Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Cross-Platform Development => Topic started by: Soulstorm on April 14, 2007, 09:02:39 am
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Well, I am tired of asking the same thing on the same thread, so I am starting a new one. Also, Here is the place where I must ask some questions that when answered, they will help me on improving the FS2_Open OS X Launcher.
I recently downloaded the BtRL demo and installed it. I did the same with WCS, and I noticed that these mods make separate folders in the user's Library. The OS X Launcher as it is, only works with FS2_Open, and any mod that will use the official FS2_Open application, but I would like to implement support for options for standalone mods, like BTRL, although I am not sure what changes that will need (and I have no idea how to fit those changes in the UI yet).
I have a question, and I am asking this here, because although there are other forums to ask this stuff, in here the devs know much more about the OS X Version of the FS2_Open, so they are most likely to know more about the modified versions as well...
My question is: How much modified are standalone versions of FS2_Open? Do they support the same set of command line commands? Do they intend to change the layout of the application bundles? If yes, that would make difficult any addition to the OS X Launcher for the time being.
Also, any recommendations for improvements or new feature requests are welcome. Besides, that's one of the reasons this thread was created.
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Standalone mods are modified at little as possible from the FSO release they are based on. BtRL had certain changes which weren't in CVS at the time, but are now, like a new cmdline option for instance. Other changes would just be to enable some helpful user things. Both BtRL and the WCS Prologue require a minimum resolution of 1024x768, so in the Linux and OS X versions at least, the code defaults to using 1024x768 and also presents an error message if anything less than that is used. The user directory is different, to avoid any issues interacting with the general FSO stuff. That also makes it far easier for mod tech support as well.
The APP is changed as little as possible, with the only real differences being exec name and icon file. Those are things easily found in the APP's Info.plist though.
I'm still going over the code for the launcher, but I haven't really had much time to do anything but give it a very quick browse. Other than some memory leaks in the flags.lch parsing, nothing has really jumped out at me yet. One thing that I did just think about as I was writing this message, there isn't a way to enter in custom cmdline options. Not all builds advertise all options, usually for a good reason, so testing said options requires manually editing the cmdline_fso.cfg file if there isn't a way to enter them in the launcher GUI.
And a couple other things to possibly add to the todo list:
- A dropdown for resolution selection would be good, kinda sucks to have to manually enter it in. A custom setting would also be nice, but only if that setting was only usable when running with -window
- If the argument based cmdline options (like -ambient_factor) are going to be in the GUI then they need range checking as well as listing default values and value ranges prominantly in the tool tip (rather than just a copy-paste out of the wiki)
- The -no_emissive_light option doesn't take an argument, it's just left out of flags.lch on purpose.
That's all I really have at the moment though. :)
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One thing that I did just think about as I was writing this message, there isn't a way to enter in custom cmdline options. Not all builds advertise all options, usually for a good reason, so testing said options requires manually editing the cmdline_fso.cfg file if there isn't a way to enter them in the launcher GUI.
Actually, there is!
There is a "special" menu in the application menu, which toggles a drawer that allows the user to enter custom command line options. To access it, just select the "Toggle Command Line Drawer" option, or just press command-T. Is that what you were looking for or am I understanding something wrong?
In the same menu as this option you will also find a way to extract the .lch file into a custom location, or load menus from a custom .lch file.
As for the memory leaks, I will look at it today.
EDIT: Damn. During the update, I didn't look if the custom command line insertion works correctly. It doesn't update the command line file. I will look at it today that, too. But, at least you can get the general idea of what it SHOULD be. It was foolish of me not to test the application with the commandline drawer properly. I am working on fixing the problem now.
As for the memory leaks, you mean that I forgot to free the Flag, etc in the importer.cpp file? I will do this now. When I'm done, I will release the update and I will give you the new source.
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:yes:
I fully support this and I'd love to have the launcher included in the next patch for BtRL. :D
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Well, that may be a problem, if you need it soon.
Making a separate launcher for BtRL will be far easier for me than to add support to the existing one. I am still trying to eliminate the bugs found in the custom command line drawer found in the application. I am very ill at the moment, so I don't know how long this will take, but I suppose I will have something ready this week.
As far as BtRL support is concerned, I really cannot give a timeframe. I have the illness, and I have some bugs to fix. Taylor has the source, and I suppose he will be able at some point to tell me exactly what additions to make, and how additional standalone mods can be supported.
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Well there's no huge rush. We can put it in this patch or push it out at a later date. With Turey's installer there's probably no reason it can't simply be added whenever it's done.
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In the newest version (1.1.1) released some days ago, all bugs mentioned have been fixed.
I am getting a little involved with the tooltips, and I will implement range checking now. I have one problem, however. How can I find what range of values is acceptable in each option? Some options in the wiki list only the default and recommended values, not the acceptable values.
Anyway, whoever has a bug to report, please do so, but I won't be releasing a fix these days, because I am migrating into a new computer and things are really messy here...
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Been updating the application with a more easy-to-use screen resolution selector. Just wanted to know, is there any other option supported in the fs2_open.ini file, apart from the screen resolution? I remember taylor saying something about anisotropic filtering... What's the exact command for that?
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Been updating the application with a more easy-to-use screen resolution selector. Just wanted to know, is there any other option supported in the fs2_open.ini file, apart from the screen resolution? I remember taylor saying something about anisotropic filtering... What's the exact command for that?
It's an ini file option. Here are the ones that I can think of off the top of my head:
SoundSampleRate - the Hz value to use for OpenAL (44100 or 22050, default is 22050)
TextureFilter - switch between bilinear and trilinear texture filtering (0 = bilinear, 1 = trilinear, default is trilinear)
OGL_AnisotropicFilter - float value to set anisotropic filter level (0.0 - 16.0 being valid range, <2.0 is considered off, default is 1.0)
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Done. Version 1.1.3b supports all of these features, plus a prettier interface for changing the screen resolution.
I also realize that we are nearing June, and I haven't been involved with the Launcher development as much as you would possibly want. If there are some more things you want implemented before 3.6.10 release, tell me so. I intend to implement range checking in the final 1.1.3 release.
Damn... I need an icon! I don't know how to make decent icons.
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TextureFilter - switch between bilinear and trilinear texture filtering (0 = bilinear, 1 = trilinear, default is trilinear)
2 is then ? :wtf:
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Damn. Thank god my excuse is the 'b' after the version. Thanks for the notification.
EDIT: I am receiving reports that my ISP's server does not work, so users cannot download the file. I want people to try and download the file from my site, or at least check if the "Check For Updates" function works as it should be, since it depends on my ISP's server, and if that's down, the application is inaccessible.
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Soulstorm - I just downloaded it from your site with no problems (Wednesday 5/16/07 at ~ 10:15pm pacific). I also used the in-app check for updates the other day (I think last weekend) with no problems. Just tried the in-app again but it told me I was up-to-date.
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Then all should be ok then. It was an isolated incident. The latest version of the application should be 1.1.3b. BTW, soon I will have a new beta ready, which will include standalone mod support. So far, only Beyond the Red Line and Wing Commander Saga are supported (since these are the only ones I know :)). I will upload the newest version here, but will not replace the old one, since I will at first omit some of the functionality present in the current version for the sake of stability and ease of testing.
If someone has any of these mods installed, please tell me so, so that I can have a tester or two, when I have a version ready.
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I've got Beyond the Red Line demo installed - never really occurred to me the launcher could be used for the stand-alones...
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The launcher can be used for the standalones. I already have a test build ready, which implements support for Wing Commander Saga, and Beyond The Red Line. The executables in these mods are actually lightly modified versions of the FS2_Open executable, so the launcher can easily work with them.
The only problem I have with the newest version of the Launcher is that it doesn't yet load the screen preferences correctly. Once I have fixed that, I will post here an early version, but I won't be releasing any multiple-mod-support version until it has reached functionality of the current official version of the launcher.
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hmmm, I just noticed that if I change the -ambient_factor flag in the installer's gui I can't tab out or click in any of the options below -ambient_factor...
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Fixed. Use the "Check for Updates" option to download 1.1.4. It was a mistake in a formatter that I has missed. The values that ambient_factor accepts are between 0 and 999, so if you give something else, it won't let you do anything else until you have given a valid value. The version you are using now has the exact same parameters set, only that the values it accepts are between 0 and 23 :). I typed it accidentally on my keyboard it seems.
I also need to say that I HATE interface builder's formatters. It seems that the "Detach Formatter" button has no effect on a field of an NSMatrix!
Anyway, problem fixed, please update! :)
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New test release of the FS2_Launcher with multiple standalone mod support (MSMS). I seem to be lazy about this, but I really am full with other things right now. Otherwise, this thing is a one-day project.
New additions:
--Fixed many bugs over the official 1.1.4 version.
--Improved the "Reset" function
--Added custom command line arguments
--Code is MUCH cleaner.
I will upload the new source soon. Oh, and... sorry for not having updated the CVS with 1.1.4 yet. I haven't installed CVS yet into my machine, I hadn't got the time. I will do it soon.
Here is the new test release of the Launcher (http://users.forthnet.gr/ath/jonmecos/Mainsite/Development/archives/limbo/FS2_Launcher.zip)
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I have a new version of the Launcher for OS X ready, with multiple standalone mod support. Code has been completely rewritten, so until this thing gets testes by more people (you, guys!) I can't make it final, so the "Check For Updates.." button will not show version 2.0 of the launcher.
Official stable version is 1.1.4, but you can have the latest one here (http://"http://users.forthnet.gr/ath/jonmecos/Mainsite/Development/Objc/filez/FS2_Launcher.zip"). Also, its readme has been also changed, and it introduces a number of bug fixes over 1.1.4. The application works for me just fine so far, without any problems, but I want more people to see it.
Please check it out and send me bug reports and recommendations (http://users.forthnet.gr/ath/jonmecos/Mainsite/pages/cme.htm).
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The Launcher with Multiple Standalone Mod support is ready, and stable. I haven't updated the CVS, though. I won't until I fix the problems I have with it.
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As soon as it's ready for testing simply post a link and I'll put something up on the BtRL boards.
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By saying "won't until I fix the problems I have with it" I meant the CVS, not the application. The application is ready, and I would like to have it tested.
Download the latest version here (http://users.forthnet.gr/ath/jonmecos/Mainsite/Development/Objc/index.html#cmdline).
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Does the launcher support multimod in mod.ini files? I think not? Perhaps it is not working on my Mac?
As i see, the (windows) launcher reads the mod.ini file and adds -mod to the cmdline_fso.cfg
e.g.
[multimod]
secondrylist = FSport,mediavps;
changes the cmdline_fso.cfg to -mod FSport -mod mediavps
am i right?
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It should change it to
-mod FSport,mediavps not -mod FSport -mod mediavps
but whether or not it actually supports mod.ini files is something I don't actually know.
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It should change it to
-mod FSport,mediavps not -mod FSport -mod mediavps
but whether or not it actually supports mod.ini files is something I don't actually know.
yep, you a right...
if i change it this way in the MacOS X Launcher Mod tab everything works fine. Thanks!
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Well, well, do we have a feature request here? :)
No, I haven't added support for mod.ini files, because I don't know what those files are! Can anyone please post a link to a wiki page or something like that in order to find information on how they work and how can I implement support for them in the Launcher?
Meanwhile, I see that you have found a workaround. Indeed, a command line like "-mod FSport,mediavps" will work. You can just give the value "FSport,mediavps" at the mod field in the launcher.
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This (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod) should help some.
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-mod FSport,mediavps not -mod FSport -mod mediavps
Both are valid actually. Any build since the latter half of last year can handle the second case just as easily as the first. Both styles are converted to the same thing once the cmdline is parsed by the game, so it doesn't really matter which is used.
But, obviously the first style has the historical significance, and it's easier to stack mods with, so it's still the preference for everyone.
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OK, next problem (i do not know where it starts, but i think it is a fs2_open 3.6.9 bug in MacOS X)
e.g.
Mod Warzone:
i have the same folder structure on a PC and on a Mac:
FS2-
|- data
|- mediavps
|- Warzone
all the fs2.vps (Root_fs2.vp, ... ,warble_fs2.vp)
identical cmdline_fso.cfg
MacOS X:
if i select Warzone mod, FS2_open stops with an error, complaining
"Error: Could not load in main hall mask 'MainScreen-M'!
(This error most likely means that you are missing required 1024x768 interface art.)
File: /Users/taylor/src/cvs/fs2_open_3_6_9.final/projects/Xcode/../../code/menuui/mainhallmenu.cpp
Line 1106"
Windows: 'MainScreen-M' loads without a problem
On MacOS X : If i copy all the fs2.vps (Root_fs2.vp, ... ,warble_fs2.vp) to the Warzone directory everything works fine.
So i think the MacOS X fs2_open 3.6.9 does not add the main Freespace2 directory to its path as described in
http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod
Any suggestions? :)
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I can't remember off the top of my head exactly what 3.6.9 was capable of, but I think that it did print out what VPs and paths it was using to the debug log. So run a debug build and post the top 20-30 lines or so of your ~/FS2_Open/data/fs2_open.log file. That should tell us whether or not it's finding all of the VPs or not.
Newer builds (basically just my Xt builds on Windows for the moment, but 3.6.10 will do this too) will give more detailed information, including CRC data for VPs. I'm also changing it so that this sort of information will appear whether you are using a debug or release build, to make things easier on everyone. :)
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Ooops..! My fault! Mea culpa, mea maxima culpa!
Thanks for the hint to the fs2_open.log file. I forgot that a few weeks ago i "installed" Sol: A History. S:AH is no *.VP but you have to copy all the stuff into the FS2/data/... folders. And from the fs2_open.log file i realized the interface.tbl of S:AH messed everything up. :mad:
(The weeks in between i worked with Shrouding the Light and FSport were the wrong interface.tbl was not used and so no problem occurred.)
Anyway, thanks a lot for you hint with the fs2_open.log. I already spent about 2 hours to find the problem... :rolleyes:
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That's why you never install to FS2/Data. You could have simply created a FS2/STL/Data folder and run using multimod/mod.ini (once supported) and it would have been the same except that it would be left in your Data folder to torpedo other mods :D
This (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod) should help some.
My FAQ also has some more detailed explanations on how to use and create a mod.ini file. Including some things that it would be nice to have your launcher support too (A picture for each mod, and a blurb explaining what it's about for one thing).
-mod FSport,mediavps not -mod FSport -mod mediavps
Both are valid actually. Any build since the latter half of last year can handle the second case just as easily as the first. Both styles are converted to the same thing once the cmdline is parsed by the game, so it doesn't really matter which is used.
But, obviously the first style has the historical significance, and it's easier to stack mods with, so it's still the preference for everyone.
Yep. I know FS2_Open can handle both. It's easier on us troubleshooters if everyone uses the same style though. :)
Besides the question was about the launcher's current behaviour anyway. :D
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So, it seems like many people here like the mod.ini approach more than the one used by the Launcher. OK, I'll see what I can do. The way I see it, I'll need to implement support for both ways. I'll try to read some documentation about mod.ini tomorrow, and I'll try to write some lines of code.
It's been a while since I've actually gotten involved with the project, because I am trying to learn OpenGL, and I had some other projects going on for my Uni, but I'll get back on track as soon as I can.
Karajoma, your idea is really nice about the picture for each mod, and the little explanation about the mod. I'll read your FAQ and I will see what I can do.
Oh, and... guys I'm still having problems with the CVS with my account, that's why I haven't submitted anything. If anyone needs the latest source, pm me. The CVS version is stuck on 1.1.1 but the current version is 2.0.1!