Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on February 22, 2003, 07:42:52 am
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WMCoolmon committed the movie playing code last night.
I'll ask all developers to double check their bugs and committ stuff, look at the committ emails from WM to see how to disable the movie playing stuff if you do not have the DX8 SDK. All you need to do is put the SDK in your path to work with this, but it's a big download, so, your choice.
I do not believe he added the files to the project file, I'll do that today and post any additional instructions for compiling it.
As for using it, apparently you set it in the campaign editor, I'll let WM explain when he gets a chance.
Anyway, check your bugs and committ any last minute stuff, I want to get this sucker out :)
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YES!!!!
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Are we going to have mp3 support? i am just wondering how hard this would be to implement. With all of the mods out there it would sure help as far as download size goes. yup you guessed it....i am on 56k.
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i have the dx8sdk and i zipped up the .h files and it compresses it down to <900kb. It seems like there was a bunch of textures and video clips for samples that inflated the size of the original dl
edit: libs zip to ~1.5mb
edit #2:
.h files (http://fs2source.warpcore.org/dx/dx8include.zip)
.lib files (http://fs2source.warpcore.org/dx/dx8lib.zip)
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I'm going to keep my gcc changes out of this release unless there are objections. It's still not ready for prime-time, and I don't want to stand in the way of a release :)
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Sounds good, Penguin.
Phreak: In looking at the license, I don;t see any reason NOT to check in the required libs/headers for the stuff for DX8, do you? Can you figure out what lib/.h we need and just check it in? I'm in and out running errands this morning, so, I am not going to be able to play with it till this afternoon.
Shadow: Music is later, no mp3 support at this time, and we may just replace the MS player with something more robust, but that will be Penguins call, he was gonna poke at Xvid, I think.
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So what's in 3.5?
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Originally posted by Killfrenzy
So what's in 3.5?
Yeah, what? :)
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w00t w00t w00t w00t w00t w00t w00t!!!!!!!
there is tons of stuff in this release...including several new sexps...
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Wait and see.
But, unless you have been asleep since 3.4, we've been talking about a great deal of stuff, my guess (sarcasm) is that most of that will be in this release ;)
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Originally posted by Inquisitor
Wait and see.
But, unless you have been asleep since 3.4, we've been talking about a great deal of stuff, my guess (sarcasm) is that most of that will be in this release ;)
Hey! :p
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glow mapping, some bug fixes in fighter beams, other stuff
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Has someone made up a list of all the new features and how they are implemented in the tables yet? I'm doing the searching but thats becoming tedious :D
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Movie-playing stuffs:
Adding a movie to a mission:
This is pretty easy. Anyone who's used the Campaign Editor will have noticed the field for a "Briefing cutscene". Just enter the filename of the movie, and it should play right before the Command Briefing.
Enabling movie support:
Movie support needs to be enabled with the "-dshowvid" command line option. Otherwise, movies will be skipped when they're set to play.
You'll also probably need DX8 to use the EXE, and the DX8 SDK to compile the movie-specific code (in "movie" and "dx8show")
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sweet :D
hey inquisitor, you check out the stuff I suggested in that PM?
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did anyone look into that crashing bug that I had mentioned, the one that shows up when you hit the continue thing in the main hall, and doee not show up in the debug build
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Originally posted by WMCoolmon
Movie-playing stuffs:
Adding a movie to a mission:
This is pretty easy. Anyone who's used the Campaign Editor will have noticed the field for a "Briefing cutscene". Just enter the filename of the movie, and it should play right before the Command Briefing.
Enabling movie support:
Movie support needs to be enabled with the "-dshowvid" command line option. Otherwise, movies will be skipped when they're set to play.
You'll also probably need DX8 to use the EXE, and the DX8 SDK to compile the movie-specific code (in "movie" and "dx8show")
couldn't that command line thingy be set as a default?
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Hey, it's not my modification, it's RT's. You don't have to nitpick or remove it simply because I commited it. :p (See: ship trails, loading screen)
Yes, it could be set by default, but I think it will make it possible for non-DX8 users to play FS2 without nasty crashes. If that's true, it's probably a good idea to leave it in.
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I assume DX8 is short for 'DirectX 8', right?
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yes
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Once more I humbly requect that someone consider in-engine cutscenes. If soeone cannot make a cutscene of the sort already in game, then one could be made in the game engine, in FREDm but saved in some new format, rather than a mission. or even as a mission, but with the player whereever the camera is. It would be a lot like cutscenes in OFP.
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Well, when we figure out how to code it, we'll let ya know ;)
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Bob: what crashing bug? Did you submit it to bugzilla?
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Also, some of the things included in the recent releases such as ballistic primaries, glow points, and glow maps require other files. Would the source code crew kindly include the files required by the additions? This would be very helpful.
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I asked someone to confirm if they were getting a bug that crashed only in relese build that caused the game to crash when restarting a campain, I saw it first when I was trying to fix the fighter beams, I don't think it was my code, but I can't be sure
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Originally posted by Rampage
Also, some of the things included in the recent releases such as ballistic primaries, glow points, and glow maps require other files. Would the source code crew kindly include the files required by the additions? This would be very helpful.
http://www.evilnet.net/~mechwar3d/fs2_open.zip
If you notice something missing from the VP, get ahold of me and I'll add it to the VP. :nod:
On a side note, I think it's about time the FSSCP started to commision some modders for rejuvenating FS with new media to go with the new features. Specifically, I'm thinking of glow points and glow maps (There are a few that aren't done).
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WM: pop online, I'll give you the password to upload that to the warpcore server.
Also, I have a question about the DX8 includes :)
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Originally posted by Knight Templar
sweet :D
hey inquisitor, you check out the stuff I suggested in that PM?
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Will we be able to use 3.5 in TBP and the BWO demo?
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KT: I heard you the first time.
Dev team:
I committed dxguid, ddraw, and strmiids.lib from to fs2_open/code/directx
But for some reason, my updated workspace doesn't want to committ...
Soooooo...
right-click directx folder, click add files to folder, and use the open dialog to add the above 3 files
go to project | settings and select the 'code' project. open the directx folder and select vDdraw.lib and vDxguid.lib, then click "Exclude file...", then click OK
Thanks to WM for the help. I do not THINK you need the whole dx8 sdk now, it should compile without it with those files, so update and try it.
About to make a release...
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Can you please clear out this DX8 SDK thing, do we all have to download and install it?
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no only us devs, you just have to be up to dx8(.1?)
if there is going to be a merge with the DX8 branch we could have some major coolness comeing
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Originally posted by Bobboau
no only us devs, you just have to be up to dx8(.1?)
if there is going to be a merge with the DX8 branch we could have some major coolness comeing
Indeed it must be the latest DX8 release, as I found out when I beta tested the DX stuff. I gave RT a severe headache for days until he figured out I wasn't up to 8.1b (I think) ;)
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Users just need the DX8 runtimes.
SDK stands for Software Developement Kit, so unless you are messing with the source, you don't need it.
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Originally posted by Inquisitor
Users just need the DX8 runtimes.
SDK stands for Software Developement Kit, so unless you are messing with the source, you don't need it.
whips brow
Phew! Thank god for that!
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I suppose it is compatible with DX9 too, yes?
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You tell me when it's released ;)
But I do not see why not...
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The DirectX 9 SDK is released (And they even let you choose which language to download the SDK for, which reduces the size to just around 100MB for the C/++ SDK), and although I haven't checked, it MUST be able to compile under the new SDK, as DirectX SDKs are always backwards compatible (Which is why you can compile FreeSpace 2 with the DirectX 8 SDK without porting it to DirectX 8 in the first place).
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But you need VS.Net.
Which I ain't shelling out for just yet.
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it might be a good idea for us to put together a file pack to activate the new SC changes, things like the warp model (wich might still be required:nervous: ), glow maps, and a bunch of cool weapon effects, and prety much every change is designed to not activate unless specificly told to via a table or mission flag,
maybe we should invoke the modders.
also make sure we let out a FRED_open
Ok I just fixed the "warp model crashing when I can't find it" bug, commiting...
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Originally posted by WMCoolmon at the top of this page
http://www.evilnet.net/~mechwar3d/fs2_open.zip
Also located at http://fs2source.warpcore.org/mediaVPs/fs2_open35.zip
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That's just the vp files, exe coming soon, very soon :)
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I just commited one last bug fix, fighter beams now record kills properly
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Originally posted by WMCoolmon
Also located at http://fs2source.warpcore.org/mediaVPs/fs2_open35.zip
Does this have glow-pointed models, perchance?
Also, what size is it? - I'm going to link to it on the Casualties website (now using some optional SC stuff)
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Build is tagged as fs2open_3_5
Compiling now.
Code freeze is off, go nuts again guys.
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w00000000t!!!
more SCP goodies!!
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Not quite yet, it seems. We still have to figure out what's causing the initial status bug - if you change your ship selection, you start out the game with the original ship's stats. Thus, going from a Perseus default to a Herc II means you start out the mission with 74% hull and around 50% shields.
Soon as that's fixed, then we'll release it. :)
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Can you put a list here of all the bugs fixed and new additions of FS2 3.5?
I would like to verify it against my list.
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Originally posted by Rampage
Can you put a list here of all the bugs fixed and new additions of FS2 3.5?
I would like to verify it against my list.
Same here
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No, I'll put it in the readme that we are writing...
;)
The 3.4 list actually has been kept up to date, so it's pretty accurate, I am also gonna package up a prelim launcher and the VP files that WM pulled together for us.
But, you guys have to be patient, and if you MUST now beofre that is ready, I suggest keeping up to date on the various threads here ;)
And what list is that, Rampage?
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I think the best candidate for the bug is in change_ship_type(), it is called by the mission select ui code to change the ship type, Goober modifyed this code so it could be used in mission, specificly:
// set the correct hull strength
if (Fred_running) {
objp->hull_strength = 100.0f;
} else {
// commented by Goober5000: we want to maintain hull strength
//objp->hull_strength = sip->initial_hull_strength;
}
// set the correct shields strength
if (Fred_running) {
objp->shields[0] = 100.0f;
} else {
// Goober5000 - again, we want to maintain shield strength
//set_shield_strength(objp, sip->shields);
}
I think the best thing to do would be to give this function a flag of some sort for reseting these values with a defalt value that leaves it the way it was
as for other bugs I have fixed a number of them in the fighter beam code, I added bank specific compatabilities, and a field of fire tag, and shield pierceing flag.
are we going to get a fred3.5 as well?
and what are all the things that fred now needs to take care of?(ex; nameplates)
and when is fred going to get merged back into FSO?
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There haven't been any committs to FRED recently, I was gonna flag and compile it anyway, but not alot of activity. This release has been a lot of bug fxing and core in-game stuff, not sure what is therer that is FRED related, I will review the logs.
As for when (or if) we merge back into the project from it's seperate module, lets discuss that after I get this thing packaged up.
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Aha! Bobboau, I think you have it! Thanks. It'll save me all that hunting. :) What I'll have to do is add a flag to the function call that only skips that code if change_ship_type() is called by the SEXP (which is the reason I commented it out in the first place).
As far as FRED, I think everything is in except for the nameplates. I haven't figured out exactly how to add nameplate support in FRED because the texture replacement list could be any number of lines long.
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Okay, I think I fixed it. Can someone update their CVS and test it, please? I currently don't have FS2 installed. :nervous:
EDIT: And Inquisitor, check your PM. :)