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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: phreak on May 10, 2005, 09:20:13 pm

Title: New Build (May 14, 2005)
Post by: phreak on May 10, 2005, 09:20:13 pm
fixes:
-some turret fixes, highly painful.  hopefully everything should now be in working order.
-fade in/out sexps work when looking at suns
-dynamically allocated medals code: committed but kept crashing to desktop on exit.  So its statically allocated, but uses some of the new code
-GUI updates
-armor.tbl revamped

http://www.penguinbomb.com/phreak/fso_builds/fs2_open_r_05142005.zip

if there's any problems post them. If it crashes..... it wont. :)

THE MAP FILES ARE FOR DEBUG PURPOSES.  IF YOU ASK ME WHAT THEY ARE FOR THEN I WILL SELL YOUR SOUL TO SATAN OR SOMETHING! RAAARRR![/color]

Added to the website.//redmenace
Title: New Build (May 10, 2005)
Post by: Solatar on May 10, 2005, 10:12:16 pm
What's been changed to the armor.tbl? I've been trying to use this for some amusement, but it doesn't seem to apply itself.
Title: New Build (May 10, 2005)
Post by: phreak on May 10, 2005, 10:16:30 pm
i dunno.  i just copied some stuff from the commit logs that came in since the 2nd
Title: New Build (May 10, 2005)
Post by: redmenace on May 10, 2005, 11:57:19 pm
Tech Room still crashing with the TBP beta.

Error: Can't open file <>
File:C:\projects\fs2_open\code\Model\ModelRead.cpp
Line: 1647

Call stack:
------------------------------------------------------------------
    fs2_open_r.exe 004eaea8()
    fs2_open_r.exe 0051a2dc()
    fs2_open_r.exe 0051b7cb()
    fs2_open_r.exe 0051c3f1()
    fs2_open_r.exe 00408d1d()
    fs2_open_r.exe 004f49ac()
    fs2_open_r.exe 004079a6()
    fs2_open_r.exe 004f4c9f()
    fs2_open_r.exe 0040a18b()
    fs2_open_r.exe 0040a1ff()
    fs2_open_r.exe 0065f0b2()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Title: New Build (May 10, 2005)
Post by: redmenace on May 11, 2005, 12:03:17 am
I also resumed the main campaign with a pilot and there is a load out problem with the tag missles. Tech Room is also broken.

Nebulea missions are jerky with the adveffects VP. This is a realativly new issue.
Title: New Build (May 10, 2005)
Post by: phatosealpha on May 11, 2005, 12:26:13 am
Hate to be the bearer of bad news, but the turret code still seems to be having issues.  TFH again has the Sathanas doesn't fire issue, but it's also worth noting that after an initial volley, the collosus will only fire on the Ravana with a single beam
Title: New Build (May 10, 2005)
Post by: DaBrain on May 11, 2005, 02:40:21 am
TBP works again. :)

I had no problems so far with this build.
Title: New Build (May 10, 2005)
Post by: Hellbender on May 11, 2005, 01:16:42 pm
Not using any of the media VPs or mods other than the FS Port right now. Do have some custom textures, glows and shine maps, and no issues there. So far, so good - no crashes or errors. Ran smoothly for a 4 hour session.  Everything worked fine. Will continue testing later today.
Title: New Build (May 10, 2005)
Post by: Solatar on May 11, 2005, 06:12:37 pm
For some reason the Armor.tbl stuff isn't registering, I still don't know why.
Title: New Build (May 10, 2005)
Post by: WMCoolmon on May 11, 2005, 07:51:28 pm
Here's the table I tested it with

Code: [Select]
#Armor Type
$Name: Destructive Armor

$Damage Type: Laser
+Calculation: Additive
+Value: 20
+Calculation: Multiplicative
+Value: 50000
#End


Then I made the subach have a damage type of "Laser" and the Colossus have an armor type of "Destructive"

It went boom really fast. ;)
Title: New Build (May 10, 2005)
Post by: Solatar on May 11, 2005, 08:11:58 pm
I'm probably just doing something wrong, then :D

*checks over with fine-toothed comb*

EDIT:

Weapons:

$Damage: 16                                          
$Damage Type:Cannon
$Armor Factor:                           1.25
$Shield Factor:                        0.85
$Subsystem Factor:                     0.35

Armor entry:

#Armor Type
$Name:Vasudan   ; resistant to energy but knocked down by ballistics

$Damage Type:Cannon
     +Calculation: Multiplicative
     +Value: 5000
     +Calculation: Additive
     +Value: 20
$Damage Type: Uber
     +Calculation: Multiplicative
     +Value: 100
$Damage Type: Laser
     +Calculation: Multiplicative
     +Value: 0.4
     +Calculation: Additive
     +Value: -20
$Damage Type: Plasma
     +Calculation: Multiplicative
     +Value: 0.7    
$Damage Type: Light Missile
     +Calculation: Multiplicative
     +Value: 1.8  
$Damage Type: Range Missile
     +Calculation: Multiplicative
     +Value: 1.7    
$Damage Type: Cluster Missile
     +Calculation: Multiplicative
     +Value: 1.1      
$Damage Type: Bomb
     +Calculation: Multiplicative
     +Value: 1.5    
#End

Ships

$Hitpoints: 300
$Armor Type:Vasudan
$Flags: ( "in tech database" "cargo" )
Title: New Build (May 10, 2005)
Post by: Ransom on May 11, 2005, 10:55:24 pm
Cool, fade-out's working fine now, but...

Minor problem which seems to have been introduced with this, custom loading screens appear to be kinda broken. It seems that it only displays the loading screen for the prior mission to the one you're actually loading now, which means the first mission you load will never have a custom loading screen. Also when I came to a movie (the loading screen for that mission was different, but like I said it only loaded the one for the last one - maybe related, maybe not) the loading screen simply paused at the second to last bar, then the audio for the movie played but the screen didn't move from the loading screen. I left to the mainhall and started the mission again, this time the correct loading screen came up and the movie played correctly.

Also thought I should mention a bug which I only just noticed, when certain ships warp out (just after they disappear through the subspace hole thing) it CTDs, though it seems that it only CTDs if it's a ship that didn't warp out in the first mission you load, though that might not make any difference (it never does this on the first mission, which takes a lot longer to load than any following missions). I didn't notice this before because I haven't loaded more than one mission in one session for a while, might have been around for a while.
Title: New Build (May 10, 2005)
Post by: FireCrack on May 11, 2005, 11:53:53 pm
Can i throw a suggestion...


+Calculation: Positive


Makes anything less than zero into zero.
Title: New Build (May 10, 2005)
Post by: phreak on May 12, 2005, 12:01:08 am
Quote
Originally posted by Ransom Arceihn
Cool, fade-out's working fine now, but...

Minor problem which seems to have been introduced with this, custom loading screens appear to be kinda broken. It seems that it only displays the loading screen for the prior mission to the one you're actually loading now, which means the first mission you load will never have a custom loading screen. Also when I came to a movie (the loading screen for that mission was different, but like I said it only loaded the one for the last one - maybe related, maybe not) the loading screen simply paused at the second to last bar, then the audio for the movie played but the screen didn't move from the loading screen. I left to the mainhall and started the mission again, this time the correct loading screen came up and the movie played correctly.

Also thought I should mention a bug which I only just noticed, when certain ships warp out (just after they disappear through the subspace hole thing) it CTDs, though it seems that it only CTDs if it's a ship that didn't warp out in the first mission you load, though that might not make any difference (it never does this on the first mission, which takes a lot longer to load than any following missions). I didn't notice this before because I haven't loaded more than one mission in one session for a while, might have been around for a while.


1) So the loading screen is borked?  thats odd, it was working awhile back.  i think it may have to do with something about how the missions are loaded in campaigns.  Can you play the mission as a single mission (using -allslev) and see if the loading screen works?

2) perhaps related to 1, i dunno.

3) Never really noticed it.  Then again your description is rather hard to follow.  it should get an award or something.
Title: New Build (May 10, 2005)
Post by: Starman01 on May 12, 2005, 11:48:08 am
I'm getting massive slowdowns when weapon-impact effects are shown, and that on a high-end system. Shortly after that, the games crashes complete. This is reproducable.

Unfortunately I can't run any debug-builds on my system. Shall I mantis it ? At least goober, bobboau and kazan have access to the wcs-data, to verify the bug.

BTW, in this build the turret-arms are pointing straight up again, I hope you haven't skipped that feature.

Specs :

Intel Pentium 3,2 GhZ
1 GB RAM
Radeon 9800 pro
XP, SP 2

Flags used are :

fs2_open_r.exe -glow -jpgtga -fps  -ambient_factor 125
Title: New Build (May 10, 2005)
Post by: Ransom on May 12, 2005, 11:53:48 am
Quote
Originally posted by PhReAk
1) So the loading screen is borked?  thats odd, it was working awhile back.  i think it may have to do with something about how the missions are loaded in campaigns.  Can you play the mission as a single mission (using -allslev) and see if the loading screen works?

In single missions it's just confusing. If I load one mission, it'll load a different loading screen from a mission several missions before that, or sometimes it loads a screen from several missions later. I have no idea what's going on.
Quote
3) Never really noticed it.  Then again your description is rather hard to follow.  it should get an award or something.

Ok: It never seems to happen in single missions. But while playing a campaign, if the first mission you load in the campaign in one session of FS2 has, say, a Faustus warping out, it won't crash. But if in a different session of FS2, the first mission you load doesn't have a Faustus in it, and then the mission after that does, when the Faustus warps out the game will CTD.

In case I'm still not making any sense I have constructed this helpful diagram:

(http://www.rateofinjury.com/images/evilfaustus.gif)

(Note: It's not just Faustuses, this is an example)
Title: New Build (May 10, 2005)
Post by: Goober5000 on May 12, 2005, 12:12:33 pm
:lol: Put that in the MS Paint thread! :lol:
Title: New Build (May 10, 2005)
Post by: phreak on May 12, 2005, 06:55:23 pm
Quote
Originally posted by phatosealpha
Hate to be the bearer of bad news, but the turret code still seems to be having issues.  TFH again has the Sathanas doesn't fire issue, but it's also worth noting that after an initial volley, the collosus will only fire on the Ravana with a single beam


ok i'm looking into it.  Right now the bug started occuring between 4/1 and 4/15.  I'm narrowing it down right now.

edit: happened between 4/1 and 4/7.  The major things changed since then were goober's apply-to-wing code (doubtful) or taylor's vector->vec3d switch (doubtful as well, but something may have been inadvertantly changed that shouldn't have.)

edit2: i guess it doesn't work for 4/1 :blah:.  I think it worked for march 15 though.  

edit3: Got it constrained between 3/21 and 3/28

edit4: yea it was WMC's giant commit on 3/25 that did the trick.  i'll see if i can re-create the situation

edit5: found it
dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;

should be...

dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius);

what happens since the colossus is so much longer than it is wide, is that dist_to_enemy is then negative since lep->radius is so huge.  This was then interfering with the minimum weapon range code that said that if no minimum range is defined then use a minimum range of zero.  and now since dist < min_range, the target is disregarded.  fixed.  *bashes WMC*
Title: New Build (May 10, 2005)
Post by: Goober5000 on May 13, 2005, 04:31:37 am
*joins in the bashing*
Title: New Build (May 10, 2005)
Post by: phreak on May 14, 2005, 11:32:47 am
new build at the top

fixes:
Colossus and Beast kill each other again
Possible fix for "Sunlight through ship bug": http://mgo.maxgaming.net/mantis/bug_view_advanced_page.php?bug_id=0000395
new medal code is working.
Title: New Build (May 10, 2005)
Post by: Trivial Psychic on May 14, 2005, 11:02:31 pm
I still can't hear ogg sounds with this new build so I'm guessing either A), Taylor hasn't commited his ogg fix, or B), this build isn't based off latest CVS.

I haven't had time to give this build a real workout though.
Title: New Build (May 10, 2005)
Post by: phreak on May 15, 2005, 01:03:00 am
A is the correct answer.
Title: New Build (May 10, 2005)
Post by: taylor on May 15, 2005, 01:06:32 am
Quote
Originally posted by Trivial Psychic
I still can't hear ogg sounds with this new build so I'm guessing either A), Taylor hasn't commited his ogg fix, or B), this build isn't based off latest CVS.

The fixes should be in the updated build I think.  I added the last of the two fixes in early yesterday.  If it's still not working then get me something to test with (don't really need the sound files, just the tbl) and I'll have another go at it.

Another point is that I don't think this build is made with OpenAL support like WMCoolmon's build was.  My fixes were for OpenAL only so if it's not working here too then it's not something that is API specific.  There are only a couple of general places that can cause it to mess up though so that may be a good thing.
Title: New Build (May 10, 2005)
Post by: Trivial Psychic on May 15, 2005, 01:23:11 am
From the TBP 3.2 Beta thread.  THIS (http://koti.mbnet.fi/~fury/tbp-3_2/tables.zip) zip contains many table files for it, including the music and sounds tables, which have the ogg references.
Title: New Build (May 10, 2005)
Post by: taylor on May 15, 2005, 01:35:22 am
Nevermind, found the problem, I think.  I found a problem anyway and just had some Mudvayne playing rather than main_amb.  It was general (a file handle issue) so hopefully all is better now.  More mixup from when both WMCoolmon and I tried to fix ogg our own way.  We've learned out lesson now though, just missed this in the cleanup that followed. :rolleyes:
Title: New Build (May 10, 2005)
Post by: Psychonaut on May 15, 2005, 07:33:54 am
Clicking on the Techroom CTD, Clicking on Continue CTD, Clicking on Exit CTD, but i think it has to be this way ;-)

Sorry, but for me this build don´t work anyway
Title: New Build (May 10, 2005)
Post by: Flaser on May 15, 2005, 08:36:34 am
Quote
Originally posted by Psychonaut
Clicking on the Techroom CTD, Clicking on Continue CTD, Clicking on Exit CTD, but i think it has to be this way ;-)

Sorry, but for me this build don´t work anyway


The same old mantra goes here:

Was it a release or a debug build?
What's your hardware and software configuration (CPU, Ram, VRam, GPU, OS)?
What vp-s were installed and where?
What campaign was loaded?
What mods did you use? (Anything beside main FS2 is a mod)
Title: New Build (May 10, 2005)
Post by: SuperCoolAl on May 15, 2005, 09:11:24 am
Phreak, this build has the same stutter prob for me as the new inferno build you posted, whenever a fighter blows up, it stutters for about half a sec when its about to break into debris.

I've just checked with other builds that still work after the catalyst update and they work fine.
Title: New Build (May 10, 2005)
Post by: redmenace on May 15, 2005, 11:00:04 am
Quote
Originally posted by Psychonaut
Clicking on the Techroom CTD, Clicking on Continue CTD, Clicking on Exit CTD, but i think it has to be this way ;-)

Sorry, but for me this build don´t work anyway


Try a new pilot?
Title: New Build (May 10, 2005)
Post by: Psychonaut on May 15, 2005, 12:40:43 pm
I´ve tried a new pilot.

And also i`ve posted my system specs that often that i didn´t remind to post them again :p

I´m sure this is not a hardware related thing, ´cause all other builds do work more or less properly.
I used the release-build and i´ve tried it with a lot of mods and campaigns always with the same results.

The flags i use are:
-spec -glow -jpgtga -nomotiondebris -2d_poof -pcx2dds -d3d_no_vsync -nobeampierce -dualscanlines -ship_choice_3d -targetinfo -orbradar -3dwarp -ballistic_gauge -smart_shields -snd_preload -env -fps -spec_point 6.9 -spec_exp 11 -spec_static 1.0 -spec_tube 4.4 -ambient_factor 75

I use them with every build.

The vps are more or less recent. I put some of "my" effects into the data-folder but again most of the time i havn´t had any problems.

Maybe it just doesn´t work for me?!
Title: New Build (May 10, 2005)
Post by: phreak on May 15, 2005, 01:09:56 pm
Quote
Originally posted by SuperCoolAl
Phreak, this build has the same stutter prob for me as the new inferno build you posted, whenever a fighter blows up, it stutters for about half a sec when its about to break into debris.

I've just checked with other builds that still work after the catalyst update and they work fine.


i think the studdering occurs when the ship textures are unloaded if the last one in the mission is killed.  Since this occurs during the mission, it may slow stuff down.

edit: between having all bitmaps unloaded at level close, as well as turning all debug info off, it seems to have sped it up a bit.
Title: New Build (May 10, 2005)
Post by: Jonathan_S47 on May 15, 2005, 02:21:22 pm
I am having some problems with the capital ship lasers with this build. They fire but very randomly and often no where near their targets.
Title: New Build (May 10, 2005)
Post by: phreak on May 15, 2005, 02:21:29 pm
i think i fixed that after i posted the build.
Title: New Build (May 10, 2005)
Post by: phreak on May 15, 2005, 04:31:29 pm
Quote
Originally posted by Ransom Arceihn
Minor problem which seems to have been introduced with this, custom loading screens appear to be kinda broken. It seems that it only displays the loading screen for the prior mission to the one you're actually loading now, which means the first mission you load will never have a custom loading screen.


loading screens have been fixed.