Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: phreak on August 04, 2004, 10:17:15 pm

Title: orb test build
Post by: phreak on August 04, 2004, 10:17:15 pm
this has the orb code in it.  use -orbradar to activate.  this build does NOT have taylors pilot file code.

http://www.penguinbomb.com/phreak/fs2_open_orb.zip
Title: orb test build
Post by: phreak on August 05, 2004, 11:14:37 am
i think i put this in the wrong forum :o :o  :lol:  :lol:  :blah:
Title: orb test build
Post by: mrduckman on August 05, 2004, 11:46:28 am
I may be able to test it tonight.
Title: orb test build
Post by: Fineus on August 05, 2004, 06:29:33 pm
Moved on request.
Title: orb test build
Post by: phreak on August 05, 2004, 06:55:18 pm
thank you sir
Title: orb test build
Post by: mrduckman on August 05, 2004, 08:31:06 pm
It basically works. I didn't test it further because I'm dying of sleeplessness (ness ness ness).
Here's the screenshot: http://webs.uolsinectis.com.ar/dsusman/orb-test.jpg
Title: orb test build
Post by: Deepblue on August 05, 2004, 09:34:05 pm
Someone needs to make an orb model like the one in B5:IFH.
Title: Re: orb test build
Post by: übermetroid on August 06, 2004, 01:08:00 am
Quote
Originally posted by PhReAk
this has the orb code in it.  use -orbradar to activate.  this build does NOT have taylors pilot file code.

http://www.penguinbomb.com/phreak/fs2_open_orb.zip


Hey!  Thats really cool!  Works fine, and is really easy to use.

Question though, where is there 2 FSO builds in that zip?  open_r runs the orbs, open_d does not, well, at least for me.

Running with these tags....
C:\Games\FreeSpace2\fs2_open_r.exe -spec -glow -pcx32 -jpgtga -dualscanlines -ship_choice_3d -targetinfo -nomotiondebris -2d_poof -pcx2dds -d3d_no_vsync -fps  -orbradar

(http://swooh.com/peon/ubermetroid/pics/orb_1.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_2.jpg (http://swooh.com/peon/ubermetroid/pics/orb_2.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_3.jpg (http://swooh.com/peon/ubermetroid/pics/orb_3.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_4.jpg (http://swooh.com/peon/ubermetroid/pics/orb_4.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_5.jpg (http://swooh.com/peon/ubermetroid/pics/orb_5.jpg)

EDIT: How come my first picture is not showing up?  Its got the [ img ] tags....
Title: orb test build
Post by: Setekh on August 06, 2004, 02:34:59 am
Swooh may have been down at the time. They look fine now, though. :)
Title: Re: Re: orb test build
Post by: phreak on August 06, 2004, 07:45:36 am
Quote
Originally posted by ubermetroid


Hey!  Thats really cool!  Works fine, and is really easy to use.

Question though, where is there 2 FSO builds in that zip?  open_r runs the orbs, open_d does not, well, at least for me.

Running with these tags....
C:\Games\FreeSpace2\fs2_open_r.exe -spec -glow -pcx32 -jpgtga -dualscanlines -ship_choice_3d -targetinfo -nomotiondebris -2d_poof -pcx2dds -d3d_no_vsync -fps  -orbradar

(http://swooh.com/peon/ubermetroid/pics/orb_1.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_2.jpg (http://swooh.com/peon/ubermetroid/pics/orb_2.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_3.jpg (http://swooh.com/peon/ubermetroid/pics/orb_3.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_4.jpg (http://swooh.com/peon/ubermetroid/pics/orb_4.jpg)
http://swooh.com/peon/ubermetroid/pics/orb_5.jpg (http://swooh.com/peon/ubermetroid/pics/orb_5.jpg)


EDIT: How come my first picture is not showing up?  Its got the [ img ] tags....


well they use the same code, the _d version is also a debug build incase things go wrong
Title: orb test build
Post by: Setekh on August 06, 2004, 08:00:51 am
I stuck you in the news, btw. Thought it was about time that this forum and its cool products got a mention. :nod:
Title: orb test build
Post by: Flaser on August 06, 2004, 09:34:48 am
Hmm...maybe a hud.tbl file should come with the build that doesn't have the old radar display.
That's my 5 cents.

Excelent job BTW!
Title: orb test build
Post by: Trivial Psychic on August 06, 2004, 01:50:23 pm
Just one problem Phreak, I couldn't remember the exact command line, so I just clicked on the "activate Orb radar" option in the launcher graphics tab, but the command line it generated was -orb_radar, which came up as unrecognized when I launched it.  After coming back here, I see that the command line is -orbradar without the "_", but you should change it so that the graphics tab option generates the correct command line.

Later!
Title: orb test build
Post by: phreak on August 06, 2004, 04:58:51 pm
yea i think i screwed up there heh.
Title: orb test build
Post by: Trivial Psychic on August 09, 2004, 12:37:59 am
For some reason, support ships will not rearm me in this build.  Check Mantis submission for more info.
Title: orb test build
Post by: Unknown Target on August 09, 2004, 03:17:10 pm
No glitches that I can see, other than that "orb_radar"/"orbradar' thing.
Title: orb test build
Post by: Turambar on August 09, 2004, 05:21:19 pm
make the orb so that its fully visible, my only complaint is not beigh able to see things far away on the sides of my ship, and tracking blinking red dots is near impossible

otherwise it looks cool
Title: orb test build
Post by: FreeTerran on August 09, 2004, 07:23:39 pm
i detect a weird bug if i have any background in the mission they all look like suns

(http://www.bund-der-alten-reiche.de/fs2/screen00.JPG)

and if i move the camera they look much more weird :o

(http://www.bund-der-alten-reiche.de/fs2/screen01.JPG)

sys spec. :

amd athlon 1800+
768 mb ram
geforce 4 ti 4200

if you need more info, ask ;)
Title: orb test build
Post by: Taristin on August 09, 2004, 07:36:54 pm
No!!!!!!!
Title: orb test build
Post by: jdjtcagle on August 09, 2004, 08:56:22 pm
:nervous:....

*runs*
Title: orb test build
Post by: phreak on August 09, 2004, 08:59:53 pm
i dont think thats my fault.
Title: orb test build
Post by: JR2000Z on August 09, 2004, 10:20:49 pm
Top one looks pretty neat. :D

You haven't been goofing off with the sun data files have you? ;)

Perhaps it's your 3d settings... :confused:
Title: orb test build
Post by: FreeTerran on August 10, 2004, 02:23:36 am
mission works fine with other exes :sigh:
Title: orb test build
Post by: aldo_14 on August 10, 2004, 08:39:16 am
Neato.
Title: orb test build
Post by: Rol on August 13, 2004, 04:23:17 pm
i got the rearming bug to... but i want the orb radar:)
what should i do?
Title: orb test build
Post by: BloodWulfe on August 19, 2004, 04:39:32 am
I haven't had a chance to test it too extensively, but so far this is awesome. Great job. :)
Title: orb test build
Post by: Svizel on August 26, 2004, 03:45:01 pm
I'm using T-20040822 build right now but since this is orb radar code related i think better place to post it is here...

I noticed 2 minor issues in new ord radar code. First is huge radar dot scale-up. If i got it right there are 2 different scale factors. If you target something dot gets a bit larger and if ship is in front of you or behind, radar dot is smaller or larger. Problem is if your target is far behind you it's dot it about 3 times bigger than other dots. I guess problem should be solved if you first scale dots by distance and then add fixed number to radius of targetted ship's dot. ;)

Second issue is that with this new code radar background always resets to green color (exactly same way like the ping counter for multiplayer games). If you set it in mission on any color it stays like that only till end of mission and resets on green next one anyway. :sigh:

Otherwise this new radar is really nice, good job. :yes:

Well... and to not only moan in here i made orb radar friendly background you can use. Don't expect anything "cool" or "revolutionary" tho, i just removed the inner lines so orb radar is easier to read. :) You can download it here (http://svizel.kbx.cz/Fs2/radar_background.zip).

And finally here is screen with all mentioned above (huge radar dot, green background and new background image)
http://svizel.kbx.cz/images/radar.jpg