Hard Light Productions Forums
Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: WMCoolmon on January 14, 2007, 06:53:31 am
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Here you can find any current builds that have some significance to scripting (eg bugs fixed, new functionality or hooks added, etc).
The first post will be updated with the latest build, so you don't have to scroll around too much to find it.
Latest Build
Second Camera Code System Part II (http://www.hard-light.net/forums/index.php/topic,54876.0.html)
- Added set-camera-fov
- Adding $Banking Constant as well as scripting variable for it
- Camera code fixes
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Would it be possible to get unoptimized builds? I encounter immediate CTD (in errorlog.txt its marked as 'illegal instructions' error) with standard build when i run it without any mods or scripts at all.
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Seconded. Only the debug builds ever work for me. Could this be because those are P4 builds while me and Wanderer have AMD CPUs?
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For future reference:
C01142007 (HEAD) (http://fs2source.warpcore.org/exes/latest/C01142007.zip)
- Fixes the +Override: parameter
- Fixes various problems with "font" handle implementation
- Some modifications to the script-eval SEXP.
And the new build:
C01142007b (HEAD) (http://fs2source.warpcore.org/exes/latest/C01142007b.zip)
- non-P4 builds
- Renamed mouse functions in "io" library for clarity.
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i use optimised builds on my amd64 3500 without a hitch.
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I used the unoptimzed and got some rather interesting issues... With r-build whenever a ship fires flaks i get CTD (tested only with mediavps), with d-build i get those flaks replaced with debug particles (red blobs) when using mediavps... Without mediavps i get very badly trailing retail flak effect, that is normally retail flak consisted of 2 to 3 blobs but i'm getting over 10 blob trails per shot. Also it seems that only the flaks that actually hit the ship detonate.. all others go past the ship (though they should be detonating nearby the target).
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Same for me. I get CTDs, usually when a big ship comes in, with several error reports (malloc failed, or couldn't find entry in table...).
This happens with MediaVP 3.6.8 zeta.
With MediaVP 3.6.7, everything works fine (almost: the only bug so far is invisible asteroids).
This also happens with the C12172006 version.
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Can you guys mantis these issues? Also, do these happen with any earlier builds (esp. 3.6.9)?
Both problems sound like they could be related to memory allocation...but off the top of my head, I don't remember changing anything that should have had that dramatic of an effect.
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I wasn't sure if these builds were made from 'official' CVS stuff or just from your local codebase so i thought you might want the errors here...
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Hrm, gp. Nevermind about mantis then; I'll just add this thread to my TODO list.
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i script under retail data only. so i wouldnt have noticed it.
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I'm not sure, but I think 3.6.9 works fine with 3.6.8 zeta media VPs. I'm not sure because I always play with your build (so as to use Nuke's mouse control). It's perfectly stable with 3.6.7 media VPs (except for the asteroid bug so far. It can be solved by enabling jpg-tga texturing, but by doing so, the black boxes around subachs come back!).
I'm kinda newb here, but I can learn about mantis and report the bugs I find if it helps.
N_D
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you do know, that the "B" build has broken Theora playback? And the debug is not backward compatible (the subsystem flag is driving me nuts :))
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I got a fresh HEAD branch build from Kara... and it shows many of these probs so i'll go and mantis the ones i saw
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Latest Build
C03282007 (HEAD) (http://fs2source.warpcore.org/exes/latest/C03282007.zip)
- Improved Linux error-reporting support
- Fixed one silly bug that's been around since practically day 1.
- Optimized internal hook variable get/set/removal algorithms.
- "+Override:" field is now definitely fixed.
- Added "On Splash Screen" and "On Game Init" conditional hook actions
- Added "Version" conditional hook condition
- Added "Shields.CombinedLeft" and "Shields.CombinedMax"
- Replaced subsystem:getName() with .Name; added the ability for subsystems/turrets to have a name independent of the original model name to support the variable. This name will be used for the targeting computer and SEXPs.
- Added "Self" and "Object" variable pair to all collision sequences to allow for easier generic collision actions.
- Tweaked drawString so that when it's called without any position arguments (eg gr.drawString("Hello")) it will write another line below the previous one. It starts at (0,0) by default
- Added "Self" hook variable for the HUD hooks.
- Added *tentative* support for model textures. This works but does not support glow or spec maps and so may be revised.[/s]
- Added getFilename() method for textures
- Replaced setTarget with gr.CurrentRenderTarget variable
- Changed "Object" hooks of warp hooks to "Self"
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Latest Build
C05202007 (HEAD) (http://fs2source.warpcore.org/exes/latest/C05202007.zip)
- Fix CTD on mission start
- DO NOT USE WITH PILOT FILES THAT YOU DO NOT WANT CORRUPTED - may contain bad pilotfile code from HEAD.
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Latest (but not quite official) Build
nuke081307head (http://www.game-warden.com/nukemod-cos/nuke081307head.rar)
dont know how buggy this one is, i know it dont like certain pilot files. so dont blame me if yours get corrupted :D
*edit*
this seems like more of a downgrade so dont use this for script dev.
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ok heres a new build based off wmc's current diffs. be sure to test it throughly so that it can be committed as soon as possible.
n082907 (http://www.game-warden.com/nukemod-cos/n082907.rar)
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Instant CTD on mission start
fs2_open_n082907_d caused an Access Violation in module fs2_open_n082907_d.exe at 001b:004c777f.
Exception handler called in FreeSpace 2 Main Thread.
Fast-unloading 2_CB_050002.pcx. 110x87x16
GAMESEQUENCE: Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
entering common_select_close()
...
...
Unloading 2_BPB_000002.pcx. 67x48x0
Releasing bitmap 2_Infobox.pcx in slot 1362 with handle 1887112
Releasing bitmap 2_Briefwin.pcx in slot 1363 with handle 1891863
Releasing bitmap 2_Brief.pcx in slot 1361 with handle 1882361
Releasing bitmap iconwing01.ani[1] in slot 1242 with handle 1440492
Entering game at time = 47.386
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i never tested the dubug build. i havent had any problems with the r build though.
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Something seems to have been changed in pilot files. As i tested with new pilot it worked like a dream.
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i probibly shoulda warned about that :D
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nukes deserves a special badge for that.
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Latest Build
C11232007 (HEAD) - Release version (http://fs2source.warpcore.org/exes/latest/C11232007.zip)
C11232007 (HEAD) - Debug version (http://fs2source.warpcore.org/exes/latest/C11232007d.zip)
- FRED event editor updated (http://fs2source.warpcore.org/temp/wmc/new_event_editor.gif)
- Visible subsystem name can be changed through scripting; will not be changed in the log
- Added Asteroid, debris, and ship collision damage type support
- Added Asteroid, debris scripting collision handling
- Added Many, many additional Lua functions and variables
- Reinstated "Self" variable for HUD
- Added automatic drawString moving-to-next-line
- Standardized override order
- Fix the dreaded random-Lua-parse-crash bug
- Improved nonwindows Lua errors
- weapon_armed update
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Wow... big thanks
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very cool. i noticed a couple things i was waiting for got put in.
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Subsystem.Position doesnt seem to work. it returns a zeroed position or some other obscure number. its always the same regaurdless of which subsystem is selected.
mantised
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Latest Build
Stable Branch Scripting (http://www.hard-light.net/forums/index.php/topic,52089.0.html)
- Scripting, but in the stable branch.
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Latest Build
Moah (http://www.hard-light.net/forums/index.php/topic,52887.0.html)
- Reworked internal materials handling
- Model.Textures indexes all textures now, including glow and shine maps
- Added ship.CockpitModel to allow access to separate cockpit model
- Updated internal Lua SDK from 5.1.1 to 5.1.3 (fixes a few bugs)
- Nearly all functions and variables now have one return type, which defaults to 0, "", or an invalid handle if the function fails.
- All scripting functions use seconds for time
- Massive documentation update to better standardize things, based on feedback from LuaPineapple
- Syntax update for scripting.html
- Several minor bugfixes
- gamestate and gameevent handles
- getState is now getCurrentGameState
- setEvent is now postGameEvent
- drawMonochromeImage arguments reduced in anticipation of agreeing with drawImage arguments
- Fixed numerical indexing of weapon classes
- Added $Application conditional
- Fixed getScreenCoords and getMouse scaling
- Fixed subsystem:fireWeapon()
- Fixed subsystem.Position (at least for reads)
- Added weaponbank.Armed
- Fixed bug involving ships with animated textures
- On Warpin and On Warpout now On Warp In and On Warp Out to standardize things
- transpose and interpolate matrix functions now getTranspose and getInterpolated to standardize with vector
- Added model.BoundingBoxMin and model.BoundingBoxMax
- Added ship:giveOrder(), with 18+ orders. Docking and waypoints do work.
- Added gr.getVectorFromCoords, which returns a vector in 3D space from screen coordinates and a depth
- Added $On Mission Start and $On Mission End hooks
- Optional handle arguments in functions can be skipped with "nil"
- Fixed WaypointList handles
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when does $On Mission Start run, on the first frame in the mission or before it as an init?
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I can't tell, but... does giveOrder add an order to a list, or clear and replace? If it adds, we need a clear command
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Is that the most up to date version?
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Latest Build
Second Camera Code System Part II (http://www.hard-light.net/forums/index.php/topic,54876.0.html)
- Added set-camera-fov
- Adding $Banking Constant as well as scripting variable for it
- Camera code fixes
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Out of curiosity I ran this build. I wondered if this might be an issue:
I'm getting tons of inverted bounding box errors in my pof and the VipMk7.pof when I try to run this build.
With the Mk7 viper. I may have opened and saved the Mk7 inadvertently with PCS2 when checking it as a reference.
2-11-2008 pcs2.exe
As far as I know I am running the latest stable build of PCS2 though?
Also I didnt get this error until I loaded this branch.