Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on March 02, 2003, 12:29:45 pm
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http://freespace.volitionwatch.com/fsscp/files.php (http://freespace.volitionwatch.com/fsscp/files.php)
Debug version available in the exe's folder:
http://fs2source.warpcore.org/exes/fs2_open_debug_3_5.exe (http://fs2source.warpcore.org/exes/fs2_open_debug_3_5.exe)
EDIT: These links are all dead. :( A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_5.zip
ReadMe available here:
http://fs2source.warpcore.org/readme/ (http://fs2source.warpcore.org/readme/)
As always, PLEASE report bugs on Bugzilla:
http://fs2source.warpcore.org/bugzilla/index.cgi (http://fs2source.warpcore.org/bugzilla/index.cgi)
Old 3.4 thread (http://www.hard-light.net/forums/index.php?topic=12325.0)
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Nice! :)
This has the initial status bugfix in it, right?
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W00000000000000000000000000tttttt!!!!!!!!111 :D
3.5! :) :yes:
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Yes, Goob, it does.
There might be a 3.51, someone just PM'd me about a bugfix that sounds good enough to do.
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:D
yaaaaaaaaaayyyyyyyyy!!!!!!!!!!!11111111111111
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um... no fred3.5?
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Not yet, getting to is as we go...
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Noooo! You included Bobboau's sucky 5-minute glowmaps!!
Please please please use these instead.
http://www.3dap.com/hlp/hosted/fsport/working/GEglowmaps.zip
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are the new functions in the read me automatically put or u have to do most of them manually for them to work?
also... good work.
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i thought the glowmaps was incorporated automatically into 3.5?
what about the launcher u guys promised?
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jesus, have some patience, working on it... I'm getting to the launcher, but i figured it would be better to release the bulk of it, would you prefer that I kept it back?
And what do you mean about the new "functions"?
And the sucky glowmaps I believe can be replaced at will, no, I'll take yours into consideration ;)
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Originally posted by Inquisitor
jesus, have some patience, working on it... I'm getting to the launcher, but i figured it would be better to release the bulk of it, would you prefer that I kept it back?
And what do you mean about the new "functions"?
And the sucky glowmaps I believe can be replaced at will, no, I'll take yours into consideration ;)
dont mind me got excited lol....
functions im refering to r in the 3.5 readme. such as the damage decals, balistic primaries etc...
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I bleieve you have to do what it says to do ;)
I guess I am still not understanding the question :)
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Originally posted by Inquisitor
I bleieve you have to do what it says to do ;)
I guess I am still not understanding the question :)
in other words, rather then type them in manually for some newbies it would be a problem, why not make like a flag for em somewhere like in fred or something?
also i go tthis error (i know the bugzillia thingy but i couldnt get in, my net sucks right now)..
When i change registry entry to Open GL - Primary Display etc. etc.
i got this:
Error: Software mode is unsupported, use hardware acceleration. If not using software mode, then something was misspelled. GET A PROGRAMMER!!
File:C:\fs2_open\fs2_open\code\FREESPACE2\FreeSpace.cpp
Line: 2464
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
me thinks someone spelled something wrong.
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Testers are aware of this, (Email sent) --->
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VP Media Pack (Art to enable certain features of fs2_open): http://fs2source.warpcore.org/mediavps/fs2_open35.zip
See the readme in the zip for details. It includes Bobboau's glows, though that can be changed if needed.
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Yeah, Deep, you probably misspelled the reg key.
And PLEASE post bugs to bugzilla, if you can post here, you can post there. It REALLY helps us keep track of things.
Cut and pased your reg key here, lemme look, I'll make sure the read me is clearer...
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Originally posted by Inquisitor
Yeah, Deep, you probably misspelled the reg key.
And PLEASE post bugs to bugzilla, if you can post here, you can post there. It REALLY helps us keep track of things.
Cut and pased your reg key here, lemme look, I'll make sure the read me is clearer...
dude i tried to but my net was acting up not loading the page. i woulda if i coulda...
but that is wierd cause i didnt mispell it... :wtf:
but i dunno this pc been actin up...
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use GalacticEmperor's glow maps, I literaly spent five minutes per map, so his are undoubtebly better looking.
there shouldn't be that big a diference, but his should be just that much more pollished
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the colors r a tad better.
i have to go reDL the BWO demo just to use the lighting functions they use...
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Something else: did you guys do something to the shield impact effect? It looks sloppier.
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how so?
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the impact animation is much too large, so if the ship is hit from multiple angles at once they can cross each other up. I'll get a picture up sometime if I remember to snap it. Also, the glowmap function does more to enhance the nebula atmosphere than I expected now that they draw correctly. Awesome effect guys!
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*waits impatiently for fred2 open 3.5*
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ok, got a shot of that shield problem... Were the animations applied to the actual shield model at one point? Because they aren't now...
(http://www.geocities.com/cek_83/screen03.txt)
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In your Options menu, is "Shield Hit Effects" set to full? If it isn't the shield mesh for ships gets scaled down a bit, giving it a blockier look. Might be something else entirely though.
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Originally posted by StratComm
ok, got a shot of that shield problem... Were the animations applied to the actual shield model at one point? Because they aren't now...
(http://www.geocities.com/cek_83/screen03.txt)
i saw the same issue, the shields are more blocky. there not smooth around the crafts anymore...
also i got this other one. ima drop these in bugzzilla in a minute it works for me now.
"GTB Medusa Cannot Carry Trebuchets in bank 5/6."
:wtf:
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"GTB Medusa Cannot Carry Trebuchets in bank 5/6."
daagnaraa, Goober was right, that's mine
:doubt:
maybe I forgot to take into acount the diferent ways banks were aranged
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Originally posted by GalacticEmperor
Noooo! You included Bobboau's sucky 5-minute glowmaps!!
Please please please use these instead.
http://www.3dap.com/hlp/hosted/fsport/working/GEglowmaps.zip
I've now complied GE's improved glowmaps into a convenient VP file (http://www.3dap.com/hlp/hosted/scroll/misc/glowmaps.zip) for ease of use.
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Originally posted by Bobboau
"GTB Medusa Cannot Carry Trebuchets in bank 5/6." daagnaraa, Goober was right, that's mine :doubt:
maybe I forgot to take into acount the diferent ways banks were aranged
I took a fresh start of the main campaign with a new pilot, and noticed I couldn't load Tempests on Myrmidon's first two secondary slots... Also, beta wing's primary banks are empty by default! They were in a world of hurt in the Iceni interception mission (scramble mission, no chance to load them any primaries... 10 Rockeyes and 120 Tempests against two cruisers and fighter escorts... :rolleyes: )
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The weapons system is messed up; it's being fixed. :)
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see if this (http://freespace.volitionwatch.com/blackwater/fs2_open.zip) works more like it should, see if all weapons are available to all ships in all banks that they are suposed to be, and see if default weapons a culled corectly,
oh crap, I forgot I never commited that one bugfix (goes and redoes fix, recommits)
the file should have this thing I'm talking about in it,
no bugs honest :)
bug hunting at 4:30 in the morning isn't a good thing
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:D This'll be in use for my campaign :D
:nod::yes:
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hi a couple of questions, how do i set the fighter to "slide" i believe this has been enabled and is customisable in the contorls menu, cant seem to find it, whats its name ?
also ive made a test campaign to test the avi implementation and added the command line to activate it during play:
i'm obviously a complete newbie at this but what does:
You'll also probably need DX8 to use the EXE, and the DX8 SDK to compile the movie-specific code (in "movie" and "dx8show")
- ^ from the redme ^
what is this movie specific code? does this need to be a certain resolution / codec / colour depth ? also where should the movies be placed?
is it possible to set the exe so it runs with this features enabled automatically, i assume this is simple for the programmer !
in the case of glowmaps, how about a "-glowonly" tag for a map that is all glowmap, and how about the ability to use 2 colour and 16 colour maps for glowmaps to reduce the file size, would this reduce the amount of memory being used? i'm assuming glowmaps can be pretty memory intensive, but can looks super!
would it be hard to enable an exe to specifically launch a mod, i assume this is dead easy, so the babylon project can have its own /freespace2/TBP/data/ folder. with an exe looking for the data there
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Originally posted by CptWhite
and how about the ability to use 2 colour and 16 colour maps for glowmaps to reduce the file size, would this reduce the amount of memory being used? i'm assuming glowmaps can be pretty memory intensive, but can looks super!
That's not a bad idea. All the glowmaps can be doe using a 16 color palette, I think.
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Originally posted by CptWhite
would it be hard to enable an exe to specifically launch a mod, i assume this is dead easy, so the babylon project can have its own /freespace2/TBP/data/ folder. with an exe looking for the data there
that's alreadey in the SCP exe, just read the entire readme, it's in there, you do it with a command line.
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sorry i meant without a command line, thats the idea, so people playing TBP can just click a TBP.exe without the need for typing a command line :)
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ypu can do this, make an shortcut to the exe file, and add the command line in the shortcut options, it think. and when the launcher is ready, it probably will have a nice interface for this.
sorry if i'm talking nocense here, i've got a headache like i just didn't "dive, dive, and hit your burner's pilot!" ravana's make a nice impact on your skull, you know.
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You could always make a batch file. Make a file called TBP.bat. Inside type in the command string that you would from the console, save and close there you go. Double click on the file you just made and have fun. Oh, you should have the bat file in the same dir as the fs2 open exe. Could always make a short cut on the desktop. Sorry if this makes no sense.
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how do we get -mod command line in conjunction with TBP and bobboas glow maps and tables and ect. I tried dumping all his stuff into the TBP folder. I have the data folder in the TBP\data. so far it goes into the program and just uses the usual files.
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redmenace-
if I understand correctly you just re-name the data folder...
i.e.
freespace2\TBP\tables
etc...
rather than
freespace2\TBP\data\tables
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3.5 kicks out at startup for me.
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do you get to the pilot select screen?
if so make a new pilot
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Ok i have replace the tables in the freespace2\TBPSCP\table, the PCX files in the maps dir. and the pof in the model directorys with bobbouas glow maps for TBP. but for some reason it doesn't even recognize the mod anymore. I am not sure what to do. 3.5 works with BWO and other mods. I have gotten the VP(regular FS2 glow maps) files to work with a seperate directory treating it as a mod but not BWO.
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beam-free-all-by default mission flag
YEEEEEESSSSS!!!!!!!!
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I beleve there is something lof a bug with the mod code in that it will not recognize files in VP files in mod folders, though this is probly not so much as a bug as it is a drawback to the entire file system used by FS, try placeing the VP in the root
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The problem is not with the VP files. they work fine. I am having problems with the glow mapping stuff and tables you released for TBP. I can't get them to work with the -mod option.
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Added two bugs to Bugzilla. One of them is important.
The movies play in windows. not in fullscreen
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Originally posted by Inquisitor
http://freespace.volitionwatch.com/fsscp/files.php
where is the FRED2 3.5?
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Not released yet. Be patient.
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are you aware that debug builds never work with TBP?
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I'm getting low memory errors from 3.5 and 3.4, but 3.3 works fine...
And FRED 3.4 crashes with modded ships.
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Originally posted by Kazan
are you aware that debug builds never work with TBP?
I knew it. I knew it. I knew it. GRRRRRRRRRR
I am going to shoots some one with my giant Shivan slasher beam. :mad:
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**Anxious to get fred_2 open** :D
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anybody else getting this
(http://www.hausmarik.de/fetty/screenie.jpg)
kill counter is within the text n stays there dunno about other versions of fs open
also warp effect green ? meh
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It's because you're using the German version. 'Abschusoe' is longer than 'Kills', so it spills over.
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Originally posted by Stunaep
Added two bugs to Bugzilla. One of them is important.
The movies play in windows. not in fullscreen
If thats DX8 movies then give me a shout by e-mail and tell me your gfx card type. That is a problem I struggled with for a long time, but I thought I had it fixed for everything except voodoo2
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Originally posted by GalacticEmperor
It's because you're using the German version. 'Abschusoe' is longer than 'Kills', so it spills over.
well thank you i figured thatone out myself ;)
my question is why the diffrence betwen fs2 normal n fs2 open ?
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Any word on a new FRED version? I got Goober's texture replacement working OK in game, but a mission with texture replacement can't be loaded in FRED. Just slightly annoying, is all...
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Unfortunately, FRED does not yet support texture replacement. :nervous: I'm not sure how to implement it.
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dialog from the ship edit dialog that has a combo box with a list of all textures used on the ship's model and an edit box with the replacement texture for the currently selected texture, a check or something could determine weather it uses model replacement or not
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Yeah, that could work. :nod:
There would also have to be an option button for which type of texture replacement should be done (defaulting to the regular $Texture Replacement).
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Question for the SCP gods - I'm using ballistic primaries in both of my weapon banks , yet I still have a gun bar in my energy management system, and a gun reserve next to my reticle. Surely that's not right...
[EDIT] Wow, it's almost like the Oracle never went away... :devil:
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We are not gods; we make mistakes. :p
Originally posted by diamondgeezer
I'm using ballistic primaries in both of my weapon banks , yet I still have a gun bar in my energy management system, and a gun reserve next to my reticle. Surely that's not right...
Probably because your weapons still consume energy. Make sure that Weapon Eng is set to 0, and the bar should disappear.
EDIT: If that doesn't work, set your fighter's weapon energy capacity to 0 as well. But you shouldn't need to do this - let me know if you do; it would be a bug. :)
[EDIT] Wow, it's almost like the Oracle never went away... :devil:
At Delphi? :lol:
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The weapons were both set to 0 energy. Setting the fighter's weapon energy to 0 got rid of the offending HUD stuff. So you have a bug :)
And did you never have a go with the Warpstorm Oracle?
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Originally posted by diamondgeezer
The weapons were both set to 0 energy. Setting the fighter's weapon energy to 0 got rid of the offending HUD stuff. So you have a bug :)
Mph. K, I'll have to fix that when I get back to school. Have the ship set the OF_NO_LASERS flag when there are no energy-based weapons, in addition to when the ship doesn't have weapon energy.
And did you never have a go with the Warpstorm Oracle?
Nope. Qu'est-ce que c'est?
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Originally posted by Goober5000
Have the ship set the OF_NO_LASERS flag when there are no energy-based weapons
Er... in the ship's flags, I assume?
Nope. Qu'est-ce que c'est? [/B]
Basically, you asked the gods a question and they answered if they felt like it. Answering personalities included DivX: The Angry Drunken DVD Player, Mr T, Alpha 2, God, a Shivan and Richard Simmons, among many others... And for the most part they all hated each other...
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Originally posted by diamondgeezer
Er... in the ship's flags, I assume?
I was talking to myself. :D That's what I have to do when I get back to my computer at school. :nod:
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What are ballistic primaries? :confused:
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A primary weapon that instead of using replenishable energy uses non replenishable ammo. eg bullets.
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Like a secondary weapon.
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Has anyone requested false sensor readings?
Like if you are 30k from your target, or in a nebula, and the target vessel is unable to be seen, your sensors will show another ship, like a Hecate would show a poseidon to throw off enemies...?
Could be useful for plots where the pkayer is sent to investigate, and such... no?
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For future reference...
I moved the ballistic primary reload sounds from 165-166 to 171-172 in order to avoid conflict with extra sounds people might put in their sounds.tbl. This should be updated in the readme.
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Looks like to me that FS2_OPEN 3.5 is quite buggy. I'll just wait for FS2_OPEN 3.6, if you guys are done with playing Freelancer and are planning to move back.
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Originally posted by Rampage
Looks like to me that FS2_OPEN 3.5 is quite buggy. I'll just wait for FS2_OPEN 3.6, if you guys are done with playing Freelancer and are planning to move back.
Aye...its still crashing for me sometimes although I can't quite place it, there are still phantom missile trails or missing missile trails, and it absolutely hates the TBP EA Olympus. I have no idea why.
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More or less than 3.4?
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Maybe someone should upload an interim DX8 build. So far it hasn't crashed for me. The missile trails still sometimes don't show up, though.
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I just compiled one yesterday, about to compile fred again.
I need to test multi, anyone around after about 4pm EST? Otherwise it waits till I get home and have 2 PC's handy :)