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

Title: anyone have the old pof specs on hand
Post 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)
Title: anyone have the old pof specs on hand
Post by: Inquisitor on December 26, 2002, 08:13:19 am
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 :)
Title: anyone have the old pof specs on hand
Post by: Rampage on December 26, 2002, 09:55:56 am
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
Title: anyone have the old pof specs on hand
Post by: Bobboau on December 26, 2002, 09:45:24 pm
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
Title: anyone have the old pof specs on hand
Post by: Goober5000 on December 26, 2002, 10:10:41 pm
Quote
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:
Title: anyone have the old pof specs on hand
Post by: Solatar on December 26, 2002, 10:18:51 pm
How do you specify a decal for a weapon?
Title: anyone have the old pof specs on hand
Post by: Bobboau on December 26, 2002, 11:55:07 pm
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
Title: anyone have the old pof specs on hand
Post by: diamondgeezer on December 27, 2002, 12:00:37 am
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...
Title: anyone have the old pof specs on hand
Post by: Inquisitor on December 27, 2002, 10:37:50 am
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...
Title: anyone have the old pof specs on hand
Post by: Goober5000 on December 27, 2002, 10:59:55 am
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.
Title: anyone have the old pof specs on hand
Post by: Goober5000 on December 27, 2002, 11:50:12 am
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.
Title: anyone have the old pof specs on hand
Post by: DTP on December 29, 2002, 05:46:03 pm
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.
Title: anyone have the old pof specs on hand
Post by: Inquisitor on December 29, 2002, 09:38:36 pm
Yeah, watch your status window for "C" errors, which indicate conflicts you have to manually correct ;)
Title: anyone have the old pof specs on hand
Post by: Goober5000 on December 29, 2002, 11:04:57 pm
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.