Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on December 26, 2002, 11:33:51 am
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This build is now the official release of fs2_open_3.4. If you've already downloaded it (before 12/31), download again, because there have been a few slight modifications. This version also displays v3.4 in the main hall like it's supposed to. :)
http://fs2source.warpcore.org/exes/fs2_open_3.4.zip (http://fs2source.warpcore.org/exes/fs2_open_3.4.zip)
EDIT: These links are all dead. :( A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_4.zip
The zip file contains fs2_open_3.4, fred2_open_3.4, and the warp.pof file that must be in your models folder for fs2_open to work. (This is because of a bug: if the model file isn't there, the program should use the original warp code; but it crashes instead.)
Here's a debug build:
http://fs2source.warpcore.org/exes/fs2_open_3.4_debug.zip (http://fs2source.warpcore.org/exes/fs2_open_3.4_debug.zip)
If you run into any bugs or problems, post them using Bugzilla (http://fs2source.warpcore.org/bugzilla/index.cgi). The interface is a bit quirky, but once you've gotten accustomed to it, it's very easy to use. Please note: If you've never used fs2_open before, you'll have to create a new pilot - otherwise you'll get crashes.
All the new stuff is optional. All missions that work in the official FS2 should also work in fs2_open.
Summary of additions:
- Damage decal support added; details below. The code is still being optimized -- if you have more than a few decals in a mission, you might experience some slowdown.
- Ballistic primary support added; details below.
- Loads of new sexps added; details below. If you'd like to request a sexp, post in the sexp thread (http://www.hard-light.net/forums/index.php/topic,11656.0.html).
- Transports can now dock with fighters, bombers, & stealth ships.
- Beam-free-all-by-default mission flag added. When set, this will automatically beam-free-all every ship in the mission - saving you a bunch of sexps. :)
- Old bugs fixed (including the player entry delay bug, the beam bug, and the weapons tech room crash); new bugs added. ;)
- Subcategories added to the FRED2 sexp editor, making sexping much faster.
- There is now a TBL INFO button present next to initial orders in ship editor. Pressing this will show the table info for the current selected ship type.
List of new sexps since v3.3:
change-ai-class changes the AI class of a ship or ship subsystem(s) (i.e., gun turrets) in mid-mission
damage-escort-list sets the most damaged ship in a specified list to the first specified priority and all other ships in the list to the second specified priority
damage-escort-list-all reprioritizes the entire escort ship list according to a specified list of priorities, from most damaged to least damaged
distance-ship-subsystem returns the distance of a certain object (a ship, a wing, or a waypoint) from a ship subsystem. Useful for checking if ships are nearing a fighterbay, if a bomber wing is close enough to attack a subsystem, if the player's fighter is too close to a capital ship's engine (triggering a wingman's "watch out for the engine wash!" message), etc.
end-mission ends a mission immediately, without the warpout sequence
friendly-stealth-visible and friendly-stealth-invisible specify whether a ship will appear on sensors when it has its stealth flag set and a friendly iff
is-ai-class checks to see whether a certain ship or ship subsystem(s) is/are of a certain AI class (works just like is-iff)
is-cargo checks to see whether a certain ship or ship subsystem has the specified cargo
is-friendly-stealth-visible checks to see if a ship will appear on sensors when it has its stealth flag set and a friendly iff
is-ship-stealthy checks to see if a ship's stealth flag is set
primary-ammo-pct is for ballistic primaries what secondary-ammo-pct is for conventional secondaries
primaries-depleted is for ballistic primaries what secondaries-depleted is for conventional secondaries
set-cargo sets a ship's or ship subsystem's cargo without requiring a transfer or swap with some other ship
set-scanned and set-unscanned set a ship or sub subsystem(s) as scanned or unscanned (or cargo known/unknown) without the player actually having to do the scan; set-unscanned is useful to prevent the player from scanning something before he should
ship-stealthy and ship-unstealthy set the stealth flag on ships
List of sexp fixes:
is-iff, is-tagged now work the way they should
rand will now generate more than one random number per mission
training-msg no longer requires Instructor to be present
Fun uses of sexp combinations:
end-mission, in conjunction with distance-ship-subsystem, allows the player ship to depart into a fighter bay. You may run into problems where the sexp fires before the ship actually enters the bay if you test the distance from the bay itself; in this case, simply triangulate the distance from a couple of other subsystems. :)
rand, set-cargo, and is-cargo can be used to randomize a cargo inspection mission - so that the player doesn't know beforehand which cargo container needs to be scanned/captured, even if he replays the mission
How to enable ballistic primary weapons:
Make the following table changes...
Ships.tbl
--Add "ballistic primaries" to the fighter flags
--Add $Pbank Capacity: ( x, ... ) right after $Default Pbanks (in the same vein as for secondary capacity)
Weapons.tbl
--Add "ballistic" to the weapon flags
--Add $Rearm Rate: x immediately before $Flags (again, just like with secondaries)
Sounds.tbl
--In the Game Sounds section, copy entries 33 and 34 to spaces 165 and 166. These will be the sounds for when the ballistic primaries rearm. You may want to change them, or you may want to leave them the same sounds as for secondaries.
Please note that the ETS slider for weapons does not appear if no weapon uses energy. If two out of three systems (weapons, shields, engines) do not use the ETS gauge, the entire gauge will be gone. This is because when your ship has neither shields nor weapon energy storage, there's no point in modifying engine energy when the other two are not present.
You'll also note that the primary weapon ammunition readouts spill over past the left side of their place in the HUD display. To fix this, download additional HUD graphics from here (http://fs2source.warpcore.org/graphics/newhud.zip). These will take the place of the old graphics in missions that make use of ballistic primaries. :)
How to implement damage decals:
Add this to the bottom of your weapons table entry...
$decal:
+texture: [a texture name]
+backface texture: [another texture name]
+radius: [a float]
The textures should all be in PCX format. Sample screenshot below...
(http://freespace.volitionwatch.com/blackwater/decal2.jpg)
[Inquisitor]
This is offical enough for me, since decals need special table entries.
Everyone say thanks to Goober for building, and thanks to the rest of the team for some damn spiffy stuff in this build.
[/Inquisitor]
Old 3.3 thread (http://www.hard-light.net/forums/index.php?topic=11352.0)
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I think the only difference between this and the "official" one will be the decal code either optional or commented out.
Goober: I JUST missed you exiting on IRC, sorry about that, I will be on and off all day, entertaining my wifes family :)
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Well, good stuff I'm downloading how. As for the fs2open file - it crashes when a mission is about to load (no loading screen even) but since this is unofficial I'll let u away with it. *calls off angry mob*
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After much head-scratching, I figured it out. The reason all the EXEs were crashing is that the program couldn't find warp.pof in the model directory. Even better, I now have FTP access to the SCP directory. I posted the new download, so check it out in the first post. Enjoy. :D
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What are the .TBL limits?
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130 ships, but the size can be as big as 1 MB, I think. Not sure of the exact figures.
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about 900 kb. but that should be more than enough.
and yes 130 ships, but
128 polygon models, the rest are reserved for something else. may be a left over from old days of fs1.
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Still doesn't work for me, FRED crashes at 392-427 KB.
I get an error>
Error parsing 'Ships.tbl'
Error code=1
File=E:\Languages\Visual Studio Projects\Visual C++\Fs2_open\code\ship\ship.cpp
Line:1902
Call stack:
--------------------------------------------------
Fred2_open.exe 006319f1()
Fred2_open.exe 00631a6b()
Fred2_open.exe 0061d3e3()
Fred2_open.exe 0061c3c8()
Kernel32.dll bff63613()
Kernel32.dll bff848f7()
--------------------------------------------------
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Originally posted by SKYNET-011
Still doesn't work for me, FRED crashes at 392-427 KB.
I get an error>
Error parsing 'Ships.tbl'
Error code=1
File=E:\Languages\Visual Studio Projects\Visual C++\Fs2_open\code\ship\ship.cpp
Line:1902
Call stack:
--------------------------------------------------
Fred2_open.exe 006319f1()
Fred2_open.exe 00631a6b()
Fred2_open.exe 0061d3e3()
Fred2_open.exe 0061c3c8()
Kernel32.dll bff63613()
Kernel32.dll bff848f7()
--------------------------------------------------
seems more likely that, you got an error in the TBL file.
Either you got more than 128 ships,
or you forgot something crucial for some ship
Goober5000, maybe you could modify that Error msg to show, what line was parced, line-number and the text maybe, i think it would be quite usefull for people running into TBL trouble.
anyway try this.
take the original TBL file
now make two lines full of semi:colon like this
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
copy paste this until you reach about 800 KBS of size
now run fred
SEMI;COLON is a keyword seperator, and as such is not being parced, meaning if you can run it with this, well then it is your TBL file that is the problem, and let me stress, it usually is.
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Uh...
// Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
// structure
void ship_init()
{
int rval;
if ( !ships_inited ) {
if ((rval = setjmp(parse_abort)) != 0) {
Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
} else {
parse_shiptbl();
ships_inited = 1;
}
ship_iff_init_colors();
}
ship_level_init(); // needed for FRED
}
I have no idea what's going on here with this setjmp thing.
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Originally posted by Goober5000
Uh...
// Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
// structure
void ship_init()
{
int rval;
if ( !ships_inited ) {
if ((rval = setjmp(parse_abort)) != 0) {
Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
} else {
parse_shiptbl();
ships_inited = 1;
}
ship_iff_init_colors();
}
ship_level_init(); // needed for FRED
}
I have no idea what's going on here with this setjmp thing. [/B]
setjmp.h
Laungage support.
Quote: from book
"THE C++ programming language"
by bjarne stroustrup; the creator of C++.
a small part of the standard llibrary is language support:that is, facilities that must be present for a program to run because language features needs them.
look
look in setjmp.h found in compilers include directory.
it has something to do with c-style stack unwinding.
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Originally posted by DTP
look in setjmp.h found in compilers include directory.
it has something to do with c-style stack unwinding.
I searched for references, did a Find All on setjmp, glanced at setjmp.h, and couldn't make heads or tails out of it. Maybe you'd better do it. :)
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I'm sorry, where could I get an overview of exactly what has been done?
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Loads of new sexps - look in Sesquipedalian's thread
Ballistic primary support added
Transports can now dock with fighters, bombers, & stealth ships
Beam-free-all-by-default mission flag added
Old bugs fixed (including player entry delay), new bugs added
Subcategories added to FRED2 sexp editor, making sexping much faster
That's all I can recall off the top of my head. I probably missed something, though. :)
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you've reorganised the change sexp menu! I LUV IT!
hows the Dx8,1 release coming? Can't wait to put in those cutscenes.
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VC++ 6 does have help files. :)
setjmp
Saves the current state of the program.
int setjmp( jmp_buf env );
Routine Required Header Compatibility
setjmp ANSI, Win 95, Win NT
For additional compatibility information, see Compatibility in the Introduction.
Libraries
LIBC.LIB Single thread static library, retail version
LIBCMT.LIB Multithread static library, retail version
MSVCRT.LIB Import library for MSVCRT.DLL, retail version
Return Value
setjmp returns 0 after saving the stack environment. If setjmp returns as a result of a longjmp call, it returns the value argument of longjmp, or if the value argument of longjmp is 0, setjmp returns 1. There is no error return.
Parameter
env
Variable in which environment is stored
Remarks
The setjmp function saves a stack environment, which you can subsequently restore using longjmp. When used together, setjmp and longjmp provide a way to execute a “non-local goto.” They are typically used to pass execution control to error-handling or recovery code in a previously called routine without using the normal calling or return conventions.
A call to setjmp saves the current stack environment in env. A subsequent call to longjmp restores the saved environment and returns control to the point just after the corresponding setjmp call. All variables (except register variables) accessible to the routine receiving control contain the values they had when longjmp was called.
setjmp and longjmp do not support C++ object semantics. In C++ programs, use the C++ exception-handling mechanism.
See Also longjmp
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you have to have the MSDN library installed on your comp to access them tho...
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Originally posted by EdrickV
VC++ 6 does have help files. :)
Yeah, but like I said, I couldn't make heads or tails of setjmp. :) Maybe someone else can take care of this part.
Originally posted by Stunaep
you've reorganised the change sexp menu! I LUV IT!
Thanks! A cookie for being the first person to say so. :)
hows the Dx8,1 release coming? Can't wait to put in those cutscenes.
Well, it's coming - that's all I know. I think it's progressing fairly well, but I don't know the exact status.
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aw rats...now fred works, so my excuse for not working on missions just went out the window...
:D
good job on all of the other stuff tho!
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hmm...I guess I have a new excuse...
I get this error when I try to start fs2 with the DatDB mods...
Error: Could not load in 2_Pop2!
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\UI\WINDOW.cpp
Line: 257
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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weird...I tried all three versions of FS2 that I have (regular, 3.3, and 3.4) and I get the same error...
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I just checked the code. Looks like something isn't right with your table files - as if you're configuring new graphics, and you forgot something.
It seems to me that the file 2_Pop2 is specified in one of your tables but not present in your mod.
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erm...just searched through all of the table files, and I couldn't fine any refrence to 2_pop2...
:confused:
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// --------------------------------------------------------------------
// UI_WINDOW::set_foreground_bmap()
//
// Specify the filename for the mask bitmap to display on the ui window as
// a background.
//
void UI_WINDOW::set_foreground_bmap(char *fname)
{
// load in the background bitmap
foreground_bmap_id = bm_load(fname);
if (foreground_bmap_id < 0) {
Error(LOCATION,"Could not load in %s!",fname);
}
#ifndef HARDWARE_ONLY
palette_use_bm_palette(foreground_bmap_id);
#endif
}
I'm not sure what's going on...but I have a feeling the problem lies with your mod, not with the code.
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I found the problem...it's very odd.
My sparky_high.vp file somehow became 0 length, and I have the res at 1024*768. It couldn't find any of the high-res gfx. I installed fs2 to another dir, and then copied that vp back over.
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Glad to hear it works. :)
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big thanks to you goob, I really like the distance-subsystem SEXP. Allows for all kinds of possibilities :D
And for re-organizing the SEXP menu...that helps fredding alot...
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FYI, that base file name "Pop2" is defined in the source code rather then tables, and the 2_ indicates it's looking for the high res version. (All the high res file names start with 2_ in front of the base filename.) The extention gets added somewhere else. (Probably in the bm_load() function.)
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Say...how do you use the special pause? I looked for it in the keyboard commands list, but I couldn't find it. Is there some parameter that you have to run FS2 with?
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Ok....couple of things to ask about.
1) In FRED2 Open 3.4....the stars do not appear. Was this a "feature" or a bug?
2) If you do not have the palet files for the old FS1 style nebulas, FRED2 Open 3.4 creates an overflow that can make a 700mb swapfile and reduce my PIII 733/384mb RAM to a hideously slow beast in seconds.
3) The beam/sheild bug still remains. You cannot properly play a FS2 mission with capital ships around with this bug. I thought it was eliminated...
Let me know whats going on :D
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Analazon: Thanks. :) Special pause is Alt-Pause.
IceFire: Are you sure you're running 3.4? I just started up my copy: the stars appear and the beam bug is squashed. As for the swapfile - I dunno about that.
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Ice, you're running the un-official 3.4, I am too. probably should re-d/l it
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odd....I re dl-ed it, and there are no stars...
hmm...
random quote semi-relating
I defy you stars!
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My bad on the beam bug. I was using 3.3...when I crashed last night, my shortcut must have reverted back to what it was before. So it was using 3.3 instead of 3.4.
But....the game crashed when I was testing. The decal code...is it off? Aren't PCX's required for it to work? Should those be released in the ZIP as well?
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Ice, read Goob's first post. It explains how to do the decal stuff...
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Double-check to make sure the main screen says v3.4. The stars show up on my computer - check the stars.tbl and your contrast and brightness and all that. Crashes may be due to either not using a fs2_open pilot or not having warp.pof in the models directory.
Hope this helps. :)
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Originally posted by Analazon
Ice, read Goob's first post. It explains how to do the decal stuff...
No no...I meant the actual code. I realize that the tables are used to activate it...
I shall make a new pilot to be sure. Just poping stuff up here as I go.
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Maybe someone wants to send me a debug build. Still random crashing under a new pilot, warp POF is in the right directory, and so on.
Two questions about the warp pof. Can it be scalled a tad bit bigger? At present, ships seem to just barely squeeze out of the portal....or not even. Also, there is a set of shooting white lines that come out of it. Thats kinda cool...but it looks more like a bug than intentional. If its intentional, more width is required I would think, then it'd look awesome.
Also, shield hits and thruster glows are larger than usual.
And finally....the game seems faster. Did someone optimize something because it just feels alot smoother.
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Originally posted by IceFire
Maybe someone wants to send me a debug build. Still random crashing under a new pilot, warp POF is in the right directory, and so on.
Is it completely random? I had thought we worked out all the crashes in 3.4. What are you doing when it crashes?
Two questions about the warp pof. Can it be scalled a tad bit bigger? At present, ships seem to just barely squeeze out of the portal....or not even. Also, there is a set of shooting white lines that come out of it. Thats kinda cool...but it looks more like a bug than intentional. If its intentional, more width is required I would think, then it'd look awesome.
We've noticed that. :) That's Bobboau's doing. He's going to resize the POF file to make it work the same as the old warp effect, and he's going to fix the lines thing (they're something he was working on but never finished).
Also, shield hits and thruster glows are larger than usual.
Bug. :) It's being investigated.
And finally....the game seems faster. Did someone optimize something because it just feels alot smoother.
I think so...I've noticed that too. Whoever optimized it has my thanks. :)
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I think that some of it is optimized...of course it could all be in my head :D, mouse movement seems to be a lot smoother...
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Actually, opengl is in there as well, we'll get you guys a launcher to enable it ;)
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fs2_open caused an Access Violation in module Unknown at 001b:ffffffff.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 1/2/2003 15:10:24.
C:\fs2open\fs2_open.exe, run by Mark.
1 processor(s), type 586.
256 MBytes physical memory.
Read from location ffffffff caused an access violation.
Registers:
EAX=00000005 CS=001b EIP=ffffffff EFLGS=00090206
EBX=0014fe80 SS=0023 ESP=0012f60c EBP=0060617c
ECX=0012ff24 DS=0023 ESI=0012e3f4 FS=0038
EDX=094ff7e0 ES=0023 EDI=73781b8c GS=0000
Bytes at CS:EIP:
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Stack dump:
0012f60c: 004028b4 70a71a29 ffffffff 0012ff34 7ffdf000 30382e31 00000000 00000000
0012f62c: 00000000 00000000 00000000 00000000 00000000 665c3a43 706f3273 00006e65
0012f64c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f66c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f68c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f6ac: 00000000 00000000 00000000 00000000 00000000 665c3a43 706f3273 665c6e65
0012f6cc: 652e3273 00006578 00000000 00000000 00000000 00000000 00000000 00000000
0012f6ec: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f70c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f72c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f74c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f76c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f78c: 00000000 00000000 00000000 00000000 00000001 37dd72ec ffffffff 37dd72ec
0012f7ac: 0c3be66e 52544e49 564d2e4f 003d0045 003f003e 00410040 00430042 00450044
0012f7cc: 00470046 00490048 004b004a 0012f80c 00140000 0012fa68 005db185 00000064
0012f7ec: 0012fa80 0012fa54 005ec566 ffffffff 00000000 0012fa68 005dab94 0000005c
0012f80c: 0012fa80 0012fa54 70a71a29 ffffffff 7ffdf000 77f6d564 ffffffff 77f517e6
0012f82c: 77f51778 77f517b2 0012faa8 0012faa0 00000000 008120ac 0192201a 2026201e
0012f84c: 20212020 0014d7a0 0000020b 77f52438 77f5248c 77f517b2 000003ff ffffffff
0012f86c: 7ffdf000 77f760e6 77f57b3a 0012f898 77f517b2 70a71a29 ffffffff 7ffdf000
0012f88c: 00a700a6 00a900a8 00ab00aa 6ba02d37 00000000 0045004b 00140640 004c0045
0012f8ac: 00320033 0044002e 665c3a43 706f3273 00006e65 00c100c0 00c300c2 00c500c4
0012f8cc: 00c700c6 00c900c8 00cb00ca 00cd00cc 00cf00ce 00d100d0 00d300d2 77f51566
0012f8ec: 00026938 00140640 0012facc 0bc60050 0bc60050 0d470000 0d470000 00000000
0012f90c: ffffffff 0012f93c 77f760e6 77f66090 0012f930 0d460008 0bc60000 0cbc1648
0012f92c: 0cbc1648 6ba02ba8 00000000 00001000 0d460000 0bc60000 0bc60000 0d430648
0012f94c: 00005f37 77f5676e 0bc60000 00140178 0014dfb0 0bc60608 00140178 00140178
0012f96c: 00000000 0012f9a0 77f595ea 00005f37 0014d7a0 0012f99c 77f51d1c 0000020b
0012f98c: 0014dfa8 00140000 0014d7a0 00000000 0012fa70 77f51dc9 00140178 77f51ec8
0012f9ac: 00140608 77f5166a 0012faa8 45455246 43415053 325f3245 00140100 00140178
0012f9cc: 0014d7a8 00000001 0012faa8 77f623f2 0014d7a8 0012fa2c 0012fa74 77f5166a
0012f9ec: 70a71a29 ffffffff 77f52e15 00140178 0014d7a8 77f52eae 00140178 00140178
0012fa0c: 000007fe 0000ff6e 0012fa04 0000ffe1 00000004 0014d7a0 00000000 00000000
0012fa2c: 00000000 00000000 00000000 00000000 0000030c 00000000 00000000 00000000
0012fa4c: 00000000 77f52013 00000003 ffffffff 00000001 0012f820 00000000 0012faa0
0012fa6c: 005d50a6 0012fa80 005ec569 0012fab4 ffffffff 0062515f 7ffffffb 0062515c
0012fa8c: 00000042 77e81b92 70a71a29 7ffdebf8 02080014 0012ff34 00408567 0062515c
0012faac: 005ec564 00000064 0040857d 00000003 00000000 0040772e 00000020 00000044
0012facc: 0ff6e000 04f8e000 26938000 140b0000 7ffe0000 73b8b000 03020210 02100210
0012faec: 02100210 02100200 02100301 665c3a43 706f3273 66006e65 6f5f3273 2e6e6570
0012fb0c: 00657865 02000200 02100302 02200302 03010302 02100248 02100210 02100210
0012fb2c: 0bc50640 02100210 02100312 02100210 02100210 02100210 02140214 03120210
0012fb4c: 02100210 02140210 02100312 02100210 02100210 03010301 03010301 03010301
0012fb6c: 03010301 03010301 03010301 03010301 03010301 03010301 03010301 03010301
0012fb8c: 02100301 03010301 0bc50178 0bc53658 03020301 0bc50178 0bc50178 03020302
0012fbac: 03020302 03020302 03020302 03020302 0bc53650 03020302 03020302 03020302
0012fbcc: 02100302 03020302 03020302 03020302 03020302 0012fc14 00140000 77f517e6
0012fbec: 0012fcc4 00000001 77f51690 0bc52d28 77f5164e 0bc509b8 77f5166a 0bc53640
0012fc0c: 0bc52db0 0bc535c0 77f52438 0bc535c0 77f517b2 006e2cb8 006e2c24 00000000
0012fc2c: 00000000 0bc50168 00000000 77f7583e 77f56887 ffffffff 0012fc78 00000000
0012fc4c: 0000024a 0bc535b8 0bc50000 0bc52db0 0bc50000 0bc52db0 00c50001 0bc535b8
0012fc6c: 0bc50178 00000000 00000000 00000000 10c52db0 00000000 0bc535b8 0bc50000
0012fc8c: 77f59229 0bc535b8 0bc50000 77f59229 0bc50000 0bc53890 00000059 0bc535b8
0012fcac: 0000005b 0012fe9c 000002c0 000000ee 0012fea8 77f58f94 10c50000 00000001
0012fccc: 77f58f7d 0bc50608 77f58f66 00000000 000002d0 0bc535c0 07060504 0b0a0908
0012fcec: 0f0e0d0c 13121110 17161514 1b1a1918 00140198 0014b928 00000010 00000000
0012fd0c: 00140198 0014b940 00140178 0014d780 3f3e3d3c 00140178 00140178 0bc50640
0012fd2c: 6f6e6d6c 73727170 77767574 5b7a7978 0014d778 0bc50640 0bc50640 0bc50640
0012fd4c: 0bc535b8 0bc535c0 77767574 7b7a7978 00140640 83828180 87868584 8b9a8988
0012fd6c: 00000008 00000311 97969594 9b9a9998 00140288 00140178 00140178 0014d758
0012fd8c: 00140288 0bc50178 0bc52788 0014d758 00000002 00000001 001401c0 001401c0
0012fdac: 00000000 00140168 00000000 0bc50178 0bc503c8 77f5285c 006e2cb8 0014d758
0012fdcc: 00000000 0014d750 0bc52d28 77ecedd8 0012fe96 77ecd040 00000225 0014d750
0012fdec: 00140178 00000000 00000000 00000000 77ecdf20 00000008 00000149 00000005
0012fe0c: 00000028 0bc52db8 00000001 77e60000 00000028 0012fe10 0014d758 00140000
0012fe2c: 0012fc20 00000008 0012fe78 00000053 77f6d5e0 ffffffff 0000005b 77f52877
0012fe4c: 77f5278b 00000008 00000051 006e2cb8 00000008 00000059 00000298 7ffde000
0012fe6c: 0bc535b8 000002d8 00000280 00000000 01f79005 000002c0 00000000 01f5282e
0012fe8c: 0bc50000 0012fcd8 77f6da00 0012fef4 77f79005 77f6da00 ffffffff 77f58f66
0012feac: 005dc2b9 0bc50000 00000001 0bc535c0 000002d0 70a71a29 000002c4 77f52013
0012fecc: 77f5201c 70a71a29 00020000 7ffdf000 7ffdf000 005e4f04 77f755de 7ffdf000
0012feec: 0012fed0 000002ae 0012ff30 00407838 00400000 00000000 00142372 00000001
0012ff0c: 70a71a29 00000000 7ffdf000 ffffffff 0012ff0c 0012f234 0012ffb0 005d5578
0012ff2c: 005e54e0 00000000 0012ffc0 005d5949 00400000 00000000 00142372 00000001
0012ff4c: 70a71a29 80000002 7ffdf000 f5b0dc8c 00142372 f5b0dc7c 00000044 00143ef0
0012ff6c: 001432a0 00144180 00000000 00000000 00000000 00000000 00000000 00000000
0012ff8c: 00000000 00000401 00000001 00000000 00000000 00010001 00000000 0012ff4c
0012ffac: e1393510 0012ffe0 005d5578 005e5e98 00000000 0012fff0 77e814c7 70a71a29
0012ffcc: 80000002 7ffdf000 f5b0dcf0 0012ffc8 8053c88f ffffffff 77e94809 77e91210
0012ffec: 00000000 00000000 00000000 005d5869 00000000
Module list: names, addresses, sizes, time stamps and file times:
C:\fs2open\fs2_open.exe, loaded at 0x00400000 - 2260992 bytes - 3e11fbca - file date is 12/31/2002 15:19:28
C:\PROGRA~1\Grisoft\AVG6\avgoerun.dll, loaded at 0x10000000 - 40960 bytes - 3bc2e655 - file date is 9/9/2002 05:00:00
C:\WINDOWS\System32\imaadp32.acm, loaded at 0x58420000 - 14848 bytes - 3d6df9d6 - file date is 8/29/2002 05:39:20
C:\WINDOWS\System32\uxtheme.dll, loaded at 0x5ad70000 - 203264 bytes - 3d6df9da - file date is 8/29/2002 05:41:18
C:\WINDOWS\System32\OPENGL32.dll, loaded at 0x5ed00000 - 686080 bytes - 3d6df9e5 - file date is 8/29/2002 05:41:10
C:\WINDOWS\System32\GLU32.dll, loaded at 0x68b20000 - 116736 bytes - 3b7dfe60 - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\D3DIM.DLL, loaded at 0x6d910000 - 436224 bytes - 3b7dfe48 - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\WS2HELP.dll, loaded at 0x71aa0000 - 18944 bytes - 3b7dfe32 - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\WS2_32.dll, loaded at 0x71ab0000 - 75264 bytes - 3b7dfe31 - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\WSOCK32.dll, loaded at 0x71ad0000 - 21504 bytes - 3b7dfe31 - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\DINPUT.dll, loaded at 0x72280000 - 151552 bytes - 3d6dfa07 - file date is 8/29/2002 05:40:50
C:\WINDOWS\System32\msadp32.acm, loaded at 0x72cf0000 - 13312 bytes - 3d6dfa0a - file date is 8/29/2002 05:40:12
C:\WINDOWS\System32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\wdmaud.drv, loaded at 0x72d20000 - 22016 bytes - 3b7dfe2a - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\DDRAW.dll, loaded at 0x73760000 - 253440 bytes - 3d6dfa0d - file date is 8/29/2002 05:40:50
C:\WINDOWS\System32\DCIMAN32.dll, loaded at 0x73bc0000 - 7680 bytes - 3b7dfe25 - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 3b7dfe24 - file date is 8/17/2001 09:36:18
C:\WINDOWS\System32\dsound.dll, loaded at 0x73f10000 - 338944 bytes - 3b7dfe23 - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\WINMM.dll, loaded at 0x76b40000 - 171520 bytes - 3d6dfa20 - file date is 8/29/2002 05:41:18
C:\WINDOWS\System32\Secur32.dll, loaded at 0x76f90000 - 52224 bytes - 3d6dfa22 - file date is 8/29/2002 05:41:12
C:\WINDOWS\system32\ole32.dll, loaded at 0x771b0000 - 1169920 bytes - 3d6dfa22 - file date is 8/29/2002 05:41:10
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x77340000 - 557056 bytes - 3d6dfa2a - file date is 8/29/2002 05:40:50
C:\WINDOWS\System32\midimap.dll, loaded at 0x77bd0000 - 17920 bytes - 3b7dfe0f - file date is 8/17/2001 17:00:00
C:\WINDOWS\System32\MSACM32.dll, loaded at 0x77be0000 - 67072 bytes - 3b7dfe0f - file date is 8/17/2001 17:00:00
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 16384 bytes - 3b7dfe0f - file date is 8/17/2001 17:00:00
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 323072 bytes - 3d6dfa27 - file date is 8/29/2002 05:41:08
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77c70000 - 250368 bytes - 3d6dfa27 - file date is 8/29/2002 05:40:56
C:\WINDOWS\system32\USER32.dll, loaded at 0x77d40000 - 528896 bytes - 3dc30db4 - file date is 11/1/2002 15:26:46
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 558080 bytes - 3d6dfa28 - file date is 8/29/2002 05:40:48
C:\WINDOWS\system32\kernel32.dll, loaded at 0x77e60000 - 930304 bytes - 3d6dfa28 - file date is 8/29/2002 05:41:00
C:\WINDOWS\System32\ntdll.dll, loaded at 0x77f50000 - 668672 bytes - 3d6dfa28 - file date is 8/29/2002 05:40:42
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x78000000 - 530432 bytes - 3d6dfa29 - file date is 8/29/2002 05:41:10
That's the error I got when I clicked the FS2 open icon. What am I doing wrong?
EDIT: Also for the FRED one:
Error: Can't open palette file
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Palman\PalMan.cpp
Line: 335
Call stack:
------------------------------------------------------------------
fred2_open.exe 0063825b()
fred2_open.exe 00623bd3()
fred2_open.exe 00622bb8()
fred2_open.exe 00622dc0()
USER32.dll 77d67ad7()
USER32.dll 77d6cc6e()
USER32.dll 77d445bd()
USER32.dll 77d4bc1a()
ntdll.dll 77fb4da6()
USER32.dll 77d812b0()
USER32.dll 77d4bc60()
fred2_open.exe 006232cd()
fred2_open.exe 006381ae()
fred2_open.exe 006383be()
fred2_open.exe 0062cf91()
------------------------------------------------------------------
-
Originally posted by Goober5000
Is it completely random? I had thought we worked out all the crashes in 3.4. What are you doing when it crashes?[/i]
Completly random.
-
:doh:
I don't know what it could be - it hasn't happened to me. Try it w/o any mods. Is it in-mission on at the main hall?
-
Originally posted by fs2freak88
etc.
They might be the same error. Make sure all your vp files are okay.
-
Originally posted by Goober5000
:doh:
I don't know what it could be - it hasn't happened to me. Try it w/o any mods. Is it in-mission on at the main hall?
In missions and definately not specific to a particular action that I can determine. I've experimented with all types of weapons and situations. One time it crashed in a small dogfight situation...other times there were three destroyer class vessels duking it out with fighters and bombers in between.
I'll definately try the non-MOD thing...but BWO does not make use of any new MOD elements and its been running stable on all other versions uptil now.
-
Grr... that's the worst kind of bug...
I really can't do anything unless I know the circumstances of the crash. Are you firing your weapons, are you in a nebula, is anything docking, is anything warping in or out, etc. etc. etc.
Or you could send me a preview of BWO and I could check it out on my computer. ;) :lol:
-
It might sound simplistic, but try cleaning out your heat sink. I'd been getting random errors until I did just now.
-
about the problems with the warp model, see if this one (http://freespace.volitionwatch.com/blackwater/warp.zip) works better
-
When using the "All Ship Beam-Freed by Default" option in the Mission Specs editor, I get crashes whenever a new ship carrying beams enters the mission once missiontime>0.
Hmm, should probably enter this in Bugzilla, too.
-
Originally posted by Sesquipedalian
When using the "All Ship Beam-Freed by Default" option in the Mission Specs editor, I get crashes whenever a new ship carrying beams enters the mission once missiontime>0.
That's my department. I'll take a look.
EDIT: Fixed. :)
-
will someone run this relese(a debug build) and this build (http://freespace.volitionwatch.com/blackwater/fs2_open_hopefuly_faster_decals.zip) and tell me if it runs any faster, make sure you have decals enabled as I am trying to get them rendering faster
-
Great warp effect in 3.4, but I think the portal'd look better emitting particles (a la beam cannons) instead of that dodgy line thingy.
Sid.
-
Originally posted by SadisticSid
Great warp effect in 3.4, but I think the portal'd look better emitting particles (a la beam cannons) instead of that dodgy line thingy.
Sid.
Are they MEANT to be there? I tho it was a problem with the model.
-
It was something Bobboau was working on but never finished.
-
Bobboau: You might want to email the tester list, there are people just itching to test out there :)
-
Originally posted by SadisticSid
Great warp effect in 3.4, but I think the portal'd look better emitting particles (a la beam cannons) instead of that dodgy line thingy.
Sid.
Originally posted by vyper
Are they MEANT to be there? I tho it was a problem with the model.
Ahem...Originally posted by Bobboau
about the problems with the warp model, see if this one (http://freespace.volitionwatch.com/blackwater/warp.zip) works better
-
note I didn't fix the line thingy yet, but it literaly a five second fix
-
whoa, I'm impressed, it worked fine first time ( save that the first time I launched the exe, all the texts in the pilot selection screen were replaced with white quads, but it didn't happen again ).
If only I could make those navlights in modelview, I'd try that right away :p
btw, are ani textures enabled?
-
Debug build added (first post). IceFire, if you want to check it out and report any anomalies with BWO, please do. :)
-
yup, it looks for PCX file first then ani, though I'm thinking I may want to reverse that, the thing with the pilot select screen is what hapens if something interupts the inital loading, and it can't load the font texture
-
someone should invite one of the volition guys onto the forum, they'd be intrigued as to what we're doing to the source code that they so nicely released..
-
Originally posted by Turnsky
someone should invite one of the volition guys onto the forum, they'd be intrigued as to what we're doing to the source code that they so nicely released..
oh they're here. You just don't see them.
-
yes the Vgods are always with, us even if you can not see them,
I can feel the radiant light of justice eminating from daves hammer right now...
oh,
wait a sec,
something when wrong with my space heater... crap,
I've got to,
got to go
-
:lol:
-
Hey, how come the FRED2_OPEN 3.4's version # is 2.3.2?
-
Because someone forgot to renumber it. ;)
I think I'll renumber to 3.4 all around.
-
The Distance-Ship-Subsystem SEXP is grayed out.
-
That's because you're not using it in the right place. It returns a number, and you need a sexp that accepts a number. For example, < or >.
when
--<
----distance-ship-subsystem
------Alpha 1
------GTD Whatever
------fighterbay
----50
--do-something
Usually, fiddling around a little will give you the answer to your question. See if you missed something yourself before posting. ;)
-
Originally posted by DTP
seems more likely that, you got an error in the TBL file.
Fixed it. Missing some Entries, and exsisting ones were invalid.
-
I get random crashes with the non debug version. Rather annoying. When i play a mission or a self made mission it just crashes and sends me back to the desktop with out any error messages. Should i copy/paste the error log here?
And where is bob's thread with the glow maps? i can't find it, not even with the search function!
-
Originally posted by Darkage
I get random crashes with the non debug version. Rather annoying. When i play a mission or a self made mission it just crashes and sends me back to the desktop with out any error messages. Should i copy/paste the error log here?
There were some weird problems before; try the most recent build in the Texture Replacements thread.
And where is bob's thread with the glow maps? i can't find it, not even with the search function!
http://www.hard-light.net/forums/index.php/topic,12494.0.html :nod:
-
Thanks for your help Goober;)
-
I've had some CTDs as well in the "A Lion At The Gate" mission in the original campaign. They occured with the official 3.4, and with both a CVS release build and a CVS debug build I'd made yesterday. (Just did a CVS update and am rebuilding for another try.) In all three cases the error was a GPF about it trying to read from memory address ffffffff. (And of course the GPFs aren't shown, they just go into the error log.) Won't worry about Bugzilla till I try it again.
-
Looks pretty damm good, so far (only done the training missions and the first one:rolleyes: )
A point I would clarfied though.
I Assume the Command argument flags
'fs2_open3.2.2 -X'
are still part of this build? If so, then which file/folders need duplicates in 'mymod' folders?
What I'm saying is, can I have folders that hold ALL my models,Maps, Effects etc, with a tables folder containing all the tables, except for those which need to be diffrent (eg ships.tbl), with seperate tbl's in the various 'mymod' folders?
Or do they need to have all the bits needed for the various mods contained in the 'mymod' folders?:shaking:
BTW, that warp pof effect, shiped with the build, is damm cool.:cool: It really looks like the craft are emerging from a tunnel. Those lines are the only flaw, but I'll see what Bobboau's new version is like.......If it's anything like his other work..;7 :yes:
EDIT: oh, BTW, where do the new hud bits that ballistic primaries go?
-
The only "REQUIRED" directories that are needed are the Player directories.
FS2_open will use any files found in the mod directory. note any files that are searched for. and by that i mean, fi you have a model that uses a PCX file named Fighter99.pcx and you have a duplicate of it in the mod dir, then it will use the duplicate, not the one found in the plain freespace2/maps/
But you do not need to have all your various files in the mod dir, if fs2 finds them in the default locations it will use them if they are needed, even when you are using the mod flag. But if there is a duplicate in the mod dir, it will use the duplicate. That is, if you are using the mod flag.
Confusing :).
i hope you are aware that 'mymod' can be anything you desire
fs2_open -mod mymod
looks first for files in freespace2/mymod/data/maps->models->, etc
fs2_open -mod tpb
looks first for files in freespace2/tbp/data/->\models->, etc
fs2_open -mod fs1port
looks first for files in freespace2/fs1port/data/maps->models->, etc
fs2_open -mod someothercoolmod
looks first for files in freespace2/someothercoolmod/maps->models->data, etc
-EDIT;
a little late edit but, in a short
if fs2 is installed in c:\games\freespace2
then this is the game root; C:\games\freespace2\
So what i did in short, was that in case of the mod flag, i created an extra root to be searched through for files.
and that root would be in case of -mod somcoolmod
C:\games\freespace2\somecoolmod\
fs2 treats the second root as it treats the first root, but the second root never gets activated if the mod flag is not used.
and if the second root is being activated, it is being given priority over the first root so that files found in the second root will be used instead of identical files found in the first root.
So in short, you dont need to have all your extra files in the second root, if they are found in the first root, and not in the second, they will still get used. but they will get used everytime you start up freespace2 in the case of TBL files.
But remember, they will ofcourse only be used if FS2_open needs them.
also there is restriction on the length of the path.
it can max be 128 characthers long. but you should never reach that.
for example
C:\Games\FreeSpace2\somecoolmod\data\players\images\
is 52 chars long
Now if i did´nt have some many dam irons in the fire i would add mod support to FRED2.
BUT since people who work on a mod almost certainly does it most of the time, they will never need it.
mod support is user-freindly, not very developer freindly
-
Originally posted by Raptor
oh, BTW, where do the new hud bits that ballistic primaries go?
\data\hud
-
Could someone maybe send me the .pcx decal files used in the screenshot? Much appreciated.
-
Originally posted by Sesquipedalian
It might sound simplistic, but try cleaning out your heat sink. I'd been getting random errors until I did just now.
"Heat sinks were not made for this kind of abuse, Command! We'll melt down our cannons if we push any harder!"
I'm really sorry about that; I just couldn't resist it... :drevil: