
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Before we get the new build - make sure that Bobboau's decal stuff is made optional with the command-line flag (not sure if this has been done yet). I don't want my framerate cut in half for every capship in the mission... :shaking:
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Another question: Should I put in a hack that sets the ship trails mission flag for missions set in nebulas? This would fix backward compatibility while still making use of the mission flag.
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Yes.
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Done. :D
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Also, don't forget the shield and beams bug that I posted about earlier! :wink:
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goober: if you want, go ahead and try to make decals optional?
That's really all that's left.
I'll build tonight or tomorrow so 3.4 will be a Xmas present :)
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make sure USE_OPENGL is defined. you get screwy errors at run time if it isn't and you try to run it.
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Originally posted by Inquisitor
goober: if you want, go ahead and try to make decals optional?
That's really all that's left.
I'll build tonight or tomorrow so 3.4 will be a Xmas present :)
Meh, I'm not sure how to do that, and it'll take me longer than I have time for to figure it out. I still have to finish the change-ai-level and set-cargo sexps by tonight. Assign it to somebody. :) It definitely needs to be made optional in this build, I think - otherwise it'll be annoying to play any capship missions... :nervous:
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ok, well, that means we're at bobboau's mercy :)
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or we could comment it out and put it in for 3.5
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Originally posted by PhReAk
or we could comment it out and put it in for 3.5
Do that, then we could have 3.4 for Christmas.:D
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Or we could do that.
Give him till tomorrow, then we'll do that.
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we need to fix that engine glow bug
http://www.hard-light.net/forums/index.php/topic,12050.0.html
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Yes we do!
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You guys should raise the ship TBL limits...
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There's a very good reason why they haven't, I'm just not sure what it is...
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Breaks multiplayer.
Although I hardly use multiplayer, so I'd be just fine restricting it to just the original FS2 exe. And ballistic primaries don't work for multiplayer either, by the way.
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What exactly are the limits? Mine crashes at 417 KB.
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...And still at 406.:mad:
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ARRGH! :mad2: 400! STILL NO #@^& LUCK!!!:mad:
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you may have ran out of memory -- we have a 1MB max
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Regardless of the table sizes, you can't have more than 130 ships. And you can decrease the table size by removing all the extraneous stuff: comments and all that.
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Right now it's the 130 ships that can;t be raise b/c of multiplayer.
Goober: I am about to build a test exe, HOW don't ballistics work in multi? Does it crash it?
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I haven't tested it, so I can only say that multiplayer will have unpredictable behavior at best and may crash the mission at worst.
I didn't add any multiplayer routines, so I know that none of the extra ballistic stuff is passed back and forth - stuff like ammo and whether you run out. Not to mention all the initialization when you start the mission and set your loadout in the first place. Best case scenario, the only difference will be that everyone flying will appear to have infinite ammo (just like with normal primaries). On the other hand, multiplayer might end up choking on something introduced with the conversion.
Just say that ballistic primaries are not supported in multiplayer in this release. :)
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How bout' we make Nav Systems do something??
:eek:
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Its there so you can script it into a mission. Changing the way that works could break FS2 missions as well as numerous MOD's and campaigns.
Its very easy to prevent say the vessel from jumping with Nav down...
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Well, a confluence of things prevented me from getting this released yesterday.
No promises that I will do it today.
Even though I don't have it for you, Merry Christmas to those who celebrate it!
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So it will be a new year present then?;)
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Another thing if someone else hasn't brought it up yet. There is an old bug with the pilot messaging/commands. For example, when you order pilots to ignore your target and choose "all ships", ships outside your chain of command will follow your order. This goes for the other commands.
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When you tell your wingmen to engage the enemy when there are no hostiles around they tell you they are "engaging now sir!", but when hostiles are around, they just say "affirmative"
But we can fix this for 3.5, I really want 3.4 now.:D
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I'd post an unofficial build, but Hades, it doesn't seem to work for you. :(
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*grumbles*
Well, I'm trying to return my Radeon 9000 #d card (****in' assholes as the Emachines place built the ****ing 3d card into teh damn motherboard. Even says on the front of the comp "AGP", but no, its Internal AGP) and get one that plugs into my computer somewhere else. Maybe it will work then.
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Yes New Years or earlier. Need to track down bobboau or his decal code...
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so an overview of what we are DEFINATELY going to have in 3.4 would be?
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New sexps. Many bug fixes. New mission flags. Better FREDding. Ballistic primaries. Bigger table limits. Good stuff, overall. :yes:
From Bobboau's 12/7 commit log:
inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
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I love great comments :)
I'll comment it out before doing the build.