Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on January 10, 2005, 03:56:46 am
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I'll let the screenshots speak for themselves:
(http://fs2source.warpcore.org/exes/latest/gallery/screen00.jpg) (http://fs2source.warpcore.org/exes/latest/gallery/screen00.png) (http://fs2source.warpcore.org/exes/latest/gallery/screen01.jpg) (http://fs2source.warpcore.org/exes/latest/gallery/screen01.png)
(http://fs2source.warpcore.org/exes/latest/gallery/screen02.jpg) (http://fs2source.warpcore.org/exes/latest/gallery/screen02.png) (http://fs2source.warpcore.org/exes/latest/gallery/screen03.jpg) (http://fs2source.warpcore.org/exes/latest/gallery/screen03.png)
Download the build (http://fs2source.warpcore.org/exes/latest/C01102005.zip)
Technical stuffs:
Works when 3d ships in the techroom are enabled, or any given ship in the selection screen doesn't have the art. I wanted to do a shading thing (Although without it it looks pretty damn cool) but I couldn't with the current functions.
Bugs:
None AFAIK, although it needs extra art to look right and there may be some alignment issues. Anyone who can contribute to solving either gets a cookie. ;)
PS:
Make sure you try it with mv_adveffects... :drevil:
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if you hadn't put that colosus in there I wouldn't have figured it out :D
what sort of interface art, something like this?
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Pretty much. :D
ZIP updated:
The filename for a slot graphic is "weapon_slot". Brackets will now be displayed if that file doesn't exist. And, you won't get a nasty crash when selecting a non-player ship without the 3D flag. :D
Incidentally, Bobboau, any idea how to shade the model? There's a gr_shade() function, which I tried, but it shades the background too. Something lower-level that doesn't shade pure 0 pixels would work, I think...or would that classify as a pixel shader?
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404 error not found.
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http://fs2source.warpcore.org/exes/latest/C01102005.zip
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also, where do I get the mv_adveffects from? :D
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http://scp.indiegames.us/download.php?list.2
Also, here's a complete list of FS2 ships...open up a mission in Notepad and replace the $Ship Choices: stuff with this and you'll get access to all ships from the ships selection screen. :p
$Ship Choices: (
"Knossos" 5
"Asteroid" 5
"SJ Sathanas" 5
"GVA Setekh" 5
"TC-Meson Bomb" 5
"GTI Ganymede" 5
"NTF Icenia" 5
"NTF Boadicea" 5
"GTD Orion" 5
"GTD Orion#2 (Bastion)" 5
"GTF Ulysses" 5
"GTF Hercules" 5
"GTF Hercules Mark II" 5
"GTF Ares" 5
"GTF Erinyes" 5
"GTF Loki" 5
"GTF Pegasus" 5
"GTF Perseus" 5
"GTF Myrmidon" 5
"GTF Mara (terrans)" 5
"GTB Artemis" 5
"GTB Artemis D.H." 5
"GTB Medusa" 5
"GTB Ursa" 5
"GTB Zeus" 5
"GTB Boanegres" 5
"@GTDR Amazon" 5
"GTDR Amazon Advanced" 5
"@GTS Hygerion" 5
"TC-TRI" 5
"GTFR Triton" 5
"GTFR Poseidon" 5
"@TC 2" 5
"TSC 2" 5
"TAC 1" 5
"TTC 1" 5
"@GTC Fenris" 5
"GTM Hippocrates" 5
"GTC Leviathan" 5
"GTSC Faustus" 5
"GTG Zephyrus" 5
"GTA Charybdis" 5
"GTD Hecate" 5
"GTD Hades" 5
"GTI Arcadia" 5
"GTVA Colossus" 5
"GTCv Deimos" 5
"GTC Aeolus" 5
"@GTT Eysium" 5
"@GTT Argo" 5
"GTNB Pharos" 5
"GTSG Watchdog" 5
"GTSG Cerberus" 5
"GTSG Alastor" 5
"GTEP Hermes" 5
"GVF Seth" 5
"GVF Horus" 5
"GVF Thoth" 5
"GVF Serapis" 5
"GVF Tauret" 5
"GVB Sekhmet" 5
"GVB Osiris" 5
"GVB Bakha" 5
"GVB Ptah" 5
"GVS Nephthys" 5
"GVT Isis" 5
"@PVFR Ma'at" 5
"GVFR Bes" 5
"VAC 5" 5
"@VAC 4" 5
"GVFr Satis" 5
"GVG Anuket" 5
"GVC Aten" 5
"GVC Mentu" 5
"GVCv Sobek" 5
"GVD Typhon" 5
"GVSG Anhk 5
"GVSG Edjo" 5
"GVEP Ra" 5
"GVD Hatshepsut" 5
"SF Dragon" 5
"SF Basilisk" 5
"SF Manticore" 5
"SF Aeshma" 5
"SF Mara" 5
"SF Astaroth" 5
"SB Nephilim" 5
"SB Taurvi" 5
"SB Nahema" 5
"SB Seraphim" 5
"ST Azrael" 5
"SFR Dis" 5
"SAC 3" 5
"SFr Mephisto" 5
"SC 5" 5
"SFr Asmodeus" 5
"SAC 2" 5
"SC Lilith" 5
"SC Rakshasa" 5
"SC Cain" 5
"SD Demon" 5
"SD Ravana" 5
"SD Lucifer" 5
"SSG Trident" 5
"SSG Belial" 5
"SSG Rahu" 5
"SCv Moloch" 5
"SJD Sathanas" 5
"SpaceHunk" 5
"GTSG Mjolnir" 5
"GTSG Mjolnir#home" 5
"Shivan Comm Node" 5
"@Volition Bravos" 5
)
(NOTE: Scrolling through the list in the ship selection screen can be pretty memory intensive)
Finally... (I really should get to sleep :p)
(http://fs2source.warpcore.org/exes/latest/gallery/screen05.jpg) (http://fs2source.warpcore.org/exes/latest/gallery/screen05.png)
"Alpha 1, you and your wing have been selected to fly a rather...unorthodox mission."
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"Command's gone too far this time. Letting Bosch escape, botching the fight with the second Colossus, yeah. But strapping a cockpit to an unmanned platform with bubblegum?!"
- Alpha (insert # here)
Seriously, very, very cool.
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wait...does this mean we can actually _fly_ capships? O_O
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added to the website.
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it renders game models in the weapons election screen, rather than useing the pre-rendered immage
hey, I got an idea that will make this acualy more usefull than the old method, run lines from the slot to the points on the moddle (not directly but one line comeing out of the slot hoizontaly over to the x coord furthest to the right then vertical lines up from the fireing points to the line comeing out of the slot, would probly be good if you had some sort of alpha blended icon over the fireing points (so if there were two right above each other they would look brighter))
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Originally posted by Singh
wait...does this mean we can actually _fly_ capships? O_O
Well, yeah, but that's not anything new. It was just an idea I had drifting around a long time ago, to make it easier to import ship models into Freespace 2 without having to design new interface art. Meaning it's much easier/faster to get ships ingame.
Given a way to shade the models, a way to render a grid in 3D, and a way to cut off rendering of a ship's model, the retail FS2-style graphics could be duplicated pretty well. (With the whole wireframe-textured ship animation)
Bobb: That's another thing I was thinking of doing, although I'm not sure how hard that'll be since I have to make sure that the 2D lines take into account if the gun is underneath the ship.
Edit: Also, if I had a way to shade the ship, I could dynamically generate briefing icons as well. :drevil:
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AWESOME!
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This is pretty cool.
SCP just keeps getting better and better by the month :)
Originally posted by Bobboau
hey, I got an idea that will make this acualy more usefull than the old method, run lines from the slot to the points on the moddle (not directly but one line comeing out of the slot hoizontaly over to the x coord furthest to the right then vertical lines up from the fireing points to the line comeing out of the slot,
Wasnt that weapon mount thingy in freespace 1? Thats a good idea because I always missed that aspect of it in FS2.
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it was all done in interface...
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Yeah, i miss my lines telling me if the weapon banks are together at the nosae or on the wings.
If it's a start it would probably beeasier to simply hilight the weapon banks on the ship when you clicked on any of the loadout bank boxes.
Oh, and is it currently possible to have 3 primary banks or 4 secondaries?
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You are a miracle worker, Scottie would be proud ;)
Stuff life this makes the Modders life so much easier. Thank you :)
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...it...makes...ship...selection...icons...too?!!
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my mod needs a way to color code the brackets for different types of hardpoints. like for my gatling guns :D. maybey a +bracketcolors: tag, followed by a bunch of rgb values in the ships table. also like bobs idea of drawing the lines to the firepoints.
i liked the overall concept of zero interface art mods. my mod uses ~3 megs of interface art (more if i had animated my animations). the only thing left is the 3d weapon interface model support and we wont need to wory about interface art ever again.
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@WCM:you can probly get very close by useing a diferent light color
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Originally posted by Bobboau
@WCM:you can probly get very close by useing a diferent light color
Hmm, good idea. Although I'm pretty sick of this part of the code after spending most of the day trying to fix the projection bug...
Here's a new build. Has more new features in the selection screens than you can shake a rat's ass at. :p These include turret ccounting, automatic filling in of various ship information (I think length and maneuverability are the only things that won't be automatically filled in), colored brackets for ship selection, and the lines thingy people wanted.
The build has been updated (http://fs2source.warpcore.org/exes/latest/C01102005.zip)
Relevant projection bug code:
matrix object_orient = IDENTITY_MATRIX;
angles rot_angles;
float zoom = sip->closeup_zoom * 2.5f;
rot_angles.p = -(3.14159f * 0.5f);
rot_angles.b = 0.0f;
rot_angles.h = 0.0f;
vm_angles_2_matrix(&object_orient, &rot_angles);
gr_set_clip(Wl_overhead_coords[gr_screen.res][0], Wl_overhead_coords[gr_screen.res][1], gr_screen.res == 0 ? 291 : 467, gr_screen.res == 0 ? 226 : 362);
g3_start_frame(1);
g3_set_view_matrix( &sip->closeup_pos, &vmd_identity_matrix, zoom);
model_set_detail_level(0);
if (!Cmdline_nohtl) gr_set_proj_matrix( 0.5f*(4.0f/9.0f) * 3.14159f * zoom, gr_screen.aspect*(float)gr_screen.clip_width/(float)gr_screen.clip_height, MIN_DRAW_DISTANCE, MAX_DRAW_DISTANCE);
if (!Cmdline_nohtl) gr_set_view_matrix(&Eye_position, &Eye_matrix);
light_reset();
vector light_dir = vmd_zero_vector;
light_dir.xyz.x = -0.5;
light_dir.xyz.y = 2.0f;
light_dir.xyz.z = -2.0f;
light_add_directional(&light_dir, 0.65f, 1.0f, 1.0f, 1.0f);
// light_filter_reset();
light_rotate_all();
// lighting for techroom
model_clear_instance(WeapSelectModelNum);
model_render(WeapSelectModelNum, &object_orient, &vmd_zero_vector, MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_FOGGING, -1, -1);
//NOW render the lines for weapons
gr_reset_clip();
vertex draw_point;
//vector subobj_pos;
int x, y;
int xc, yc;
polymodel *pm = model_get(WeapSelectModelNum);
int num_found = 2;
//Render selected primary lines
for(x = 0; x < pm->n_guns; x++)
{
if((Wss_slots[Selected_wl_slot].wep[x] == Selected_wl_class && Hot_weapon_bank < 0) || x == Hot_weapon_bank)
{
Assert(num_found < NUM_ICON_FRAMES);
gr_set_color_fast(&Icon_colors[ICON_FRAME_NORMAL + num_found]);
gr_circle(Wl_bank_coords[gr_screen.res][x][0] + 106, Wl_bank_coords[gr_screen.res][x][1] + 12, 5);
for(int y = 0; y < pm->gun_banks[x].num_slots; y++)
{
/*vm_vec_copy_scale(&subobj_pos, &pm->gun_banks[x].pnt[y], 1.0f);
subobj_pos.xyz.z += zoom;
if (pm->flags & PM_FLAG_AUTOCEN)
{
vector temp, delta;
vm_vec_copy_scale(&temp, &pm->autocenter, -1.0f);
vm_vec_unrotate(&delta, &temp, &object_orient);
vm_vec_add2(&subobj_pos, &delta);
}
g3_project_vector(&subobj_pos, &draw_point.sx, &draw_point.sy);*/
g3_rotate_vertex(&draw_point, &pm->gun_banks[x].pnt[y]);
g3_project_vertex(&draw_point);
xc = fl2i(draw_point.sx + Wl_overhead_coords[gr_screen.res][0]);
yc = fl2i(draw_point.sy +Wl_overhead_coords[gr_screen.res][1]);
gr_line(Wl_bank_coords[gr_screen.res][x][0] + 106, Wl_bank_coords[gr_screen.res][x][1] + 12, xc - 4, Wl_bank_coords[gr_screen.res][x][1] + 12);
gr_curve(xc - 5, Wl_bank_coords[gr_screen.res][x][1] + 12, 5, 1);
gr_line(xc, Wl_bank_coords[gr_screen.res][x][1] + 17, xc, yc);
gr_circle(xc, yc, 5);
}
num_found++;
}
}
Edit: Oh, and modders, here's a TXT I made while working on this, shows the various point values for armor classes (Shields and hull are added up in the totals, since that seemed closer to the :V: descriptions)
The top part has hull and (shield) values from all the Terran fighters/bombers. Capital armor classes not included.
Light 180 (380) 250 (400) 220 (330) 170 (230) 200 (200) 220 (200)
Average 265 (350) 290 (390)
Medium 275 (700) 275 (700) 200 (450) 300 (530)
Heavy 250 (600) 275 (610) 325 (500) 350 (700) 280 (580)
Very Heavy 475 (700) 550 (850) 325 (850) 325 (850)
Ultra Heavy 425 (650)
L: <= 600
A: 600-700
M: 700-900
H: 900-1100
VH: 1100-1300
UH: 1300+
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I tried the previous build, I have to say it was finally as easy as in vanilla FS2 to drag and drop. :nod: Good stuff.
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the lines arent quite ligning up, i tried in both 640*480 and 1024*768. and they were quite off.
*edit*
but you knew that didnt you :D
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On this (http://www.hard-light.net/forums/index.php/topic,29391.msg601034.html#msg601034) thread people are talking about having 3D icons for briefings. While I'm not exactly pushing for that how hard would it be to adapt this code so that it could be used for mission briefing icons?
I'm sure I'm not the only person sick of seeing the Lucifer icon appearing to represent an demon etc.
So as not to break backwards compatability I'm thinking along the lines of having an setting in the icon image dropdown called Generate from Ship Type. If used the ship type and icon type would always match.
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Well, I just posted there :p
Fact is, it would be extremely easy. I made a function that'll display a ship in 3D anywhere you please, all I'd have to do would be change this
rot_angles.p = -(3.14159f * 0.5f);
rot_angles.b = 0.0f;
rot_angles.h = 0.0f;
to this
rot_angles.p = 0.0f;
rot_angles.b = 0.0f;
if(sip->flags & SIF_FIGHTER || sip->flags & SIF_BOMBER)
rot_angles.p = -(3.14159f * 0.5f);
else
rot_angles.b = -(3.14159f * 0.5f);
rot_angles.h = 0.0f;
and add it into the briefing, and the icon would (theoretically) be the same as the old ones, except with 3D ships. I might have to do some tweaking since I think installations and the Knossos are usually shown head on, considering how they're defined in model files.
Any rotation at all would take the same effort, the p,b, and h variables represent rotation in radians on the x, y, and z axis respectively. I could even make them settable in a .tbl.
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Holy cow guys, you do realise that in the last few weeks you have taken more quiet steps towards that which should not be named than ever before?
Not being rude to DaveB and all the hard work [V] put in, but you really are honestly blowing them clean out of the water.
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Sometimes I wonder if we should email Volition a link to the SCP site.
Or even better, the Hosted Project Collaboration forum. ;7
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indeed. someone needs to get Dave back here
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Buildy no worky. Crash after pilot select.
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Yeah I had that problem too. It went away after I tried creating a new pilot.
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This is hopefully going to be my second-to-last build on this...I originally wasn't going to post 'til I was fully done, but I wanted to :thepimp: it someplace else...
(http://fs2source.warpcore.org/exes/latest/gallery/screen06.jpg) (http://fs2source.warpcore.org/exes/latest/gallery/screen06.png)
Enjoy. (http://fs2source.warpcore.org/exes/latest/C01102005.zip) :D
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umm, talk to Sandwich about that.
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The missiles refer to the gun mounts?
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Yeah, I noticed that too... odd...
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I havent gotten this build to run so far, it just starts up then after the splash screen CTD's with no error message whatsoever.
EDIT: Seems that this is my [problem entirely, it works but the secondary banks are messed, i've had lines shooting to places off the screen. It seems secondaries are pointing to the primary banks but when there are more secondaries they go all over the place.
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Well...
Unfortunately I have problems with ALL 3.6.5 builds :(
I can play the training missions, but after them, FS2 crashes...
It even crashes on most of my self-made missions!
And those missions don't use any custom modesl or SEXPs or something :(
I already tried to change some preferences...
I've tried OpenGL and Direct3D...
But it ALWAYS crashes...
Here's my system:
1333 MHz AMD Athlon Thunderbird on a
ASUS A7V-133 Mainboard
512 MB RAM (PC 133, Infineon, CL2)
GeForce 3 (Creative Labs)
Sound Blaster Live! 5.1 Player
I think I don't need to post my DVD-ROMs and HDDs... ;)
OS: Windows XP Pro with SP2
Well... I didn't know where to post it, so please move it to another forum if I'm wrong here...
Or you tell me where to post it :)
Maybe it's just a Windows Problem (wouldn't be the first time...)
Well... I'm going to reinstall the next days...
EDIT:
I forgot:
I run SCP with my german Version of Freespace 2.
mv_zpack is used...
Nothing else...
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The German version could be it, do a search in Gen Freespace, I remember a thread involving SCP + German Freespace 2.
You could also try using a debug build (They have _d at the end of the filename) and seeing if you get any errors from it.
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how do you get the ship to show ant an angle like that, the build in the link worked the same way the previous one did.
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Did you run it with the -ship_choice_3D flag?
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^I did, the ship always showed straight down
The icons are nice by the way
(read my edit by the way)
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Oops, forgot to replace the old file on the FTP.
Try http://fs2source.warpcore.org/exes/latest/C01102005b.zip
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This one doesnt mess up secondaries? testing, so by the time you awenser it will be too late... MUAHAHAHAHAH!
:shaking:
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Yes, it does, but it's an easy fix - I copy-pasted and forgot to edit. Just had to change gun_banks to missile_banks.
Teh DL (http://fs2source.warpcore.org/exes/latest/C01102005.zip)
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Outstanding work, WMCoolmon. It seems to work fine for me. Thats an awesome effect indeed! Thanks for your hard work!! :yes:
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Yeah, it seemed like that was the problem. But i didnt get the time to test this anyways so bleh.
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Screenshots, just because the effect is cool.... :)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/ApolloMissiles.jpg)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/ApolloGuns.jpg)
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Originally posted by Admiral Nelson
Outstanding work, WMCoolmon. It seems to work fine for me. Thats an awesome effect indeed! Thanks for your hard work!! :yes:
:)
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so is this stuff including taylor's lovely opengl enhancements with this or does this build have the old fugly opengl
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God, you code monkeys are crazy.
GG
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Nice. :) Does it switch from displaying the lines for primaries and secondaries when you click on a weapon?
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It displays lines for the currently selected weapon class (If any are in the ship loadout), or if you're dropping a weapon, the slot it's currently hovering over.
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Originally posted by WMCoolmon
Oops, forgot to replace the old file on the FTP.
Try http://fs2source.warpcore.org/exes/latest/C01102005b.zip
yea that would explain my problem :D
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hey, in that first screen shot it looks like you are useing the version of the herc that I siad was going to be final but then a day later realised I had made a horable mistake and fixed it and updated my zip, go back and redownload, unless you like the mechanical bits glowing blue.
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Ok. Apparently I have to make a new pilot every time I start this exe, else it crashes immediately after selecting a pilot. :doubt:
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Can you give me more info than that?
Bobb: I actually noticed the difference in a screenie somewhere and mentally complimented the glowing blue parts. :p I suppose I can update the mediaVP with it sometime, though...
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Originally posted by Raa
Ok. Apparently I have to make a new pilot every time I start this exe, else it crashes immediately after selecting a pilot. :doubt:
Ditto...
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Originally posted by WMCoolmon
Can you give me more info than that?
Like what? When I select a pilot and hit start, the game crashes to desktop.
So I create a new pilot, and click start and the game loads. Until I attempted to enter the techroom, where it crashed.
When I later tried to use the new pilot, it crashed when I hit start. So I had to delete it and create another new pilot...
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Well, the pilot code should be identical to 3.6.5 in the most recent build (Linked to in the first post).
Does it still crash if you go into the ship selection screen, select weapons, etc, but then exit FS2 without starting a mission?
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I'll try it again, but last time it crashed before I could even go to the mission simulator in the tech room.
Edit: Ok, I ran the debug build, this time, and am getting a funky error just after choosing a pilot...
Assert: ship_count <= MAX_SHIP_TYPES
File: e:\cvs\fs2_open\code\mission\missioncampaign.cpp
Line: 1322
After that I got an assertion error, and had the option to retry, ignore or cancel, but it wouldn't let me selct any of the options, everytime I tried to click one, it flashed back to the launcher...
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Well, what I've been doing is just going as far as the techroom, for the most part. I've been using the same pilot - but I don't think I've actually completed a mission, and I haven't enetered more than three missions (two of which were crap missions made by me for testing of this sort and have virtually nothing in them)
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Well, I editted the above post, but perhaps you'll miss it, so I'm bumping here. ;)
Would a debug spew help? And if so, is there a way to save what it shows in the spew?
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Looks like it's because of my experiments with removing the ship limit (partially successful, but the network code needs to be edited to make up for it.)
I think if you make a file called debug_filter.cfg you'll get some debugging info auto-saved...sounds like the problem is that for whatever reason, your campaign (cs2) file ends up having more than the max number of ships saved in it, or thinks there's that many ships.
If you can use a hex editor, check the value 16 bytes after the campaign name...if you can't can you post the .cs2 file up here for perusal? :p
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Originally posted by WMCoolmon
If you can use a hex editor, check the value 16 bytes after the campaign name...if you can't can you post the .cs2 file up here for perusal? :p
Um... I don't know how to do hex, and I'm not sure wether I can post the campaign file, since it's an MT file (although temporary)...
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Ok, well, I used another exe to change my current campaign and that problem is gone, but when trying to load a mission, I got this a few times...
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That's another error I was getting, but disappeared (I think) when I removed the mediaVP)
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Yes... There's something wrong with the mediaVP...
It crashes with EVERY FS2_open Version...
And this is what my Debug Spew says me:
OpenGL Debug (http://home.arcor.de/mr_maniac/ANDERES/OpenGLDebug.txt)
Direct3D Debug (http://home.arcor.de/mr_maniac/ANDERES/Direct3DDebug.txt)
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Okay... To make it short:
It was the vp_music...
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This is very cool, WMCoolmon. Not only did you put the model into all of the weapons outout, you showed where the weapons are too - this kind of thing is a good sense, although it kind of makes interface artists obsolete. :p
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BTW, don't make the weapons loadout model rotate, give it static profile view.
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has this been committed yet?
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Ayup.
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What's up with the music_vp? It blew everything to crap when I tried using it.
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umm wrong thread to post that in. But the ogg support is being looked into by WMCoolmon. Just remove the music.vp.
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Coolest.
****ing.
Thing.
Ever.
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Originally posted by WMCoolmon
Ayup.
i don't think i got your commit message though :wtf:
when did you commit?
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Originally posted by PhReAk
i don't think i got your commit message though :wtf:
when did you commit?
When I posted the message in your thread about it being in CVS :p :
http://dynamic4.gamespy.com/~freespace/forums/showthread.ph?s=&threadid=29579
I actually missed part of the auto-stats generation code, that got committed with the 2D mission stuff.
If you do an update to CVS now, you should have it. There aren't any differences from my current code tree and CVS.
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wonderful, no commit emails.
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i am downloading this now. i am literally drooling over this.
I have a friend who flies a SD Lucifer will all beam turrets enabled. i tinkered with making my ships colossus' but it really screwed up my game. now i don't have to mess up my game.
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..... NOOOOOO! IT WON'T LET ME PLAY MISSIONS!!
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Can you be a little more specific than that - what error does it give?
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now it works, but it just crashed. no error message.
[EDIT] actually, it says "player ship has no weapons" when i can't play missions.
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Someone pls. overdose him with either Na+, Adrenalin, He or Morphine.
(Death - undetectable, Death - heart attack, Death - put down like a dog, Death - happy cocktail....)
Anything, just make it stop! I keep bumping into him on all development forums, pls. make it stop! (Holds his skull in pain, the melted brain pouring out through his ears).
....Reboot complete, Defrag & Emergency Memory Flush complete.
Always post your config, used flags and posibble the error message, or if you actually want to do smg. productive post it on Mantis.
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erm, there was no error message if it crashed. if there was an error message, i would have posted it.
BTW WMC, do you need a launcher to use the build? That could be the reason why it crashed.
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Yes, you need the launcher for all SCP builds.
Try this one:
http://fs2source.warpcore.org/exes/latest/C01162005.zip
or this one:
http://www.hard-light.net/forums/index.php/topic,29644.0.html
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yeah, TV has a good point there..
BTW WMCoolmon, i have the launcher 3.6.5 or whatever version it is.
Behold: Alpha 1 starring the GTD Bastion!
(http://www.geocities.com/dickerson_dj/screen00.jpg)
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it just crashed again. no error message. it seems to crash with shivan vessels, and turrets don't work exept for the leviathan. it crashed when i used that too.
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What messages do the debug build give you?
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And which build are you using? I think I fixed an instant-crash bug in my cumulative build, so if you're playing as a capship you'll want to try that.
As for turrets not firing - as I understood, that was fixed by somebody. Keep in mind that you'll probably have to beam-free-all Alpha 1 somehow to get beams to work. :p
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*walks into room*
*gives an evil look at Cobra*
Only a matter of time............ :devil:
*returns to the "janitor's closet"*
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yes, i know to beam free all my ship, but the plasma guns (Terran turrets, etc) don't work either.
MM, I'm not using the debug.
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Okay I've ran into a problem. When I chose a cap ship or a transport Im going to use in the ship select screen it wont let me start the mission since because I have no primary guns and missles mounted. Is there a way you can tell the game to recognize turrets as weapons or just tell the game to completely ignore guns and missles all together?
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this is what i did. select the ship, and bypass the loadout completely. that's how i got that in game shot. *motions at pic*
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Cumulative Build (http://www.hard-light.net/forums/index.php/topic,29644.0.html)
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(http://us.f3.yahoofs.com/users/4172d2fezddc2dcab/6611/__sr_/bd43.jpg?phnzS7BBOLFFBCsx)
:mad: :confused:
Help ??
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Linky not worky.
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Try this
(http://img.photobucket.com/albums/v302/fs2freak88/Error.jpg)
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loadgun07 is a weapon icon or animation that is used in the table but doesnt actually exist. you see v was lazy so they copied alot of capship weapons directly from the fs1 tables. some scp builds are sensitive to this.
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That doesnt help me :mad: :mad: :mad: :mad:
Anything that acutally might HELP ?
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calm down
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Originally posted by fs2freak88
That doesnt help me :mad: :mad: :mad: :mad:
Anything that acutally might HELP ?
First calm the hell down. If you're going to act like that when people try to help you're not going to get much else in the way of help.
1. Have you tried other FS2_Open builds?
2. Have you got any mods installed?
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Would lack of certain VP's also be the problem?
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I have loads and loads of mods installed, and I have tried other FS2 open mods.
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And? Does it work then?
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I tried other builds it work, but right when I get fired upon it kicks back to the desktop.
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Try it with no mods then. Make a new Data folder and move the old one. You might as well make a new pilot while you're at it.
Make sure there are no mods in your main FS2 folder and that the -mod option is switched off.
If that still doesn't work remove the media.vp files and try again.
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Same Result :(
What .vp's do i need?
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Remove anything that starts with mv.
In fact remove any vp files not on this list
# root_fs2.vp
# sparky_fs2.vp
# sparky_hi_fs2.vp
# stu_fs2.vp
# tango1_fs2.vp
# tango2_fs2.vp
# tango3_fs2.vp
# smarty_fs2.vp
# warble_fs2.vp
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O_o my god. It's CRAZY !!! I have to try this later...
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Nothing, same error screen.
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What mission are you trying to play?
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i'm having problems with the capships. it may be just a pc related problem, but when i used the GTVA colossus in the "Third Watch" mission, i got about halfway through (right after i destroyed the Mendel with my uber beam cannons) and it just froze and crashed to my desktop.
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Were you using the cumulative build? Like I said before (and in that thread, I believe) I fixed a capship-problem in that build. Or so I thought.
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no. i'm downloading it right now, only this isn't a damage related problem.
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Hmm, usual drill then - does the debug build tell you anything?
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oh yeah, debug doesn't run. let me give the error in half a sec...
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well, i got as far as committing to a mission this time... here's the error message:
Debug Error!
Program: C:\Games\Freespace2\fs2_open_c01102005_d.exe
Module: C:\Games\Freespace2\fs2_open_c01102005_d.exe
File:
Run-Time Check Failure #2 - Stack around the variable 'ext' was corrupted.
This is the debugger's debug error. I can't get any farther than committing a mission.
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Ick. :blah: Looks like we really do have a memory leak problem somewhere.
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eh, sorry for bumping this thread, but have there been any improvements? :D
memory leak fixed, actual weapons mounted on the flyable ships, etc. :p
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There are plenty of newer builds for you to check. :blah: