Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on November 03, 2004, 01:03:05 pm
-
This contains the most recent CVS tree as of yesterday (today too, since nothing was committed since). Since taylor committed a bunch of his stuff recently, this also includes the new pilot code, the IBX code, and several fixes.
Download it here (http://fs2source.warpcore.org/exes/latest/20041102-Goober5000.rar).
-
*Downloads and tries to run it*
The build works!
The only problem I have yet encoutnered was that simulated speech does not work. In the launcher's Speech tab it does, but in-game it doesn't.
It also notified me that the commandline -phreak does not recognisable and I know it does not cause any problem, I merely mentioned it. :)
[EDIT2]Ah! Sorry to say that but it crashed and I had to reboot. After downloading and running the build I tested one of the Journey to Epsilon Pegasi missions. Then I switched back to HLP and wrote the few lines above. Then I switched back to FreeSpace 2(ALT-TAB) and I never saw any color save black until I rebooted. It was a full crash, even the background music stopped to play.
-
Works good so far.
One question. The ambient_factor command line doesn't seem to do anything. And unlike older HTL builds it always starts with amientlight on. I hope you haven't disabled it since I still hate ambient light.
-
Originally posted by TopAce
...simulated speech does not work. In the launcher's Speech tab it does, but in-game it doesn't.
The build doesn't have simulated speech compiled in. That's probably something that should be added to the launcher - check if speech is enabled.
-
Originally posted by TopAce
It also notified me that the commandline -phreak does not recognisable and I know it does not cause any problem, I merely mentioned it. :)
-phreak was renamed not too long ago. Don't remember what to though, let me check... it's -dualscanlines.
Originally posted by TopAce
Ah! Sorry to say that but it crashed and I had to reboot. After downloading and running the build I tested one of the Journey to Epsilon Pegasi missions. Then I switched back to HLP and wrote the few lines above. Then I switched back to FreeSpace 2(ALT-TAB) and I never saw any color save black until I rebooted. It was a full crash, even the background music stopped to play.
Yeah Alt-Tab is broken, but I think it's just in D3D. I've looked at it but I don't know enough about DirectX to do anything but look at it in a heavily sedated stare while drooling slightly from the right side of my mouth.
Originally posted by Lynx
One question. The ambient_factor command line doesn't seem to do anything. And unlike older HTL builds it always starts with amientlight on. I hope you haven't disabled it since I still hate ambient light.
Is this with D3D or OpenGL? What are you trying to set it to?
-
Originally posted by Goober5000
The build doesn't have simulated speech compiled in. That's probably something that should be added to the launcher - check if speech is enabled.
Wait, if the speech is not implemented into this build, why should I check if it is on?
This is how my Launcher looks like:
-
Er, sorry, that was unclear. I meant: an option to check-if-speech-is-enabled should be added to the launcher. The launcher currently only checks if speech is installed on the computer, not if the build was compiled with it.
-
I found that option, but the launcher warned me that speech wasn't compiled.
-
Originally posted by taylor
Is this with D3D or OpenGL? What are you trying to set it to?
It occurs both in GL and D3d. Maybe I'm doing something wrong..it's a lot of time since I actually played around with them. I tried multiple values, and nothing had a visible affect. Even when I don't include it at all there's still the same amount of ambient light.
The correct term is like ambient_factor 75 (just to make sure it's not me doing anything stupid).
-
Originally posted by TopAce
I found that option, but the launcher warned me that speech wasn't compiled.
Oh good. That's what it's supposed to do then. Speech wasn't compiled, so speech won't work.
-
Clear enough.
-
Woo! New sexps and fun boxes to check. ;)
Just two things I've noticed. The opening movie doesn't show, but I can still hear it play. And secondly, FRED messes with my screen gamma. I open it, then everything goes dark and I can barely see anything. I don't know if its my video card (R9600 256MB) or not, but I've never seen that happen before. It fixes itself when I go to some Advanced Display Properties tab.
-
Originally posted by Axem
And secondly, FRED messes with my screen gamma. I open it, then everything goes dark and I can barely see anything. I don't know if its my video card (R9600 256MB) or not, but I've never seen that happen before. It fixes itself when I go to some Advanced Display Properties tab.
Eww, missed thinking of that one for some reason. I changed the gamma setting in OpenGL so that it actually works now. It really needs to be disabled for FRED but I didn't think of that. If you run the game with OpenGL and set the gamma to 1.00 then it should leave the gamma as it was originally when you run FRED.
-
*raises hand that he had the same problem with FRED*
Also, the pilot I ran this new build with no longer can be read by the original 3.6 build.
-
@TopAce:
Since taylor committed a bunch of his stuff recently, this also includes the new pilot code, the IBX code, and several fixes...
...From the first message in this thread. All builds from now on will create pilots that don't work with 3.6 and below.
-
Okay, I ran it through OpenGL, turned the brightness down to 1.00. Then on exit it had an illegal operation, and Fred still went dark...
Also the tech database has gone missing, completely empty. I tried removing all my table files from the data/table folder but still nothing shows up. Ships do appear in game though.
-
Try starting a new campaign to bring the tech database back (admittedly in it's original form).
-
Ah, shoot shoot. Nevermind, had a mod selected that does have a Herc II, nothing to see here.
Yeah, that fixed it. Thanks kara. :)
-
Can we get a build of this with the voice support included?
-
...also including -3dwarpeffect command line and restoration of standard lighting for FRED.
-
Something is wrong with this build.
My tables (modified in a extreme way!) don't work with it:
http://img124.exs.cx/my.php?loc=img124&image=tblbug1.jpg
While they do work with vanilla FS2:
http://img124.exs.cx/my.php?loc=img124&image=tblbug.jpg
(Although I get a weapon.tbl error)
Commandline: -spec -glow -pcx32 -jpgtga -d3dmipmap -dualscanlines -orbradar -snd_preload -env
Edit: No problems with shadow build 3.
-
Originally posted by DaBrain
Something is wrong with this build.
My tables (modified in a extreme way!) don't work with it:
Define "extreme". Have you tried with my pilot builds? You can try (re)moving/renamimg the campaign savefile to see if that gets things back. If the campaign savefile is gone it will go back to a default of available ships. It looks like it can't find simliar entries in the ships.tbl since it needs valid names now. It could be some weird translation issue depending on how the tables were modified but that's a wild guess.
Oh and can you send me those table changes? I'd like to code around that if it is a translation issue.
-
The ambient light thing went away. Didn't do a thing, I just started FS again.:wtf:
-
Originally posted by taylor
Define "extreme". Have you tried with my pilot builds? You can try (re)moving/renamimg the campaign savefile to see if that gets things back. If the campaign savefile is gone it will go back to a default of available ships. It looks like it can't find simliar entries in the ships.tbl since it needs valid names now. It could be some weird translation issue depending on how the tables were modified but that's a wild guess.
Oh and can you send me those table changes? I'd like to code around that if it is a translation issue.
http://www.8ung.at/dabrain/ships.tbl
I don't know how many things I changed. The most "extreme" parts are landscape parts for the Starfox mod. (Like mountain1,2, ..)
Do you need the weapon table too?
-
DaB, get out of any mods and restart the vanilla campaign, then switch back to whatever. I had the exact same problem and it seemed to fix it.
-
Yeah... the tables work fine, because you can see the Ulysses. There aren't any ship errors, or it would have crashed. The only thing missing is the tech database progress, as Axem said.
Taylor, could you initialize each newly converted pilot with the active mod's default tech database entries? That should satisfy everybody, I would think.
-
Originally posted by Goober5000
Taylor, could you initialize each newly converted pilot with the active mod's default tech database entries? That should satisfy everybody, I would think.
Available ships are copied over from converted pilots so they shouldn't have to be reset (it's a bug otherwise). When campaigns are switched (after conversion) every available ships is turned off and then available ships are reset from the campaign itself. I'm trying to figure out where the problem is regarding available techroom data but haven't yet. I have tried resetting the mod to the default available (using tech_reset_to_default()) but that hasn't worked in testing. Should be fixed before the weekend is over though. One of my fixes in the later pilot file builds did this.
-
Hm, this may be more complicated than I thought. I just used the new build and my pilot appeared to convert just fine, tech room and all.
-
Originally posted by Goober5000
Hm, this may be more complicated than I thought. I just used the new build and my pilot appeared to convert just fine, tech room and all.
Yeah I think it problem only happens with pilots that have already been converted. The code for the two is different. In the last couple of test builds new fixes were introduced that would provide more help to prevent techroom data from one campaign getting carried over to another. Also added was extra redundancy to avoid crashes if a campaign and it's missions were not available at that particular time and give helpful error messages rather than appear to be doing nothing. One, or a mix, of these fixes is causing this so I've just got to rework this code to fix the new problem without undoing what it's there to fix in the first place.
-
Fred2_open build included screws my display colors completely. Colours become all dark, a screenshot does not capture the effect.
Using latest ATI Catalysts and 17" TFT.
-
I noticed that too. Grab Goober's 11-06 build. I tested that last night and had no drop in brightness. There also appears to be a new "Voice Acting" editor. I'm not entirely sure how its supposed to work though.
Later!
-
Yeah, the brightness thing was a bug with the gamma settings that taylor fixed right away.
The voice acting editor isn't done yet. ;)