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 17, 2005, 04:23:49 am
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Previously in builds:
- Registry DWORD values "SoundSampleRate" and "SoundSampleBits" set sample rate and bits (Defaults are 22050 and 8, respectively, modern settings are 44100 and 16, respectively)
- Sound buffers are no longer forced into software memory
- Dynamically generated art and description text for ship selection screen (Both with and without 3D flag)
- 2D Mission support - uses mission flag value of 16384
- Rendering of ship while in first person perspective (3D cockpits) - uses ship flag "show ship"
New to this build:
- Untested fix for crash when player takes damage as capship
- Many, many, fixes for OGG support - should work now with mv_music.vp
The build:
http://fs2source.warpcore.org/exes/latest/C01172005.zip
The attachment:
Attached is the registry patch to upgrade SoundSampleRate and SoundSampleBits to higher values, this means better OGG decoding quality and such.
Added to the website//redmenace
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I cannot change my loadout. To be more specific, I can change my lasers and missiles but those changes are not transferred to the actual game.
Example, The mystery of the Trinity: default loadout of 1x GTW5a Prometheus R / 1x GTW Subach HL7 and 1x bank of MX64 Rockeye (20) / 1x bank of MX6 Tempests (400). I can change them to whatever I want to in the loadout screen but the default is used inside the mission no matter what I select to be equipped with.
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Unlike the previous builds that had the 3d loadout system, this one does not crash when I select a pilot. :yes:
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Originally posted by DrunkenPirate
I cannot change my loadout. To be more specific, I can change my lasers and missiles but those changes are not transferred to the actual game.
Example, The mystery of the Trinity: default loadout of 1x GTW5a Prometheus R / 1x GTW Subach HL7 and 1x bank of MX64 Rockeye (20) / 1x bank of MX6 Tempests (400). I can change them to whatever I want to in the loadout screen but the default is used inside the mission no matter what I select to be equipped with.
*notes* Probably has something to do with my fix to get capships working without the 'player ship has no weapons' message.
This DOES have the 3D loadout system too, Solatar. :p
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Originally posted by WMCoolmon
This DOES have the 3D loadout system too, Solatar. :p
What I was trying to say, that it does have the kickass stuff, and unlike the other ones, it works.:D
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Originally posted by WMCoolmon
*notes* Probably has something to do with my fix to get capships working without the 'player ship has no weapons' message.
yes you may :). i did take a look at the diff and couldn't see much, but i'm not in the mood to look at code now :)
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is there anyway to fix the zoom on the 2d missions so that its the same level of zoom no mater what size ship you are using.
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Well, I'm pretty sure I fixed the prob in my local codebase.
Nuke: Yep, the only reason it is like it is now is so that it's capship compatible.
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Also, is mv_music working now with this build? Are there ANY OGG-specific problems whatsoever?
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Does this build also unclude Taylor's -rlm feature as well as his OGL fixes, and PhReAk's 6-ship-in-loadout-screen feature?
I tried to post the following idea in another thread, but now I can't find it so here it is again. With the flexibilty of the new loadout screen, could a slot be added for turrets on a ship? Obviously, problems might take place if cap-ships were used in wings, so the number of turrets that can be displayed might need to be restricted to say 4 or 5. Either that or the option to change turret loadout would only apply if the target craft is classified as a bomber or fighter.
So is this doable, or would it require too many interface changes?
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When I started the game with this build it said that -rlm was unrecognised so I just deactivated assuming that his fix was now incorperated into the build. There are no graphical problems in OpenGL with any nebula missions now.
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Originally posted by Trivial Psychic
Does this build also unclude Taylor's -rlm feature as well as his OGL fixes
Not -rlm but the other OGL fixes are in CVS so this build should have them.
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I pointed it out on the FS Modding thread, but the clipping plane when drawing the model in 1st person view mode means that there's problems with any sort of complex cockpit.
Oh, and what are 2D missions?
EDIT; oh, I see. Neato.
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Awesome. Now I dont have to switch builds to utilize all of this great stuff. I will mantis any buggys I find.
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this is the same build, isn't it?
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No, this is a new one, different from the other builds. It has changes for the OGG music and playing as capships.
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i was just making sure i wouldn't download the wrong thing or something...
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.... where's the 3D loadout?
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I ask again... is PhReAk's 6-ships in loadout wings present in this build?
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Make a mission, give Alpha wing 6 players...and find out?
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Originally posted by Trivial Psychic
I ask again... is PhReAk's 6-ships in loadout wings present in this build?
no i haven't committed the code and i probably won't get around to it until saturday.
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hey, WMC, i can't find the "show ship" flag and the "3d loadout" flags. help?
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"show ship" goes in ships.tbl, in the flags variable for the ship you want it to work for.
The 3D loadout flag isn't really a flag at all, it's in the launcher as "use models for ship selection", under Gameplay.
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forgive for being n00b, but you've lost me on the "show ship" thing.
[EDIT] nevermind, i just figured it out.
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hmm. i just tried it out... kinda screwy, ain't it? it just looks weird. and don't ask why.
here's an idea for your next build. why don't you make modelled HUD seen in the FS1 intro? that would be so awesome.
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Unfortunately that's not possible without some sort of render-to-texture function - though you could just take a screenshot of the HUD and use it to make a texture, if you really wanted something like that.
Has anybody run into the stack corruption error with this build? I'm hoping that was fixed with the OGG stuff.
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Is it possible to combine the OGL code from this build? It'd be nice for us ATI users :
http://www.hard-light.net/forums/index.php/topic,29087.0.html
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Originally posted by RangerKarl
Is it possible to combine the OGL code from this build? It'd be nice for us ATI users :
http://www.hard-light.net/forums/index.php/topic,29087.0.html
The code (the OGL stuff anyway) from that build is in CVS so this build should have it. The only exception is that I realized the -rlm option did not get put in CVS since I added the registry option instead of the cmdline option. I'll fix that for future builds but you can use add a DWORD value of "1" for the name "OGLRealisticLightModel" under "HKLM\SOFTWARE\Volition\Freespace2" for this build to get the same effect.
If you have to ask how to do that then I would advise against doing it. ;)
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you know what? i think i just might be able to pull of the cockpit thing. hey, WMC, if it turns out right, wanna include it in your next build?
sorry for the OT.
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As long as it's a code modification, sure...
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code mod? :confused:
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As in write / edit C++ (i.e. the code) so it clips the cockpit model correctly at the short view range..
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EEEK!!!
No RLM OPTION *HYPERVENTILATES*
AIIIIIIIIIIIIIGHHHHHHHHHHHHHHHHHHH!!!!!!!!
Errr.
Growl.
*opens Registry Editor*
Heh heh...well i guess I should go edit my post in that other thread about not testing builds unless Taylor's OGL stuff is in it LOL. DWORD added to Registry...I'll look at the HTL Deimos first, its the most obvious test of whether RLM is on or not. If its on, the shine is smaller and smoother, and the rear actually looks like metal. If RLM is off, the shine covers the entire top of the ship when rotated and never a smaller area (read: it looks UGLY, im never going back to non-RLM, you hear me!? NEVER!!)
Ahem...Can't wait to try all these cool features...ummm one thing though, 3d cockpit --- umm....arent the cockpit cameras located in dead center of ship and slightly off from the location of the actual ship's cockpit?
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Mmh? I wanted to try that build, but it says that DevIL.dll is missing. What's that?
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put the build in your FS2 main directory. it should work then.
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Originally posted by Nico
Mmh? I wanted to try that build, but it says that DevIL.dll is missing. What's that?
Basically it's a dll that certain builds need to run. I believe it comes with 3.6.5 so you should be able to get it if you donwload that.
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Originally posted by Nico
Mmh? I wanted to try that build, but it says that DevIL.dll is missing. What's that?
There's a separate link for it in the 3.6.5 thread.