Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lightspeed on July 12, 2004, 08:28:52 am
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Well, well, today i've finally had some spare minutes of time again, allowing me to finish several half-done things I had lying around in my FS2 folder. The time has come to release.... Lighties big heap of fixes :)
I) Explosive Set2.0
Fixes the slowdown many people get with explosions *without* resulting in big visual quality loss!
This is definately a must-have for all those having problems with explosions (and everyone else too, actually):
Explosive Set2.0 - All fixed and all smooooth (http://www.penguinbomb.com/lightspeed/FS2-HighExplosive2.0.zip)
II) Multi-friendly weapon effects
Yet to be validated by Kazan, these altered weapon effects tables do NOT change any vital game values (only the visual effects) and are thus completely compatible with multiplaying. Now we can (at last) play multi with all of SCP's neat little effects - without getting a haXXored tables error :D
WeaponFXmulTfix v1.0 (tested, seems bug-free) (http://www.penguinbomb.com/lightspeed/WeaponFXmulTfix.zip)
III) Standard Nebula Patch
Using some altered (colour wise, etc.) versions of my nebula releases, this replaces the blurry stock nebula effects, making your retail missions look at least some better (although not as good as missions especially made for my background nebula releases). The outcome may vary from mission to mission, but it should provide a significant eye-candy boost.
A ((due to my complete lack of time) rather bad) preview screenshot from Multiplayer - the mission is Breaking The Seal: Click (http://www.penguinbomb.com/lightspeed/prevbad.jpg)
Nebula Patch v1.0 (http://www.penguinbomb.com/lightspeed/NebulaPatch.zip)
So, what are you waiting for? Download it right away! :)
(This is not available on Milliways yet, as I didnt have time right now to update the site.)
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Good work. :yes:
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Originally posted by Raa
Good work. :yes:
Ditto :)
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Lightspeed I don't know what you changed in ships.tbl - but i trust you didn't unbalance anything so your tables are validated (i don't check weapons_expl.tbl btw since it doesn't affect balance)
However for some reason the fix I had made a long time ago for having multiple validated versions of a table was mission for some strange reason - so You'll have to pick up the 12072004 build for it to work
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Well, Kazan, if we discover any bugs I missed when testing, we can always invalidate it and put out a new version :)
If there's no bugs I missed it should be exactly the same as retail, except that it looks exactly like my single player effects.
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Originally posted by Raa
Good work. :yes:
indeed:yes:
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I just wish I had more free time :doubt:
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Blech, you should've made a modular table version of 'em so they'd be mod-friendly as well.
Your timing couldn't be better though........:D
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Well done :yes:
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I am downloading the Nebula Patch right now. This post will remind me in case I forget about it. :)
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Originally posted by WMCoolmon
Blech, you should've made a modular table version of 'em so they'd be mod-friendly as well.
Your timing couldn't be better though........:D
Is individual line tbm supported even yet?
I think it got suggested but never properly implemented - and what's the point in putting all weapon infos to a tbm file? it'd be the same, actually :p
And last but not least, this is easier for Kazan to validate IIRC and if people want to play mods, they're gonna use my single player version (i.e. new weapons, new weapon flags and features, etc.) anyway.
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I think it's the single-player version that we would want modular. It seems a bit presumptuous that someone would want to use exclusively your weapons.
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The nebulae look quite good.
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No, individual line .tbm is not supported. It would require revamping the low-level parse functions, so it's not gonna happen unless a new .tbl format is added.
Individual entry is, though, and SC makes a good point - you could make a .tbm with your new/updated weapons.
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Hmm, I installed the original weapons pack 0.5 that was released in april today, and then this fix on top of it (note that previous to this, freespace worked fine). When I go to play single player, in the ship selection screen of a mission I see no icons for any ships, and when I go to the weapons select screen I'm given a view of the stealth fighter and no weapon options. It seems as if the table files somehow aren't working with my game and telling it that there are no weapons? I tried making a new pilot and starting a new game, but once again, no weapons
I'm running FS2 with these options:
fs2_open_C07122004.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -phreak -ship_choice_3d -targetinfo -nomotiondebris -2d_poof -snd_preload -nobeampierce -max_subdivide -env -alpha_env -decals -ambient_factor 75
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brandx0: First of, :welcome:
Second, download the media VP, the latest one, and then add the downloads at the top of this thread.
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Which directory should I unzip the explosive patch to? data/effects/?
(I know the nebula should go there, but the explosives are animations, so I'm not certain where they go)
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data/effects is correct.
Originally posted by brandx0
Hmm, I installed the original weapons pack 0.5 that was released in april today, and then this fix on top of it (note that previous to this, freespace worked fine). When I go to play single player, in the ship selection screen of a mission I see no icons for any ships, and when I go to the weapons select screen I'm given a view of the stealth fighter and no weapon options. It seems as if the table files somehow aren't working with my game and telling it that there are no weapons? I tried making a new pilot and starting a new game, but once again, no weapons
I'm running FS2 with these options:
fs2_open_C07122004.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -phreak -ship_choice_3d -targetinfo -nomotiondebris -2d_poof -snd_preload -nobeampierce -max_subdivide -env -alpha_env -decals -ambient_factor 75
Try using CSGEdit (http://dynamic4.gamespy.com/~freespace/hlp/category_show.php?cat=36) (Complete guide) (http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/UsingCsgEdit) to update your allowed weapons list for your first pilot.
Also make sure that you don't have any mods installed, or that they're in their own mod directory.
Edit: also try out this little bugger and see what it says, if that doesn't work:
http://www.hard-light.net/forums/index.php/topic,25237.0.html
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Create. A new pilot.
:p
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One more question, I got this working, thanks for the help, but as for the new explosions, I grabbed the newest VP and it says they're included in there, but to be sure I grabbed the explosions in this thread too and put them in my effects folder. Thing is when I'm in game, flak and explosions still lag the system all to hell. Did I put them in the wrong place or something?
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if you put them in the root folder they'll over ride eveything else.
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Still getting massive slowdown on flak and explosions, no different from before, followed all the directions given in this post.
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ligthspeed i just downloaded eveything i could find at milliways and everything at the top of this post. but i can't find anything saying where to install all of the shinemaps and whatnot. would you point me in the direction of the proper wiki?
nm. i found the readme that i had missed before. sorry bout that.
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It isn't in the wiki - it should be.
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Where do the nebula effects go?
I'll put them in root for now but I don't want to leave them there, the place is cluttered enough already.
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http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Folder%20Tree
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Originally posted by WMCoolmon
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Folder%20Tree
Excellent. I was going to do one of those myself but you've saved me the trouble :)
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Nebulas go in data/effects.