Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on December 25, 2002, 04:16:55 pm
-
I need the old POF specs for soemthing, I know there up on D-net somewere but it seems to be down, at the moment all I need is the header but I will need all the origonal data types (and anychanges anyone may have made, other than my self, though I think I'm the only one who has changed anything)
-
Look at the web cvs for the file(s) in question, there will be a changelog for the file.
Can you make your decal code optional for the time being? Unless you are working on fixing that rendering bug?
Want to get a build out for folks :)
-
I was just looking at them. Click Here. (http://www.freespace-2.com/ddn/specs/pof/)
Also Bobboau, check out the MODELVIEW32 source code, in case if you haven't looked at them already.
I'm So Bored! (http://www.hard-light.net/forums/index.php/topic,12313.0.html)
Rampage
-
well the page is back up,
odds are the uploading / updateing of the MV source is what was causeing the problems I was haveing
well technicaly the decals should be totaly optional right now if you don't indicate a decal in the tables for a weapon it should never make a decal and if there are no decals made it will never render them, and if it doesn't render them then there is no slowdown,
if it isn't that needs to be fixed though
-
Originally posted by Inquisitor
Can you make your decal code optional for the time being? Unless you are working on fixing that rendering bug?
I just ran the most recent release build and didn't notice any slowdown - interestingly enough, the framerate was faster with fs2_open than with FS2 itself! Must be something with the debug configuration that slows it down.
But that beam/shield bug is still there... :doubt:
-
How do you specify a decal for a weapon?
-
after the explosion ani entry add
$decal:
+texture: name_of_texture
+radius: the radius of the decal
but if there are more than a few decals on a ship it will slow down dramaticaly
-
So... can you limit the number a ship can display at any one time? And is it a case of decals-per-object, or decals-per-square foot (so that a warship can show many more decals than a smaller fighter). Or, again, is it the total number of decals displayed in the game at any one time?
Just curious...
-
Beam bug, eh?
Well, if the decals are indeed optional, lets double check that beam bug.
Goober's earlier release is offical enough for me if we can live with that beam bug...
-
I checked it - under identical missions, several shield quadrants dropped to zero when a beam was fired in fs2_open. :rolleyes: That bug is rather elusive, isn't it?
Perhaps someone could squash that, and then we could have the "official" release.
EDIT: The fix was never committed. :wtf: I'm testing it now.
-
This is very odd. DTP committed a fast fix a week ago, but CVS never showed me I had to update.
Well, it now works the way Bobboau intended - and it's committed to CVS. Inquisitor, you may want to check out a fresh module to make sure you have everything up to date, then post the build.
-
sry for being late here, but i think that would be some kind of "merge" error perhaps.
I got a logmail here saying i committed it.
indeed strange.
-
Yeah, watch your status window for "C" errors, which indicate conflicts you have to manually correct ;)
-
Well, here's the thing. When I went looking for that bug, CVS indicated that everything was up-to-date. Once I fixed it, I tried to commit - and then CVS squawked that I hadn't updated. I thought that perhaps someone might have committed something during the short time that I was working on the bug, but DTP had committed his thing almost a week earlier.
So I updated, fixed the conflict that popped up, and committed the final result. It all works now, but I'm rather surprised that CVS didn't show me the update status correctly.