Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on March 12, 2005, 02:18:25 am
-
http://fs2source.warpcore.org/exes/latest/C03122005.zip
- A few turret code modifications (May cause crashes right now)
- New weapon flag, "same turret cooldown", makes the weapon have the same fire rate on turrets as normal (not tested so well)
- Ship/weapons selection objects should move at correct rates.
- Fixed crash in trails code
- Better skinning support for the lab interface.
- A LOT of CVS modifications by other coders, and probably some stuff I did that I forgot ;)
- Includes _o build, which is optimized for P4+ processors (Not guaranteed to work on other processors)
It doesn't, unfortunately, fix a couple of docking bugs that I've discovered and the memory problems people have reported having.
Added to the website.//redmenace
-
awesome.
*downloads
-
I´ve tried the new flags -fixbugs and -nocrash. What can i say. The game runs now perfectly. i have a double in framerate and even the effects looks nicer, than they ever did. Awesome job ;-)
-
:lol:
-
Very nice build !
Got few questions in mind, so might as well as ask them now.
First, is it possible to replace afterburner gauge with gauge similar to weapons energy meter ?
I'll always had problems with Maxim, though I've had hard time pinpointing the source of this problem, is it on the tables or somewhere else ? (I know this is common problem and not excatly related to his build.)
And about the flags in launcher, "fix bugs" and "Disable crashing" in particular. I tried them, but noticed little difference.
Surely the flags with such ambitious names will do something.
-
sweet build! Stable so far, with no visible problems. Framerates seems to have improved a bit, but not much.
-
Crashes MindGames on startup every time I try it.
Strangely enough the debug build doesn't bat an eyelid. The release build on the other hand gives me this.
---------------------------------------------------------------------------
fs2_open_C03122005 caused an Illegal Instruction in module fs2_open_C03122005.exe at 001b:005d39cc.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 3/12/2005 12:23:14.
F:\Games\FreeSpace2\fs2_open_C03122005.exe, run by NamelessOne.
1 processor(s), type 586.
1024 MBytes physical memory.
---------------------------------------------------------------------------
Haven't tried the _o build. What is that for?
Your 20050306 works fine with MG so it looks like it's something new.
-
o-build seems to work fine on my p4
i noticed something interesting, when i ran the techroom before i ran any missions, the ships were reflecting a screenshot of my desktop, complete with open hlp forum
this is on purpose i suppose
-
Seems to work flawless, but I tested it only shortly.
BTW, what' s the effect of the turret code modifications.
-
Works very nice for FS2, but sadly it CTD's with TBP right after the splash screen.
-
Calling the o build the p4 build would really give us non-WMCoolmons an indication of it use when release comes. :)
1. Endgame is broken, still.
2. Dynamic loadout rendering - Advanced EMP missile doesn't show. (Not it that matters...)
3. Still very picky with TBLs, but that's fsopen so I don't mind.
4. COW is totally broken because of the texture limit on the destroyer - it has more than 16 textures.
5. This time the Hawkwood does get blown up fine. the Colossus arrived much earlier than the Hawkwood did, for some strange reason. I'll test.
TBP 3.1 works fine for me on the o build. The minor bugs aside, this is the fastest SCP build I've played yet, or so it feels like. Are there are interface skins available right now?
-
Does it include the featuret option (F3 ) ?
-
hey nice, it looks good, runs well, and has bobs stuff too :D
so what do i need to do to see my window skin in action?
while you are tweaking the turrets, one thing id like to see is turrets using the vwep support. i could then do my always wanted gatling turrets :D
-
i noticed something interesting, when i ran the techroom before i ran any missions, the ships were reflecting a screenshot of my desktop, complete with open hlp forum
Bobb changed some of the env-mapping code to make it easier to implement in OGL.
BTW, what' s the effect of the turret code modifications.
Not really anything...yet. Which is actually a good thing. ;)
1. Endgame is broken, still.
2. Dynamic loadout rendering - Advanced EMP missile doesn't show. (Not it that matters...)
3. Still very picky with TBLs, but that's fsopen so I don't mind.
4. COW is totally broken because of the texture limit on the destroyer - it has more than 16 textures.
5. This time the Hawkwood does get blown up fine. the Colossus arrived much earlier than the Hawkwood did, for some strange reason. I'll test.
1)ick
2)I need to take another stab at that, some Inferno weapons have the problem too
3)Yeah, if that makes it impossible to play some mods, you can check "Disable parsing errors" in the troubleshooting section, which will turn off the strict parsing. I'd really recommend getting the tables fixed tho.
4)Talk to Bobb. 16 textures is a helluva lot. I can speak from personal experience tht fs2_open doesn't like switching between textures/graphics.
5)Hmm.
Does it include the featuret option (F3 ) ?
Yes
hey nice, it looks good, runs well, and has bobs stuff too
so what do i need to do to see my window skin in action?
while you are tweaking the turrets, one thing id like to see is turrets using the vwep support. i could then do my always wanted gatling turrets
Make an interface.tbl and run in D3D. It's not working so well right now, Bobb implemented a new function to solve all the my skinning woes and I've only used it for a couple of the borders.
What is vwep support, btw? If you mean ballistic weapons, capital ships should already be able to have them. Although they won't run out of ammo - I suppose I could make it possible for that to happen.
On the skinning stuff, when I wrote 'interface skinning' I was actually referring to the lab...apologies for getting people's hopes up amd then dashing 'em.
-
Alignment with the ammo readouts still a bit off. Now it's a bit too high. :p
(http://img.photobucket.com/albums/v109/NarfPics/stilloff.jpg)
But other than that, runs great. Getting much faster speeds than the last few ones.
-
w00t for the turret stuffs! ;7
-
"same turret cooldown" kicks ass...
-
Originally posted by WMCoolmon
What is vwep support, btw? If you mean ballistic weapons, capital ships should already be able to have them. Although they won't run out of ammo - I suppose I could make it possible for that to happen.
vwep is the name i gave to the feature bobboau implemented that allows you to see a ships weapons. i chose vwep as that is what fps games call it. akronym for Visible WEaPon. basicly i want it on turrets, id ask bob but i figured that sence you started working on convoluted turret code you might have the nessisary understanding to implement it. it would look real good for the rumrunner's gatling battery :D
-
5) The Hawkwood only arrives after the Cato has been destroyed. If it manages to survive, the Colossus will arrive and kill it first, then wait for the Hawkwood.
-
Originally posted by Nuke
vwep is the name i gave to the feature bobboau implemented that allows you to see a ships weapons. i chose vwep as that is what fps games call it. akronym for Visible WEaPon. basicly i want it on turrets, id ask bob but i figured that sence you started working on convoluted turret code you might have the nessisary understanding to implement it. it would look real good for the rumrunner's gatling battery :D
Probably not. I'm not sure how Bobb did that (although I haven't taken a look) and turrets aren't set up for it that well. It's possible but maybe not plausible.
Edit: Something I forgot to mention that taylor (IIRC) did. Try disabling Bobb's Deimos... :)
-
Originally posted by WMCoolmon
Edit: Something I forgot to mention that taylor (IIRC) did. Try disabling Bobb's Deimos... :)
Hehe, forgot about that. I really need to get it working better for all of the retail models. The original code worked great for all ships but was kinda error prone. What got in CVS didn't work 100% with all ships but I forgot to fix it. Bobboau's Deimos is a perfect show off for it though. :)
-
Just a quick question. Has anyone tried to convert FS2 to make it compatible with the newest DirectX, which i think right now is DirectX9.0c? Might help with some of the graphics.
Also, is this build compatible with my TNT2? I know i can't use some features on SCP without the HTL support, but it does work a little with the previous builds, until i updated the build and now it wont start. Just an immeadiate crash to windows.
-
playing with the interface, still no workie, whats wrong with my interface table?
#Lab
$Window
+Caption: titlebar.tga
+Mouseover: titlebar.tga
+Body: body.tga
+Hider: button_hide.tga
+Mouseover: button_hide-m.tga
+Clicked: button_hide-c.tga
+Closer: button_close.tga
+Mouseover: button_close-m.tga
+Clicked: button_close-c.tga
+Border
+Top Left: border_tl.tga
+Top Mid: border_t.tga
+Top Right: border_tr.tga
+Mid Left: border_l.tga
+Mid Right: border_r.tga
+Bottom Left: border_bl.tga
+Bottom Mid: border_b.tga
+Bottom Right: border_br.tga
#End
all i can get so far is the titlebar to work.
-
if you are going to implement external weapon models for turrets, it shouldn't be too hard, it would probly be mostly copy and paste, in fact if you will give me the names of two functions that are called on each turret every frame, one that is only called when a turret is trying to fire a primary weapon, the other were it isn't trying to shoot anything, I could probly add the functionality relitively easily.
-
Originally posted by Nuke
playing with the interface, still no workie, whats wrong with my interface table?
#Lab
$Window
+Caption: titlebar.tga
+Mouseover: titlebar.tga
+Body: body.tga
+Hider: button_hide.tga
+Mouseover: button_hide-m.tga
+Clicked: button_hide-c.tga
+Closer: button_close.tga
+Mouseover: button_close-m.tga
+Clicked: button_close-c.tga
+Border
+Top Left: border_tl.tga
+Top Mid: border_t.tga
+Top Right: border_tr.tga
+Mid Left: border_l.tga
+Mid Right: border_r.tga
+Bottom Left: border_bl.tga
+Bottom Mid: border_b.tga
+Bottom Right: border_br.tga
#End
all i can get so far is the titlebar to work. [/B]
I probably don't have the +Body variable set up properly. Here's the one I've been testing with:
#Lab ;;Referring to the 'special feature' room here
$Window
+Caption: caption
+Coords: (28 0)
+Hider: buton_min
+Mouseover: buton_min-m
+Closer: buton_close
+Mouseover: buton_close-m
+Coords: (-68 0)
+Border
+Top Left: border_tl
+Top Mid: border_t
+Top Right: border_tr
+Mid Left: border_l
+Mid Right: border_r
+Bottom Left: border_bl
+Bottom Mid: border_b
+Bottom Right: border_lr
#End
The Clicked: variable will probably load properly but won't do anything atm.