Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on June 04, 2005, 12:13:37 am
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http://freespace.volitionwatch.com/blackwater/fs2_open_r_Bobboau_6-5-05.zip
trying to fix multable resolutions, useing a more systemic aproch than before, I am aware of issues with HUD brackets, but I figured I'd let people try to find any other bugs while I work on that.
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Wow... It just turned June 4th, and already we're getting June 5th builds. Talk about getting tommorrow's builds, today. Must be quite advanced. :p ;)
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hmm.. ho well, at least I was only off by 1 in the day part, rather than three in the month part like I've done a few times
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hey, WMC if your reading this, were is the code for displaying the text next to a targeted object?
*nevermind* I found it
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Problems so far detected:
Mission briefing Maps aren't scaled correctly.
Mouse Boundaries aren't set properly, you can drag it far offscreen.
The Mainhall text is improperly displayed, and is off the screen on the bottom right.
Starfields are rendered in front of backgrounds, and move way way too fast, much much faster then the backgrounds, making them look very very close. This is quite disorienting.
The lines from weapon to ship hardpoints in the "Use models for ship loadout" don't properly align.
Testing at 2048x1536
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I just put up a new build, I fixed at least a few of those problems.
wait a sec, I only compiled the debug build...
so I just re-uploaded the same file, grr
ok, _now_ it is updated.
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Er, there wasn't really a problem with how it was handled. Almost everything was already working, minus some of the 2D stuff.
I was just playing on a projector (Posting from lan party :D) and noticed no problems while playing.
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well, did I fix the thing that was broken in that bug you reported?
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Does this have current CVS content?
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Yeah, it does. :)
It looks like just the dots and the lock-on indicator is off, should be a simple matter of adding/removing gr_*size_pos calls.
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Ok I found two bugs:
1.
This does only happen for secondary weapons:
(http://img156.echo.cx/img156/5734/screen12785eg.th.jpg) (http://img156.echo.cx/my.php?image=screen12785eg.jpg)
2.
It's not only the radar on the HUD that behaves like that. When I turn around, it almost seems like I've set a very strange FOV. (But I'm not usinf the FOV flag...)
(http://img94.echo.cx/img94/9668/screen12799xl.th.jpg) (http://img94.echo.cx/my.php?image=screen12799xl.jpg)
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Originally posted by WMCoolmon
Yeah, it does. :)
Hmm in that case I will see if that bug keeps cropping up concerning the shards of death.
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hmm interesting. in this build that shards are gone. Bob, did you fix it?
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Actually I was replying to Bobb's message that was in reply to mine: "well, did I fix the thing that was broken in that bug you reported?"
I have no clue how current it is with CVS.
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well I wonder how old it is though. Because that would give us an idea of when this started being an issue as well if it is still an issue. It could just be a problem with taylor's exec.
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I grabed it like two days ago.
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hmm, interesting. I hope taylor is aware of this.
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Originally posted by redmenace
hmm, interesting. I hope taylor is aware of this.
The shards of death thing has been there for months. I first noticed it at the end of last year. The thing is that it just doesn't happen that often. Once the IBX file gets generated with invalid data though you always see it. If the IBX file gets regenerated though there is probably only like a 1 in 100 chance that it would be wrong. Send me the IBX file that you have now for cruiser01 and and I'll see if it's changed from your previous one.
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Hmm, interesting. I did delete the old one before I used bob build.
But why would it only effect Open GL?
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I don't think that this is supposed to happen.
(http://mason.gmu.edu/~jwillshe/screen0070.jpg)
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what?
environment map?
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The cockpit textures are not showing up. In standard resolutions they are.
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could you post the model?
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I believe it is the one right out of mv_models.
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IIRC The cockpit on Nico's Perseus wasn't done in the same way as on bob's herc or all the other glass using ships since so it could be due to that.
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Wierd. just purplexed as to why that would be effected by non standard resolutions.
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Is it Bobb-specific? Does it do the same thing in taylor's build? I don't know how Bobb is scaling stuff in this build, it might have something to do with that.
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looks like its envmapping to pure white to me for some reason.