Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on March 21, 2004, 07:16:55 pm

Title: 3-21-04 build
Post by: Bobboau on March 21, 2004, 07:16:55 pm
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-21-04.zip

ok, in this build you should see the lessening of in game texture loading lag, texture load order has been set back to it's origonal order, so suport ships should be visable again (animated glow maps on the Pegisus unfortunately probly won't show up though), cycleing balistics should now use only the corect amount of ammo /*!#>>>SOMEONE TEST THIS!!!!!!<<<#!*/, you should now be able to set a diferent mass value for beam weapons that isn't based on there damage (so long as it isn't 100), and beams should no longer kill shields (unless you tell them to via table flag, someone test this also please).
Title: 3-21-04 build
Post by: Bobboau on March 22, 2004, 01:47:49 am
hey people, you do want 3.6 or not?
Title: 3-21-04 build
Post by: ChronoReverse on March 22, 2004, 01:48:39 am
Read my post in the SCP forum.
Title: 3-21-04 build
Post by: Bobboau on March 22, 2004, 01:51:25 am
this is a new build, I just happened to make it within 24 hours of that other one.
Title: 3-21-04 build
Post by: ChronoReverse on March 22, 2004, 01:58:05 am
Hmmm, I didn't know that.  However, I downloaded the exe from this link and responded in that link (since they were both 3-21-04).


So unless you updated this link, my comments still apply =)
Title: 3-21-04 build
Post by: Bobboau on March 22, 2004, 02:08:12 am
what about the bugs I think I fixed, most noteably the beam/sheild bug and he bem/mass bug and the cycleing/balistic bug
Title: 3-21-04 build
Post by: ChronoReverse on March 22, 2004, 02:13:59 am
Haven't tested that yet.   I'll go grab Lightspeed's maxim and add the $cycle tag to it tomorrow.


About the beam/shield bug, what do you mean by beams killing shields precisely?
Title: 3-21-04 build
Post by: Bobboau on March 22, 2004, 02:16:12 am
a beam shoots something, it's sheilds get killed(a quadrant it is lowered to 0, damaged completely),
it shouldn't be doing that,
unless you tell it to in the weapons table
Title: 3-21-04 build
Post by: ChronoReverse on March 22, 2004, 02:24:33 am
Really?   I've always thought that it's because the beam WAS that powerful.


Shouldn't be hard to test.  I'll try it tomorrow (I really should catch some sleep now)


Oh well, I lied and tested it now.

The anti-fighter beam pierces my shield by default and damages my hull without touching my shields at all.
Title: 3-21-04 build
Post by: Terorist on March 22, 2004, 07:03:11 pm
There's definetely less fps hit when receiving radio comms and stuff now. Something I don't get, however, is how I was able to play FS2 retail with 400 MHz K6-2, when with fs2_open, playing with ~800 MHz Duron and GF2 GTS (at 1024x768x16), I get 30-50 fps, highly depending on what is on the screen (with mostly empty space it's stabe at 75). I even tested taking media vp off just now... I didn't think that graphics card would be that bad, so what is it?
Title: 3-21-04 build
Post by: Nuke on March 22, 2004, 10:33:05 pm
the bug with the ballistics still exists, but im gonna test it with a few more of my ships and weapons.

*edit*

my bad, wrong build. the bug is fixed now.
Title: 3-21-04 build
Post by: Bobboau on March 23, 2004, 04:02:25 am
yeay!!

FS2 was optomised for DX5,  DX5 did everything completly bassakwards to DX8, there is a lot more overhead to doing things so doing everything in as few calls to DX functions as posable is the way to go, that and the Geforce card