Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Arkangel on February 16, 2007, 08:58:18 pm

Title: Larger Tables
Post by: Arkangel on February 16, 2007, 08:58:18 pm
Is it possible for someone to make Freespace more compatible with larger tables, such as a ships.tbl that is 1gig. Imagine all the possibilites and variaties.
There are probably certain complications i don't understand but it would certainly cause less hassle from a dedicated players point of view, like not having to change between tens of tables when making your own missions.

Just throwing it out there...
Title: Re: Larger Tables
Post by: Mars on February 16, 2007, 09:35:42 pm
That table would take a while to load  :doubt:
Title: Re: Larger Tables
Post by: Arkangel on February 16, 2007, 09:58:09 pm
Do you mean it would take a while to load it on notepad or in the Game?

If it takes notepad longer to load it wouldn't be too much of a problem; if you are going to make notable changes then its worth the wait. But thats just my opinion.
Title: Re: Larger Tables
Post by: phreak on February 16, 2007, 10:25:41 pm
if you can manage 1gb of text, then i salute you.
Title: Re: Larger Tables
Post by: Mars on February 16, 2007, 10:39:56 pm
if you can manage 1gb of text, then i salute you.

That's what I'm saying... I don't know the exact calculation, but that's a lot of letters.
Title: Re: Larger Tables
Post by: Taristin on February 16, 2007, 10:43:38 pm
Meh. Stupid thread.

Anyway; Taylor has stated on more than one occasion that tables will be made dynamic in the future, so theoretically your 1 gb txt file (that lord only knows how you made, because that's a lot of text) would be able to load. Albeit it would probably eat all of your system ram and cause FS to crash on it's own.
Title: Re: Larger Tables
Post by: Arkangel on February 16, 2007, 10:58:02 pm
Ah, just remembered that the tables are in kb not mb.
I meant a 1 mb table

my...bad...


Meh. Stupid thread.

Anyway; Taylor has stated on more than one occasion that tables will be made dynamic in the future, so theoretically your 1 gb txt file (that lord only knows how you made, because that's a lot of text) would be able to load. Albeit it would probably eat all of your system ram and cause FS to crash on it's own.

Calm down Taristin, it was only a speculation in the first place. :lol:
Title: Re: Larger Tables
Post by: Taristin on February 16, 2007, 11:07:27 pm
it only takes one mistake before everyone pounces on it and makes the thread stupid :p
Title: Re: Larger Tables
Post by: taylor on February 16, 2007, 11:31:50 pm
Taylor has stated on more than one occasion that tables will be made dynamic in the future
Actually, I went back through the code and it turns out that I already made this change last year.  Apparently, even I can't keep up with the things that I do. ;)

So, the parser only has a limit of how much memory that you have available to actually parse the tbl.  I think that there is another limit or two, but someone will actually have to try a super large tbl, figure out if it dies or doesn't parse correctly, and then let me know so that any remaining limits in that particular area can be fixed.  Of course, you are far more likely to run into a ship or weapon limit before the tbl limit at the moment, until the new pilot file code gets here later this year at least.
Title: Re: Larger Tables
Post by: Arkangel on February 17, 2007, 12:29:10 am
Nice one taylor :)
Title: Re: Larger Tables
Post by: TrashMan on February 17, 2007, 06:19:58 am
Taylor has stated on more than one occasion that tables will be made dynamic in the future
Actually, I went back through the code and it turns out that I already made this change last year.  Apparently, even I can't keep up with the things that I do. ;)

So, the parser only has a limit of how much memory that you have available to actually parse the tbl.  I think that there is another limit or two, but someone will actually have to try a super large tbl, figure out if it dies or doesn't parse correctly, and then let me know so that any remaining limits in that particular area can be fixed.  Of course, you are far more likely to run into a ship or weapon limit before the tbl limit at the moment, until the new pilot file code gets here later this year at least.

If you put that in a year ago why doesn't the FSO 3.6.9. support more than 130 ships in the ships.tbl?????
Title: Re: Larger Tables
Post by: karajorma on February 17, 2007, 01:51:04 pm
Arkangel was on about having a table with less than 130 ships (or whatever the Inferno limit is) failing to load properly because it was over a certain filesize. As Taylor pointed out

Of course, you are far more likely to run into a ship or weapon limit before the tbl limit at the moment, until the new pilot file code gets here later this year at least.
Title: Re: Larger Tables
Post by: Trivial Psychic on February 18, 2007, 12:32:28 am
Yeah.  For example, your tables fall within the ship limits, but your techroom descriptions are each an essay long.  That would cause the table to increase in the number bytes and potentially exceed the limits in question... if Taylor hadn't made it dynamic though.
Title: Re: Larger Tables
Post by: Arkangel on February 18, 2007, 02:18:42 am
Will it ever be possible to have a table that can support more than 130 ships too?
I had no idea there was a ship limit, i thought the restrictions were purely on memory usage, so i was really hinting at a load of ships on one table.
Title: Re: Larger Tables
Post by: karajorma on February 18, 2007, 02:43:28 am
Inferno builds have a 300 ship limit. The features that make that possible will be in all FS2_Open builds from 3.7.
Title: Re: Larger Tables
Post by: Arkangel on February 18, 2007, 03:39:14 am
Oh.... sweet!
Title: Re: Larger Tables
Post by: jr2 on February 18, 2007, 03:48:02 am
Inferno builds have a 300 ship limit. The features that make that possible will be in all FS2_Open builds from 3.7.
... "Which is coming out tomorrow, err, what... say again?  Oh, I'm sorry; Ladies and Gentlemen, it will be coming sometime within the next two years."
*runs*

(Yeah, I know... I'm being an impatient noobish brat.  :p )
Title: Re: Larger Tables
Post by: karajorma on February 18, 2007, 05:24:00 am
3.7 is a fair way away. Big changes though :)
Title: Re: Larger Tables
Post by: jr2 on February 18, 2007, 11:55:08 am
Let me know when you want beta testers.  :D
Title: Re: Larger Tables
Post by: karajorma on February 18, 2007, 02:07:55 pm
Anyone who knows what they are doing can always get hold of HEAD and try it out early. But you have to know how to deal with simple FS2_Open problems yourself.
Title: Re: Larger Tables
Post by: EAD_Agamemnon on February 18, 2007, 07:58:51 pm
1 gig? MAN YOU CRAZY!
It took me over 300 pages of writing just to break the 1 megabyte mark...and that was writing something I REALLY wanted to right. (no and I dont mean code ... I not a coder)
Title: Re: Larger Tables
Post by: phreak on February 18, 2007, 11:10:59 pm
in the future i'd like to be using binary tables which would just basically be the contents of the weapon_info array spit out in a file, with some minor changes.  There'd probably be some program outside of freespace in order to compress them.  Hell, i wouldn't mind some XML based gui table creator dealie.
Title: Re: Larger Tables
Post by: WMCoolmon on February 19, 2007, 02:14:07 am
It would have not noticeable effects on load times, disk usage (especially with CVPs), and it would create severe accessibility overhead. It'd also require a completely new TBL-parsing system so that the tables didn't go out of date as soon as somebody added an extra field. Either that, or you'd have to add loading functions that everybody would have to change every time they changed one of the structs. Or I suppose you could change all the handles in the struct to string representations and force their relevant arrays to be searched every time the struct is accessed, adding hundreds of extra function calls per frame.

Not to mention the extra overhead involved in creating an application and maintaining it with the changing FS2_Open table parsing.

Finally, most modders simply prefer the table files. And quite frankly, anyone who can't learn how to use a table file would probably have severe problems doing any modding.
Title: Re: Larger Tables
Post by: Getter Robo G on February 26, 2007, 04:12:51 pm
"Like me!"

 :nervous: *Frack, I got so caught up in that I forgot to use my inner voice...*

This may sound lazy, but I woudl love a pre-checker that you could throw your ship/weapon entry into that at the very least would tell you it won't crash fred, mission load up, or game play.

This would not mean it's not bugged or even fubar to begin with (you still need half a brain for that)

BUT when it tells you things are missing "X token in weapons" and so you GO there and "X" is there, it makes me go WTF is really wrong!?!?

SO a parsing helper/checker would be a great help especially for the newb/noob modder. It would cut down significantly on things that might go missing by accident as well as the old "find the bug that's crashing the table".

Just a friendly suggestion angled from the lay person perspective.  :D

 
Title: Re: Larger Tables
Post by: Arkangel on February 26, 2007, 04:15:51 pm
I hear that! ;)
Title: Re: Larger Tables
Post by: TrashMan on February 26, 2007, 04:27:49 pm
Agreed.. A debug build SHOWERS me with errors, yet teh game works!

Things like, "ballistic primaries" are no longer needed, you have not specified PBank capacity, can't find Mekhu_Glow.. or stuff like that??? I mean W.T.F???
Title: Re: Larger Tables
Post by: takashi on February 26, 2007, 09:56:11 pm
check your root_fs2.vp! it contains the root files you find in folders like "models" and "maps"! find "mehku glow" and extract it from that file.

you may need VPview though, found in karajormas freespace FAQ. its in the "tools" section.
Title: Re: Larger Tables
Post by: Getter Robo G on March 01, 2007, 05:27:56 pm
Technically you only do that if you intend to modify it to look a different way,  as that will override the file that's in the VP... But it's crazy enough to work (sounds like some of the stuff I do)...

Title: Re: Larger Tables
Post by: WMCoolmon on March 02, 2007, 02:53:24 pm
You're not going to get anything better than the fs2_open parser with a new program. Just because somebody makes a new program doesn't necessarily mean that the errors are going to be any more understandable.

Just because you haven't gotten a coder to work on making the errors a bit clearer doesn't mean that giving up on the whole thing is going to fix anything. If somebody can tell me the exact error they want changed, and to what, I can do it in about two minutes. I haven't done so because I've only heard of occasional complaints about the errors, in cases where something odd was afoot (Understanding of the error/warning was not an issue). This whole "The parse errors are worthless" spiel is news to me.
Title: Re: Larger Tables
Post by: takashi on March 02, 2007, 10:53:20 pm
im showered with parse error using modded installs (i have 5). and it works. but things can go wrong with a parse errors. like invisible ships (cant parse a ship model entry) or lasers being to long (weapon parse errors. maybe you should have put a "." in that 5 and a fraction length when converting it to a decimal, or did research on the freespace wiki). parse errors are usualy worthless (for me), but can be symptoms of much bigger problems.
Title: Re: Larger Tables
Post by: Wanderer on March 03, 2007, 02:04:02 am
How about just running debug build (or fred debug) and fixing the darn errors? It doesn't require higher maths or anything. Often the debug even tells you what to change. With ballistics the error - or actually just a warning - even states what is wrong with your entry. Lazy modders are the problem not the table parsing.

If you cant fix the error(s) post it (those) to modding forum for others to take a look at it (those).


This may sound lazy, but I woudl love a pre-checker that you could throw your ship/weapon entry into that at the very least would tell you it won't crash fred, mission load up, or game play.
Err... That is what the debug does both at table parsing (when you start the game) and also at model load (either at mission load or lab).

Quote
SO a parsing helper/checker would be a great help especially for the newb/noob modder. It would cut down significantly on things that might go missing by accident as well as the old "find the bug that's crashing the table".
It would be outdated as soon as next new feature is added to the tables... on the other hand debugs are almost always up-to-date.
Title: Re: Larger Tables
Post by: karajorma on March 03, 2007, 02:14:53 am
Exactly. You don't need a pre-checker. Yes it might be convenient for you but some poor sod is going to have to keep it up to date with the latest SCP additions and that's not an easy task. Especially when you consider that the 3.6.9 and 3.7 branches actually have some differences that need to taken into account unless you want to have two pre-checkers.

I've got no interest in doing all that work for someone who can't be bothered to just run a debug build and I'll be very surprised if one of the other coders is.
Title: Re: Larger Tables
Post by: takashi on March 09, 2007, 08:50:50 pm
on the list of fres-crashing parse error filled things: most ships offa hades-combine. SERIOUSLY. people. stop using those tabs! i use the debug build so much now theres a shortcut for it!
Title: Re: Larger Tables
Post by: jr2 on March 09, 2007, 08:55:25 pm
... just use Notepad, open it up, type in a "TAB", select the tab, copy it to the clipboard.
The code below is only visible in IE, or IETab, sorry.  (That's because Firefox knows better!  :p )
Code: [Select]
Then, open the offending mission/table/whatever.
Use "Edit > Replace", under "Find what:", hit CTRL+V to past.  (Notice the nice little familiar square the pops up in the box.)
Under "Replace with:" type three spaces.
Click the "Replace All" button.
Title: Re: Larger Tables
Post by: takashi on March 09, 2007, 09:36:14 pm
it did this, but only to ship table entrys

Code: [Select]
#Ship Classes

;-----------------------------------------------
;
$Name:                          AF Kato
$Short name:            AFight
$Species:                       Terran
+Type:                          XSTR("Space Superiority", 2939)
+Maneuverability:       XSTR("Excellent", 2940)+Armor:                         XSTR("Light", 2941)+Manufacturer:          XSTR("MA Technologies", 2942)+Description:         XSTR( " ", 2943)$end_multi_text+Tech Description:XSTR("This is the main fighter of the Ancient fleet comprising nearly one third of all Ancient fighter groups. It has a mediocre hull and a fair shield, making a few direct hits enough to destroy it. However the Kato's maneuverability and speed are superb, this coupled with two banks of three primaries, and two secondary banks, makes the Kato one of the most dangerous fighters that have ever been encountered. ", 2944)$end_multi_text+Length:          10 m+Gun Mounts:      6+Missile Banks:   2$POF file:                      Kato.pof$Detail distance:       (0, 100, 900, 2000)$ND:                154 172 184$ND:                103 159 158$ND:                52 101 210$ND:                172 113 220$ND:                67 117 108$ND:                88 122 211$ND:                153 143 171$ND:                118 127 156$ND:                156 140 160$ND:                145 126 145$ND:                123 99 32$Show damage:           YES$Density:                       2$Damp:                          0.10$Rotdamp:                       0.30$Max Velocity:          0.0, 0.0, 90.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement$Rotation time:         2.4, 1.9, 4.0$Rear Velocity:         60.0$Forward accel:         2.7$Forward decel:         1.5$Slide accel:           0.0$Slide decel:           0.0$Expl inner rad:        25.0$Expl outer rad:        55.0$Expl damage:           15.0$Expl blast:            1000.0$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave$Allowed PBanks:        ( "Pharnec" "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser")$Allowed Dogfight PBanks:        ( "Subach HL-D" "Prometheus D" )$Default PBanks:        ( "Pharnec" "Pharnec" )$Allowed SBanks:        ( "Rockeye" "Tempest"  "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )$Allowed Dogfight SBanks:    ( "Tempest D"  "Hornet D" "Harpoon D" )$Default SBanks:        ( "Harpoon" "Harpoon" )$SBank Capacity:        ( 20, 20 )$Shields:                       380$Shield Color:      255 255 75$Power Output:          2.0$Max Oclk Speed:        100.0$Max Weapon Eng:        60.0$Hitpoints:                     175$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database")$AI Class:                      Captain$Afterburner:           YES   +Aburn Max Vel: 0.0, 0.0, 140.0   +Aburn For accel:       0.7   +Aburn Fuel:            300.0   +Aburn Burn Rate:       50.0   +Aburn Rec Rate:        25.0$Countermeasures:       25$Scan time:                     2000$EngineSnd:       128                   ;; Engine sound of ship$Closeup_pos:           0.0, 0.0, -22$Closeup_zoom:          0.5$Shield_icon:           Katoshell$Ship_icon:                     katoicon$Ship_anim:                     Kato$Ship_overhead: loadKato$Score:             8$Trail:   +Offset:      -5.8 -6.6 1.6   +Start Width:   0.1   +End Width:   0.05   +Start Alpha:   1.0   +End Alpha:   0.0   +Max Life:   1.0   +Spew Time:   60   +Bitmap:   Contrail01$Trail:   +Offset:      5.8 -6.6 1.6   +Start Width:   0.1   +End Width:   0.05   +Start Alpha:   1.0   +End Alpha:   0.0   +Max Life:   1.0   +Spew Time:   60   +Bitmap:   Contrail01$Trail:   +Offset:      -7.5 -7.1 -1.3   +Start Width:   0.1   +End Width:   0.05   +Start Alpha:   1.0   +End Alpha:   0.0   +Max Life:   1.0   +Spew Time:   60   +Bitmap:   Contrail01$Trail:   +Offset:      7.5 -7.1 -1.3   +Start Width:   0.1   +End Width:   0.05   +Start Alpha:   1.0   +End Alpha:   0.0   +Max Life:   1.0   +Spew Time:   60   +Bitmap:   Contrail01$Trail:   +Offset:      0 -11.5 0   +Start Width:   0.3   +End Width:   0.05   +Start Alpha:   1.0   +End Alpha:   0.0   +Max Life:   1.0   +Spew Time:   60   +Bitmap:   Contrail01$Subsystem:                     communication,  10, 0$Subsystem:                     navigation,             10, 0$Subsystem:                     weapons,                        20, 0$Subsystem:                     sensors,                        10, 0$Subsystem:                     engine01,                        15, 0$Subsystem:                     engine01,                        15, 0#End
:
Title: Re: Larger Tables
Post by: jr2 on March 10, 2007, 01:27:16 am
OK, good news is I don't see any tabs; bad news is there appears to be quite a few missing return (Enter) keys... which I think is why the tabs mess them up in the first place.  I noticed when you remove the tabs, some lines get merged, which makes me wonder if the FS2 Engine doesn't process tabs correctly.  The whole thing is rather confusing to me, and I wish I could correctly get a coder to see what I'm saying, so they could confirm or deny my suspicions...

EDIT: please post the original table using code /code.
Title: Re: Larger Tables
Post by: Scooby_Doo on March 10, 2007, 01:40:36 am
Personally I'd like to see tables in XML.  We could use xml verifiers to validate the tables.
Title: Re: Larger Tables
Post by: taylor on March 10, 2007, 12:27:32 pm
The parser interprets spaces and tabs the same way, so there should be absolutely zero difference with how the game handles those.


Personally I'd like to see tables in XML.  We could use xml verifiers to validate the tables.
It's been suggested before, but not even a single tangible benefit was given for doing that.  A bunch of negatives, but no real positives over the current way parsing is handled.
Title: Re: Larger Tables
Post by: WMCoolmon on March 10, 2007, 12:59:02 pm
OK, good news is I don't see any tabs; bad news is there appears to be quite a few missing return (Enter) keys... which I think is why the tabs mess them up in the first place.  I noticed when you remove the tabs, some lines get merged, which makes me wonder if the FS2 Engine doesn't process tabs correctly.  The whole thing is rather confusing to me, and I wish I could correctly get a coder to see what I'm saying, so they could confirm or deny my suspicions...

EDIT: please post the original table using code /code.

I'm skeptical...FS2Open doesn't have any builtin writing code for tables, as far as I know, so that means what you put in should be what you receive out. The table itself should never be changed when FS2Open is run, although it is of course possible that FS2Open is still not reading it properly.

Since tables are never saved, though, that shouldn't matter.
Title: Re: Larger Tables
Post by: takashi on March 10, 2007, 01:36:16 pm
Code: [Select]
#Ship Classes


;------------------------------------------------------------
;

$Name:                          AF Kato

$Short name:            AFight

$Species:                       Terran

+Type:                          XSTR("Space Superiority", 2939)

+Maneuverability:       XSTR("Excellent", 2940)

+Armor:                         XSTR("Light", 2941)

+Manufacturer:          XSTR("MA Technologies", 2942)

+Description: XSTR( " ", 2943)

$end_multi_text

+Tech Description:

XSTR("This is the main fighter of the Ancient fleet comprising nearly one third of all Ancient fighter groups. It has a mediocre hull and a fair shield, making a few direct hits enough to destroy it. However the Kato's maneuverability and speed are superb, this coupled with two banks of three primaries, and two secondary banks, makes the Kato one of the most dangerous fighters that have ever been encountered. ", 2944)

$end_multi_text

+Length:          10 m

+Gun Mounts:      6

+Missile Banks:   2

$POF file:                      Kato.pof

$Detail distance:       (0, 100, 900, 2000)

$ND: 154 172 184

$ND: 103 159 158

$ND: 52 101 210

$ND: 172 113 220

$ND: 67 117 108

$ND: 88 122 211

$ND: 153 143 171

$ND: 118 127 156

$ND: 156 140 160

$ND: 145 126 145

$ND: 123 99 32

$Show damage:           YES

$Density:                       2

$Damp:                          0.10

$Rotdamp:                       0.30

$Max Velocity:          0.0, 0.0, 90.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement

$Rotation time:         2.4, 1.9, 4.0

$Rear Velocity:         60.0

$Forward accel:         2.7

$Forward decel:         1.5

$Slide accel:           0.0

$Slide decel:           0.0

$Expl inner rad:        25.0

$Expl outer rad:        55.0

$Expl damage:           15.0

$Expl blast:            1000.0

$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.

$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave

$Allowed PBanks:        ( "Pharnec" "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser")

$Allowed Dogfight PBanks:        ( "Subach HL-D" "Prometheus D" )

$Default PBanks:        ( "Pharnec" "Pharnec" )

$Allowed SBanks:        ( "Rockeye" "Tempest"  "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )

$Allowed Dogfight SBanks:    ( "Tempest D"  "Hornet D" "Harpoon D" )

$Default SBanks:        ( "Harpoon" "Harpoon" )

$SBank Capacity:        ( 20, 20 )

$Shields:                       380

$Shield Color: 255 255 75

$Power Output:          2.0

$Max Oclk Speed:        100.0

$Max Weapon Eng:        60.0

$Hitpoints:                     175

$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database")

$AI Class:                      Captain

$Afterburner:           YES

+Aburn Max Vel: 0.0, 0.0, 140.0

+Aburn For accel:       0.7

+Aburn Fuel:            300.0

+Aburn Burn Rate:       50.0

+Aburn Rec Rate:        25.0

$Countermeasures:       25

$Scan time:                     2000

$EngineSnd:       128                   ;; Engine sound of ship

$Closeup_pos:           0.0, 0.0, -22

$Closeup_zoom:          0.5

$Shield_icon:           Katoshell

$Ship_icon:                     katoicon

$Ship_anim:                     Kato

$Ship_overhead: loadKato

$Score:             8

$Trail:

+Offset: -5.8 -6.6 1.6

+Start Width: 0.1

+End Width: 0.05

+Start Alpha: 1.0

+End Alpha: 0.0

+Max Life: 1.0

+Spew Time: 60

+Bitmap: Contrail01

$Trail:

+Offset: 5.8 -6.6 1.6

+Start Width: 0.1

+End Width: 0.05

+Start Alpha: 1.0

+End Alpha: 0.0

+Max Life: 1.0

+Spew Time: 60

+Bitmap: Contrail01

$Trail:

+Offset: -7.5 -7.1 -1.3

+Start Width: 0.1

+End Width: 0.05

+Start Alpha: 1.0

+End Alpha: 0.0

+Max Life: 1.0

+Spew Time: 60

+Bitmap: Contrail01

$Trail:

+Offset: 7.5 -7.1 -1.3

+Start Width: 0.1

+End Width: 0.05

+Start Alpha: 1.0

+End Alpha: 0.0

+Max Life: 1.0

+Spew Time: 60

+Bitmap: Contrail01

$Trail:

+Offset: 0 -11.5 0

+Start Width: 0.5

+End Width: 0.3

+Start Alpha: 1.0

+End Alpha: 0.3

+Max Life: 1.0

+Spew Time: 70

+Bitmap: Contrail01

$Subsystem:                     communication,  10, 0

$Subsystem:                     navigation,             10, 0

$Subsystem:                     weapons,                        20, 0

$Subsystem:                     sensors,                        10, 0

$Subsystem:                     engine01,                        15, 0

$Subsystem:                     engine01,                        15, 0



#End
Title: Re: Larger Tables
Post by: jr2 on March 11, 2007, 12:16:54 am
OK, I followed my own instructions on takashi's last post, this is what I got, does this fix any problems? :
Code: [Select]
#Ship Classes


;------------------------------------------------------------
;

$Name:                          AF Kato

$Short name:            AFight

$Species:                       Terran

+Type:                          XSTR("Space Superiority", 2939)

+Maneuverability:       XSTR("Excellent", 2940)

+Armor:                         XSTR("Light", 2941)

+Manufacturer:          XSTR("MA Technologies", 2942)

+Description:         XSTR( " ", 2943)

$end_multi_text

+Tech Description:

XSTR("This is the main fighter of the Ancient fleet comprising nearly one third of all Ancient fighter groups. It has a mediocre hull and a fair shield, making a few direct hits enough to destroy it. However the Kato's maneuverability and speed are superb, this coupled with two banks of three primaries, and two secondary banks, makes the Kato one of the most dangerous fighters that have ever been encountered. ", 2944)

$end_multi_text

+Length:          10 m

+Gun Mounts:      6

+Missile Banks:   2

$POF file:                      Kato.pof

$Detail distance:       (0, 100, 900, 2000)

$ND:                154 172 184

$ND:                103 159 158

$ND:                52 101 210

$ND:                172 113 220

$ND:                67 117 108

$ND:                88 122 211

$ND:                153 143 171

$ND:                118 127 156

$ND:                156 140 160

$ND:                145 126 145

$ND:                123 99 32

$Show damage:           YES

$Density:                       2

$Damp:                          0.10

$Rotdamp:                       0.30

$Max Velocity:          0.0, 0.0, 90.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement

$Rotation time:         2.4, 1.9, 4.0

$Rear Velocity:         60.0

$Forward accel:         2.7

$Forward decel:         1.5

$Slide accel:           0.0

$Slide decel:           0.0

$Expl inner rad:        25.0

$Expl outer rad:        55.0

$Expl damage:           15.0

$Expl blast:            1000.0

$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.

$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave

$Allowed PBanks:        ( "Pharnec" "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser")

$Allowed Dogfight PBanks:        ( "Subach HL-D" "Prometheus D" )

$Default PBanks:        ( "Pharnec" "Pharnec" )

$Allowed SBanks:        ( "Rockeye" "Tempest"  "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )

$Allowed Dogfight SBanks:    ( "Tempest D"  "Hornet D" "Harpoon D" )

$Default SBanks:        ( "Harpoon" "Harpoon" )

$SBank Capacity:        ( 20, 20 )

$Shields:                       380

$Shield Color:      255 255 75

$Power Output:          2.0

$Max Oclk Speed:        100.0

$Max Weapon Eng:        60.0

$Hitpoints:                     175

$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database")

$AI Class:                      Captain

$Afterburner:           YES

   +Aburn Max Vel: 0.0, 0.0, 140.0

   +Aburn For accel:       0.7

   +Aburn Fuel:            300.0

   +Aburn Burn Rate:       50.0

   +Aburn Rec Rate:        25.0

$Countermeasures:       25

$Scan time:                     2000

$EngineSnd:       128                   ;; Engine sound of ship

$Closeup_pos:           0.0, 0.0, -22

$Closeup_zoom:          0.5

$Shield_icon:           Katoshell

$Ship_icon:                     katoicon

$Ship_anim:                     Kato

$Ship_overhead: loadKato

$Score:             8

$Trail:

   +Offset:      -5.8 -6.6 1.6

   +Start Width:   0.1

   +End Width:   0.05

   +Start Alpha:   1.0

   +End Alpha:   0.0

   +Max Life:   1.0

   +Spew Time:   60

   +Bitmap:   Contrail01

$Trail:

   +Offset:      5.8 -6.6 1.6

   +Start Width:   0.1

   +End Width:   0.05

   +Start Alpha:   1.0

   +End Alpha:   0.0

   +Max Life:   1.0

   +Spew Time:   60

   +Bitmap:   Contrail01

$Trail:

   +Offset:      -7.5 -7.1 -1.3

   +Start Width:   0.1

   +End Width:   0.05

   +Start Alpha:   1.0

   +End Alpha:   0.0

   +Max Life:   1.0

   +Spew Time:   60

   +Bitmap:   Contrail01

$Trail:

   +Offset:      7.5 -7.1 -1.3

   +Start Width:   0.1

   +End Width:   0.05

   +Start Alpha:   1.0

   +End Alpha:   0.0

   +Max Life:   1.0

   +Spew Time:   60

   +Bitmap:   Contrail01

$Trail:

   +Offset:      0 -11.5 0

   +Start Width:   0.5

   +End Width:   0.3

   +Start Alpha:   1.0

   +End Alpha:   0.3

   +Max Life:   1.0

   +Spew Time:   70

   +Bitmap:   Contrail01

$Subsystem:                     communication,  10, 0

$Subsystem:                     navigation,             10, 0

$Subsystem:                     weapons,                        20, 0

$Subsystem:                     sensors,                        10, 0

$Subsystem:                     engine01,                        15, 0

$Subsystem:                     engine01,                        15, 0



#End
Title: Re: Larger Tables
Post by: Scooby_Doo on March 11, 2007, 01:33:57 am
The parser interprets spaces and tabs the same way, so there should be absolutely zero difference with how the game handles those.


Personally I'd like to see tables in XML.  We could use xml verifiers to validate the tables.
It's been suggested before, but not even a single tangible benefit was given for doing that.  A bunch of negatives, but no real positives over the current way parsing is handled.

I can see a table editor being possible, and a heck of alot easier to make than with tbm format.
Less chances of this type of problem:  $Subsystem:   weapons, 20 ,0
I would imagine a stronger validation process.

but anyhow....
Title: Re: Larger Tables
Post by: takashi on March 11, 2007, 10:00:25 pm
forgot to mention, the .tbm file scruched up only AFTER i used the ship ingame. and it showed up invisible to...in both d3d and ogl mode.
Title: Re: Larger Tables
Post by: jr2 on March 11, 2007, 10:02:10 pm
What?!?
Title: Re: Larger Tables
Post by: jr2 on March 11, 2007, 10:02:27 pm
You use the one I posted?
Title: Re: Larger Tables
Post by: Turey on March 11, 2007, 10:02:32 pm
forgot to mention, the .tbm file scruched up only AFTER i used the ship ingame. and it showed up invisible to...in both d3d and ogl mode.

Did you put a texture on it?
Title: Re: Larger Tables
Post by: takashi on March 11, 2007, 10:07:52 pm
bob made the model. bob made the texture. everything was in the right folders, textures in maps, .pof in models.
Title: Re: Larger Tables
Post by: Turey on March 11, 2007, 10:09:49 pm
bob made the model. bob made the texture. everything was in the right folders, textures in maps, .pof in models.

Is the texture a JPG or TGA and you have -jpgtga turned off?

Perhaps to fix the cockpit problem?
Title: Re: Larger Tables
Post by: takashi on March 11, 2007, 10:13:50 pm
they're .pcx's. from the .vp off of hades-combine. the vp on its own has the same crashes/failings.
Title: Re: Larger Tables
Post by: Turey on March 11, 2007, 10:15:04 pm
they're .pcx's. from the .vp off of hades-combine. the vp on its own has the same crashes/failings.

Link me to the VP and I'll see what I can figure out.