Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Shadow0000 on December 25, 2005, 10:15:08 pm
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Problem:
Seems like the Hi-Res Flak Explosion in EFF/DDS format aren't used, the explosions are beign overriden by the ultra-low res exp20.ani, that comes in the FS2 retail sparky_fs2.vp.
I say Flak Explosions, because it is the most noticeable effect, but it happens with all of the 4 EFF/DDS, if there is an *.Ani, then the *.Ani is used and the EFF/DDS are ignored.
I believe this didn't happen in v3.6.7, but the priority changed in a newer CVS build ???
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Are you using the 3.6.8 beta MediaVPs? If so then that's the problem and it will be fix in the final version. Basically the load order hasn't changed but because of the missing weapon_expl.tbl it would try to use the new EFF effect for LOD0 and the old ANI effects for LOD1 - LOD3. This makes it look really crappy. The fix is to specify only one LOD in weapon_expl.tbl for those new effects.
If you aren't using the 3.6.8 beta MediaVPs then what CVS build are you running? Some of the builds didn't use weapon_expl.tbl at all and so had the same broken effect as the above does. Update if you aren't using a current build.
But other than that the load order hasn't, and won't, change.
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The 3.6.8 beta mediaVPs should have always had weapon_expl.tbl. What build is this happening with (and does a newer one fix it)?
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The 3.6.8 beta mediaVPs should have always had weapon_expl.tbl.
The first set you released didn't. I haven't tried any updates though so maybe it's in there now.
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According to my file display, the file was last modified on Dec. 4, and the VPs were released on Dec. 15, and I remember modifying it before I released the VPs.
If it somehow didn't make it in (maybe I moved it out for some quick testing or something) it should definitely be in the next set.
Edit: It's also a modular table - mv_effects-wxp.tbm, not a straight weapon_expl.tbl. Not 100% sure if that was the case in the original release.
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The -wxp.tbm doesn´t seem to work for me, too. Putting "my" old weapon_expl.tbl in the data\tables folder solved the problem.
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Edit: It's also a modular table - mv_effects-wxp.tbm, not a straight weapon_expl.tbl. Not 100% sure if that was the case in the original release.
Ahh, that's why it's messing up then. It still supports weapon_expl.tbl and since one isn't provided it uses the one in the stock VPs which still lists the extra LODs. I was previously under the impression that TBMs would work the same there but, after testing it myself over the weekend, they actually don't with the code the way it is. I wanted to change that so that the tbl and all tbms are parsed before any of it actually gets loaded but after I had that working it seemed a bit too hackish. May have to really do that though so that TBMs will work properly and can override LOD counts from the tbl and other TBMs.
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It's a bit hackish to load the stuff before modular tables, but it also lets you catch missing files and keep the original data (and spit out a warning in debug builds) so you don't have missing textures.
Although considering it's just one number I don't see why it shouldn't work :wtf: I updated the modular table code before I made the big change to the weapon_expl system, so you should only have to fix a few bugs with that.
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The problem was that it only returns the index of the effect if you try to load something with the same name. You can't only change the LOD count unless you unload first and then reload it with the new LOD count. That is a terribly crappy way to handle it though since it's so slow. Instead I changed it to have an extra storage area (a vector, local to the parsing funcion) which just loaded the name and the requested number of LODs during TBL and TBM parsing. This wouldn't do any actual loading or looking for missing LODs but only keep an accurate LOD count. After all expl parsing was done it would go through that data and actually load everything the normal way from the buffered, parsed data. The vector would then erase to save the memory. I still think it's a bit hackish but I don't mind just going ahead and getting that in CVS (when it's back up) unless that method really shouldn't be needed or you have a better way to do it. It can always be changed later.
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upss....I knew I forget the date of the CVS Build, it was 2005-12-18, I am using right now the 2005-12-22, but to check if that was a prority problem I delete all of those 4 *.Ani from the sparky_fs2.vp, so I'll copy the full sparky_fs2.vp and check with the 2005-12-22 build.
I have the weapons_exp.tbl that comes with the v3.6.7, it has all of the LOD set 1, should I change it to 0, or delete the all the "LOD X" descriptions ???
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I have the weapons_exp.tbl that comes with the v3.6.7, it has all of the LOD set 1, should I change it to 0, or delete the all the "LOD X" descriptions ???
The EFF effects only have 1 LOD so leave it at one. If it's not specified at all then it assumes there are 4 so you'll get warnings about missing LODs or it will use stuff that it's not supposed to. Having it set to 0 isn't valid.
Oh and never, ever modify your retail VPs, that's just a bad idea and you can get yourself into real trouble with that if you aren't careful. The proper fix is to just use the weapon_expl.tbl (copied to data/tables/) either from the retail VPs or from the 3.6.7 MediaVPs with the LODs set to 1 and that should take care of the problem.
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Well, I am using (updating) Inferno R1, so I don't noticed this in the FS2 Main Campaing, however, I am using a TBM (-wxp) which is exactly the same as the weapons_expl.tbl in data\tables folder, but the EFF/DDS for the flaks aren't used.
Do I make the mistake with the modular table ?? (I'll check copying the weapons_expl.tbl, which contains the same data)
Thanks
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I know deleting a file in a retail *.VP isn't a solution, as I say I delete it to "check" the error, otherwise I won't really I have initiated the thread asking for a solution, anyways... thanks for the advise.
As I say I am updating Inferno R1, and the best error that I reach to see was the missing $Icon: for Weapons, you make selectable a weapon that don't have a $Icon:, and even if you don't load or see that weapons, the game keeps giving error in a infinite loop, but when you triy to enter the mission, not at the Weapon Loadout...it's a little tricky to suspect of an Icon for a error that seems to be an in-mission error.
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I am using a TBM (-wxp) which is exactly the same as the weapons_expl.tbl in data\tables folder, but the EFF/DDS for the flaks aren't used.
Do I make the mistake with the modular table ?? (I'll check copying the weapons_expl.tbl, which contains the same data)
Yeah the -wxp.tbm doesn't work well right now. It still uses the weapon_expl.tbl if it finds one and will ignore different LOD values for the same effect when listed in a TBM. That's being fixed though.
I know deleting a file in a retail *.VP isn't a solution, as I say I delete it to "check" the error, otherwise I won't really I have initiated the thread asking for a solution, anyways... thanks for the advise.
Oops, sorry, I misread your post there. I thought it said that you had modified the VP and were going to put back the original for testing. I guess I just felt like jumping on your case for no reason. That, and my reading comprehension sucks. :D
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Thanks. (so -wxp and -str are modular tables in progress....)
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I've got the modular table stuff worked out in my local tree now but until the CVS server comes back on-line I can't commit anything. I fixed -wxp and added a -fbl (fireball.tbl) for those effects. Not sure what -str is though, that one new and I missed it?
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stars.tbl...It's done in my local codebase, but I didn't bother to make it XMT. I'll probably have to get the in-code shiptypes.tbl fixed up before I commit it, as that caused a lot of changes...
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stars.tbl...It's done in my local codebase, but I didn't bother to make it XMT.
Ah, ok. And I did end up making a parse_modular_table() function to handle modular tables btw. I tried to keep it simple and effective but you may want to expand on it a little when it hits CVS. I know said I was going to leave doing that to you but I was a bit bored last night and couldn't help it. :)
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I know said I was going to leave doing that to you but I was a bit bored last night and couldn't help it. :)
!
Any time you're bored, I have a whole list of things you could do. :p
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I have a whole list of things you could do. :p
So do I. ;) None of my list is 10-minutes-or-less though and that's what I went with here.
Hmm, now that I think about it, I don't believe many things on my list are even 10-weeks-or-less. :shaking:
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With the Delta version of the MediaVP 3.6.8, I've still the retail flak effect. :wtf:
I'm using the latest CVS from the 29.12.2005.
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With the Delta version of the MediaVP 3.6.8, I've still the retail flak effect. :wtf:
I'm using the latest CVS from the 29.12.2005.
Umm, looks like the MediaVPs still aren't updated to fix this. For now just use my -wxp.tbm and it should work ok again. This one has the same extras that the -wxp.tbm in the MediaVPs has but with the updated LOD counts for the old effects as well.
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With the Delta version of the MediaVP 3.6.8, I've still the retail flak effect. :wtf:
I'm using the latest CVS from the 29.12.2005.
Umm, looks like the MediaVPs still aren't updated to fix this. For now just use my -wxp.tbm and it should work ok again. This one has the same extras that the -wxp.tbm in the MediaVPs has but with the updated LOD counts for the old effects as well.
Thx for the tbm. But what does exactly LOD 3 for exp 5 and 6 ? Are they using the retail explosion for ship ?
$Name: exp05
$LOD: 3
$Name: exp06
$LOD: 3
Are there any LOD 1 for these effects ?
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Thx for the tbm. But what does exactly LOD 3 for exp 5 and 6 ? Are they using the retail explosion for ship ?
That's actually for the adeffects.vp since most of the LODs are the same so you are just wasting memory and slowing everything down. In my VPs I cleaned those up and only use 3 of the 4 LODs so it uses much less memory and isn't any slower. It doesn't hurt anything to leave it there for retail effects either. In both cases it will just use LOD0, LOD1 & LOD2 in the game and skip loading LOD3.