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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on February 28, 2005, 12:01:45 am

Title: new build
Post by: Bobboau on February 28, 2005, 12:01:45 am
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_2-27-05.zip

test it or suffer the horable consequences


...I have experienced a lot of unusual freezes, and  some crap when I shut down, I'm wondering if this is just becase of the dev dlls I'm useing. or if it has anything to do with me at all (as far as I can tell it gets locked in an infinite loop somewere in the direct input code wich I have never touched but I've been hearing about people complaining about similar things with other builds)  this has all my animation and weapon model code in it as well as all current CVS changes, but it is not in CVS due to the frezeing and shutdown errors wich I have yet to identify.

things I am especaly interested in:
 error mesages and anything related to the alt tab bug, it should be fixed and error mesagas should work perfictly now.
environment mapping, it should look better/more acurate than ever, no more uggly seems visable along large surfaces
memory leak, make sure I didn't resurect it.
glithy stuff, lighting, effects turning all white,a portel from hell opening up in your monitor spilling fortha evil hord of demons bent on the destruction of the human race, z buffer weirdnes, bacground effects getting all garbled up or rendering way to bright.
if you find a bug in this build see if it's present in the last build I posted or other builds recently posted by others, and tell me wich if either of these is the case.

Added to the website.//redmenace
Title: new build
Post by: Nuke on February 28, 2005, 12:52:11 am
il test it as soon as my z drive is done defraging, mind you i havent defraged this drive in over 2 years :D
Title: new build
Post by: Vasudan Admiral on February 28, 2005, 01:09:42 am
Hmm, didn't even get to the loading screen for me. The screen just flickered for an instant when i clicked run from the launcher. No error message or anything - it didn't even show up in the task manager process monitor. :\

This was on an almost blank install of FS, so i doubt it's any bogus data, especially since your older animation build works perfectly. (and yes, there is a very specific reason i'm using that build of yours. ;) I've had it for a while, as soon as you implimented the feature actually, but it's not up to preview release quality just yet.)

Hardware:
P4 - 2.4Ghz
512 ram
R 9800 Pro 128 (4.4 drivers)
Windows XP Pro - no service packs

The crash does not happen on either Taylors or WMC's most recent builds. It also seems to be unrelated to the exe flags, since trying it with no flags engaged gave the same results. :(

----
Oh, and since this seems as good a place as any, - animation code bugs:

- Upon restarting a mission in which an animation takes place, the moving parts are in whatever position they were last in.

- Combining types does not seem to work. If you have a list of actions to perform while 'docking', and a list of animations to perform after it is 'docked', then only the 'docked' ones will play. The docking ones don't budge.

- Sort of a bug: the docking animations themselves only seem to take place if the path is over a certain length. I'm not sure if this has to do with the total length of the animations (which would probably be longer than the docking sequence in this case)
Title: new build
Post by: phatosealpha on February 28, 2005, 01:26:58 am
Hmm.  The launcher claims it can't read the flag file, and double clicking the build gives me an error about missing vorbisfile.dll
Title: new build
Post by: Bobboau on February 28, 2005, 01:31:20 am
look in the errorlog and tellme what it sais, I don't need the whole thing just the first few lines. maybe I should try posting a debug build. oh, I know try running it with the -window comand line option.

-I need to find a good place to initalise ship animations on a pre mission basis

-hmmm,  you said your useing an older animation build, try the most recent one, a lot of work went into this sort of thing after the first few inital builds, though honestly I never tested
Title: new build
Post by: Vasudan Admiral on February 28, 2005, 02:31:04 am
Weird - there's no entry in the errorlog from your build at all. Just ones from previous crashes last year.
The -window flag changes nothing either, no matter if it is the only flag or not.
For the record, I also get the same things as Phatosealpha.

By most recent one, you mean the latest weapon model one? That also works fine, though i have yet to test it against the animation bugs.
Title: new build
Post by: Bobboau on February 28, 2005, 02:38:18 am
wow, now that is odd, ... rty it in OGL mode just to see if maybe my fiddling with the D3D wasn't the cause of problems, but that's probly it, can anyone else get it to work? this is weird, if the screen flashes you should be getting at the least an unhelpful "d3d failed" mesage, and you should defenately be getting a errorlog

on a side note, I swiched out my dlls to the retail version and the lockups stoped, so unless anyone else has the problem or I reencounter it, I'm going to just say it was the dlls I was useing.
Title: new build
Post by: Nuke on February 28, 2005, 02:48:23 am
i get the missing dll error as well. it doesnt get far enough to create a log. im gonna try to find the dll online.
Title: new build
Post by: Bobboau on February 28, 2005, 02:54:54 am
wait a second, missing dlls...

try these
Title: new build
Post by: Nuke on February 28, 2005, 02:55:11 am
its got something to do with ogg support, its looking for dlls to support it.

i need your copy of vorbisfile.dll and ogg.dll, the ones i got arent the right versions.

hey that fixed the cannot read flag file error. make a nothe that that usually happens when youre missing dlls.

and the build works so far, i need to start uncomenting features for some real testing.
Title: new build
Post by: Bobboau on February 28, 2005, 03:00:03 am
both of those should have been in that zip.
Title: new build
Post by: Nuke on February 28, 2005, 03:04:30 am
i need to stop editing my posts and just make new ones:D
Title: new build
Post by: Bobboau on February 28, 2005, 03:07:33 am
alt-tabing work now?
does environment mapping look better/still works?
portels from hell?
Title: new build
Post by: Nuke on February 28, 2005, 03:17:27 am
alt+tab works now, which is cool cause i dont remember it ever working. and theres a noticable improvement in the env mapping, the glass on the pf satyr looks awesome.
Title: new build
Post by: Bobboau on February 28, 2005, 03:19:27 am
exelent...
VICTORY FOR BOBBOAU!

//we need a eye twitch smiley
Title: new build
Post by: Vasudan Admiral on February 28, 2005, 03:56:50 am
Well, the dlls work, but the sounds are slightly more muffled than normal. :confused:
And yes - alt+tabbing works now. Awesome work. :D

On the other hand tho, the submodel animation no longer seems to. The game gives me a message
Code: [Select]
Error: ships.tbl(3517):
Error: Required token = [+relitive_angle:], found [0 ]
in ship: GTR Orestes.

File:I:\FSO\fs2_open\code\Parse\PARSELO.CPP
Line: 489
The actual animation entry it's looking at is the first of the lot - this one:
Code: [Select]
+delay: 2
+relitive_angle: 0,0,-180
+velocity:0,0,14
+acceleration: 0,0,1.001
+time:4000
...
The delay is normally 0, but setting it to 2 didn't change anything anyway :(

The animation scripts worked in fs2_open_r_animations.exe (5th January version) with no such errors. As is they don't start at all in this build.
Has something changed about the syntax or anything since then?
Title: new build
Post by: Bobboau on February 28, 2005, 04:07:22 am
yeah, there have been changes, most noteably the addition of a subtype so you can specify with docking point or primary bank or whatever. although it's suposed to be an optional line (defaulting to -1 wich is any subtype)
also there no longer is a "primary_bank_1" or 2, there is just the "primary_bank" you specify wich ank via the subtype, subtype is a zero based index, so the first primary bank is subtype 0, the second one is 1, and third is 2, same thing for secondary banks

the new animation table code
Code: [Select]
$Subsystem: primary1a, 1,0.0 ;;name it whatever you want                      
+non-targetable ;;unrelated to animation code, but this is were it goes
$animation=triggered ;;specifies a triggered animation for this subsystem
$type="primary_bank" ;;this is triggered by selecting an primary weapon bank
+sub_type:0 ;;the first bank, it's 0 based indexing
+delay:0 ;;the animation starts instantly rather than waiting a number of milliseconds
+relative_angle:0,-180,0 ;;move around the x,y,and z axies this many degrees, this specifies the ending
;;position of the subobject when the animation is done
+velocity:0,90,0 ;;howmany degrees the thing should rotate per second at the fastest
+acceleration:0,60,0 ;;how fast it should speed up
+time:4000 ;;the gameplay effect time


and docking related animations are disabled untill I can get goob to look over that bit of code
Title: new build
Post by: Nuke on February 28, 2005, 04:38:48 am
i was gonna say they were broke, but  updeted my animations with the new variable and all works fine now.

but i found an odd bug, in the loadout screen the weapons sroll backwards. ad fitst i tought i might have screwed up my weapons table but i realised they were just scrolling backwards.
Title: new build
Post by: Vasudan Admiral on February 28, 2005, 04:52:02 am
Quote
the new animation table code
Oooh, that's cool. :) But it also means i can't test the specific docking trigger yet. :(
Couple of questions:
- So the primary_bank type will trigger once per shot of the associated primary? And does/can this apply to turrets? (thinking scripted recoil here)
- Are animation sounds and sexp triggers on the menu for near future development? They'd be awesome. :D
- Not directly related, but is it faster under HTL for a subobject to load a small (256 or 512) map for itself, or if it uses the main hulls huge (2048 or 1024) map that would already be in memory from the main hull?
Title: new build
Post by: Nuke on February 28, 2005, 04:59:38 am
right now all it does is animate when the bank is sellected, such as opening a gun/missile port. im currently using them on pf chimera. ive been waiting on a weapon fired trigger for some time now. and from what i know of htl, the fewer textures the better. your better off to fit your entire shipn on a 2048^2 texture than you are to use 4 512^2 textures. lod texturing should be handeled by mipmaping.
Title: new build
Post by: Vasudan Admiral on February 28, 2005, 06:01:47 am
I know you want to keep the texture count down, but what i'm wondering is that if you had the HTL aeolus using a single big 2048 res texture, what do you do with the turrets? Do you give them a small 256 or 512 res map to save the computer having to reload the 2048 res main hull for every turret arm and base? Or would having them UV mapped to the main hull texture be preferable because it is already in RAM, and the game doesn't have to load more textures into RAM?
Title: new build
Post by: Bobboau on February 28, 2005, 07:20:27 am
well if there  on seperate subobjects than it realy doesn't matter as much becase you'r going to have to stop and draw them seperately anyway, though if it isn't dificult useing the same map for both would be prefered, and you can use 2048X1024
Title: new build
Post by: Nuke on February 28, 2005, 07:52:44 am
keep in mind a 2048^2 map has 64 times the surface area of the standard 256^2 maps that fs2 usually used. theres plenty of room for the ship and all the turrets and subobjects and it would still look pretty damn good.
Title: new build
Post by: Nuke on February 28, 2005, 11:49:14 am
hey bob, im really impressed with how much better the gatling gun animation looks than the system goober made. i wanna convert every gatling weilding ship i have over. however, sence the gatling guns are a prominent feature on my ships, they would just look stupid without their guns in the tech room, do you think you can have it show the ships default weapon in the tech room, ship select screen, and  loadout screen or any other place you see a model in the interface. also another idea is to actually be able to see the weapons you select in the loadout ship model.  that would be cool :D
Title: new build
Post by: Goober5000 on February 28, 2005, 01:10:28 pm
Eh, well, the system I made was more of a hack than a real system.  It was just "rotate this submodel while this bank is firing".  Bobboau made an entire system, which is much better. :)

Bobboau, is this committed?  If it is, let me know which part of the code deals with docking and I'll take a look.
Title: new build
Post by: Psychonaut on February 28, 2005, 03:52:26 pm
I still have freezes with this build on the same way all the other new builds freeze ingame. I actuallly use your weapon model build, which is fast and stable.
Title: new build
Post by: WMCoolmon on February 28, 2005, 04:39:33 pm
Quote
Originally posted by Nuke
hey bob, im really impressed with how much better the gatling gun animation looks than the system goober made. i wanna convert every gatling weilding ship i have over. however, sence the gatling guns are a prominent feature on my ships, they would just look stupid without their guns in the tech room, do you think you can have it show the ships default weapon in the tech room, ship select screen, and  loadout screen or any other place you see a model in the interface. also another idea is to actually be able to see the weapons you select in the loadout ship model.  that would be cool :D


Actually, if the method to draw 'em is simple enough, I could do that - I need to work on the techroom and weapon selection screens to finish up my $Tech Model thingy.
Title: new build
Post by: Bobboau on February 28, 2005, 09:17:03 pm
well if the frezeing issues are common in all recent builds then I'm guessing it's not my fault, I'll try to get this commited tonight
Title: new build
Post by: phreak on February 28, 2005, 09:25:05 pm
so can we change it so that "relative" is spelt correctly.
Title: new build
Post by: Bobboau on February 28, 2005, 09:30:20 pm
well so many people are spelling it incorectly now it probly would break a lot of people test data....
Title: new build
Post by: phreak on February 28, 2005, 10:15:15 pm
i doubt its asking too much of people to use the find/replace function in notepad
Title: new build
Post by: Goober5000 on February 28, 2005, 10:26:15 pm
Quote
Originally posted by Bobboau
well so many people are spelling it incorectly now it probly would break a lot of people test data....
I committed a fix in CVS which apparently got overwritten.  And I posted about it.  And I PMmed you about it.  It should have been fixed before now.

If it isn't fixed, fix it.  It's an experimental feature anyway.  The same thing ended up happening with +Primary Capacity to $Primary Capacity, and everyone came through that just fine.
Title: new build
Post by: Bobboau on February 28, 2005, 11:48:19 pm
I know I was kidding... :rolleyes:
Title: new build
Post by: Nuke on March 01, 2005, 01:10:52 am
hey wc, i modeled an interface model for one of my gatling guns, let me know if you want it for testing.

i forget i have my own ftp
click me (ftp://www.game-warden.com/game-warden.com/nukemod-cos/fsinterface/intmod.zip)

comes with a gatling gun model for show weap support and one for interface model support and a texture which they both use.
Title: new build
Post by: Bobboau on March 01, 2005, 01:50:08 am
Quote
Originally posted by Goober5000
Eh, well, the system I made was more of a hack than a real system.  It was just "rotate this submodel while this bank is firing".  Bobboau made an entire system, which is much better. :)


just noticed this, the thing he is talking abut is seperate from the triggered animation system, it is totaly internal to the external weapon model code and totaly seperate (triggered animations only work for ships) and it was actualy just something I hacked together in about an hour or two at the last minute. though my experience in the anmation system helped out greatly. each ship has for each bank an angle and a rotation rate, the angle is moved once per frame by fltframerate*rotation rate, the rotation rate is raised every frame that the ship is fireing a weapon from that bank untill, it reaches a cap speed, then when the ship stops fireing from that bank the rotation rate is lowered until it reaches 0. I added an extra check in the fire primary function so that weapons that have this feature don't fire untill they have reached the cap speed, though nuke things I should modify this so the fire wait is inversely proportional to how far it is in it's acceleration phase, though I think it has sort of a cool 'I'm chargeing up now' feel to it.
Title: new build
Post by: Nuke on March 01, 2005, 02:58:12 am
actually you got a good point there, it might not be uber realistic but i kinda like the charge pause. this gives me an excuse to make them more powerfull. still id like to see how they perform in an accelerated mode. if its not too difficult, could it be made an option? if you did id probibly use  both styles.
Title: new build
Post by: terren on March 01, 2005, 08:53:36 am
So, now we have weapons that dont shoot Imeditly when the fire button is pressed.  This brings the total number of 'Never going to happen' fetures to about, lets see, 6 if I'm geting it right.  

When I get back from work, I'll have to search the forums and do an accurate count.
Title: new build
Post by: Solatar on March 01, 2005, 09:55:42 am
My "white boxes as engine glows" problem is fixed by this build as well.
Title: new build
Post by: Deepblue on March 01, 2005, 12:44:38 pm
Ooo... *downloads* :D
Title: new build
Post by: Trivial Psychic on March 02, 2005, 02:37:54 pm
Quote
Originally posted by phatosealpha
Hmm.  The launcher claims it can't read the flag file, and double clicking the build gives me an error about missing vorbisfile.dll

I'm getting the same error regarding the flags file.  I tried running it anyway and was met with an error message saying that the program couldn't be run.
Title: new build
Post by: WMCoolmon on March 02, 2005, 05:18:45 pm
Sounds like Bobb may not have statically linked the OGG libraries. If there's a vorbisfile with winamp or something it might work.
Title: new build
Post by: Bobboau on March 02, 2005, 06:28:17 pm
Quote
Originally posted by Bobboau
wait a second, missing dlls...

try these

http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=634837