Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on March 27, 2003, 06:12:24 pm
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well, i released 1.3 earlier - but i found out there was a serious bug in it and then i fixed a problem with the model data generation -- graphically illistrated in this image
[Edited] --- NOW 1.3.2
http://www.public.iastate.edu/~kazan/screens/BBCompare.png
(those boxes won't show up in yours, they require certain debug varaibles to be set, i make make it so they can be set to on - but red is sortnorm and green is bounding box)
Here is the Download link
http://prdownloads.sourceforge.net/alliance/POF-CS-1_3_2.exe?download
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Majors Changes
Moved from GLUT to SDL so now the render window is using mouse controls just like ModelViews!
Fixed Compiler Errors
Import Data buttons work now!
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v 1.3.2
* BoundBox Debug/SortNorm Debug buttons in SubObjects editor to displace BoundBoxes and SortNorm BoundBoxes - these are Toggles
* WireFrame Toggle
* Fixed Small bug in compiler - but i don't remember what i changed! lol
* Fixed Minor Bugs with Data Import
* Added Global Data Import
* Renamed "Window" menu to "Misc" Menu
v 1.3.1
* Polygons with the "invisible" texture will now actually be ignored in PCS (ie not rendered)
* Fixed Errors with bounding box and sortnorm generation -- fixed very much :D
V 1.3
* Removed "this will clear the current pof from memory" messages, they were annoying me, and everyone else I think
* Fixed on-the-fly model changes so that you dont have to close PCS to change models
* Fixed error that cropped up in internal versions that caused POF::SOBJ_Add_Sobj() to fail to function properly and create a memory leak
* Changed glOrtho() call to gluPerspective() call when setting up 3d Render
* Switched from GLUT to SDL
* Finally restore "Import Data" functions
* Changed from Keyboard Controls to Mouse Controls in renderer
* Renamed "Renderer" Menu to "Window" Menu
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I'm sticking with 1.1.01 until this is tested for bugs and crashworthyness. :o
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It's a small bug but PCS crashes if you select the new renderer window while the old one is open. I know it's a damn stupid thing to do but still.... :D
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im aware of that, not sure why, prolly has something to do with SDL
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Originally posted by GalacticEmperor
I'm sticking with 1.1.01 until this is tested for bugs and crashworthyness. :o
CptWhite has tested this revision thoroughly.. there are still a few little crashing lurking around that seem to have to do with Race conditions and the renderer.. but closing the render window should eliminate them
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Hey Kazan, can you add voice/briefings and voice/debriefings to the list of folders in VP Constructor Suite? It seems that FS1 uses the different folder names. It'd be extremely helpful for making FS1 VPs. :nod:
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Originally posted by Goober5000
Hey Kazan, can you add voice/briefings and voice/debriefings to the list of folders in POF Constructor Suite? It seems that FS1 uses the different folder names. It'd be extremely helpful for making FS1 VPs. :nod:
1st VP Constructor Suite makes VPs --- not POF Constructor Suiet
second VP CS makes version 2000 pofs, not version 1000 pofs - in otherwords VPCS is not compatable with freespace 2
third: why in the hell are you working with FS1?!
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Originally posted by Kazan
second VP CS makes version 2000 pofs, not version 1000 pofs - in otherwords VPCS is not compatable with freespace 2
Pardon my ignorance but what's the difference?
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Originally posted by karajorma
Pardon my ignorance but what's the difference?
quite frankly i don't know nor do i care -- im not investigating the 1.0 difference - my VP files carry the 2.0 VP signature - therefore FS1 won't use them, and FS2 won't use 1.0 VPs
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You confused me by saying that FS2 couldn`t use them :) I was thinking that this thing was SCP only. I guess that was just a typo then :)
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I had a typo in my post. :o I just wanted to be able to use VP Constructor Suite to make FS1 VPs. The only apparent difference is in those two folder names, briefing->briefings and debriefing->debriefings.
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the only _APPARENT_ difference, the VP 1.0 and VP 2.0 formats are binarily different - that's why they have version numbers@!!!
FS1 = VPVP 1.0 (probably, it may use 2.0's ... someone with fs1 could find out for me)
FS2 = VPVP 2.0
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you need to turn back face culling on, and use the w buffer rather than z, if posable,
I'm getting some fairly major rendering errors mostly due to polygons on the oposite side of the model (polys that are pointing away) rendering over polys closer to the camera
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the popping polys problem also has to do with the near Z on the gluPerspective call being small... i've made it larger by an order for ten (it's still smaller than 1) which should make it better somewhat) when i had it an order small than it is in the current public version i'd get popping polys on my radeon 7500 ... i forgot to turn backface culling on it seems - thanks for the reminder)