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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on September 23, 2007, 12:55:49 am

Title: 2007-09-22 stable branch
Post by: Goober5000 on September 23, 2007, 12:55:49 am
http://fs2source.warpcore.org/exes/latest/20070922-Goober5000.zip
Title: Re: 2007-09-22 stable branch
Post by: Tempest on September 23, 2007, 01:04:30 pm
I'm still getting an issue with this one like the last one; it won't display thruster glows properly. Trails work fine though. Most of the glows are invisible however. That is the only issue i've encountered.

EDIT:
Error on my part. Apologies, Goob.
Title: Re: 2007-09-22 stable branch
Post by: jr2 on October 01, 2007, 09:41:26 am
OK, I just got myself an XBOX 360 controller from Wal-Mart ($40, normal 360 controller by M$).  It works great... except for the throttle.  I can configure an Absolute throttle axis (Joystick Z), and it works for holding the button down to accelerate... but how would I make the throttle "stick", ie, I use the Z axis to place the throttle indicator where I want it, and it does not move until I press Z+ or Z- again.  The current method is nice for some uses, but I should be able to configure it to do what I said, IMO... and Relative throttle axis doesn't work at all... maybe that's for a different type of axis or something.  This might not be the correct place for this, but IDK where to put it, as I'm using this build ATM (works nice, BTW! ;) ).

PS Oh, and I also got a Logitech Cordless Desktop LX710 Laser combo... ;7 cya in multi.  :drevil:

PPS Oh, and I also forgot to mention that the Force Feedback doesn't work?  :confused:  This controller has the rumbler inside; it should be able to make use of it... I have both "Enable Force Feedback" and "Enable Directional Hit (Force Feedback)" enabled in the Launcher (v5.5c).  Joystick is listed as "Controller (XBOX 360 For Windows)"
Title: Re: 2007-09-22 stable branch
Post by: Arkblade on October 01, 2007, 05:12:52 pm
Thanks you.
However, i need Text to speak build.
can upload that ?
Title: Re: 2007-09-22 stable branch
Post by: Tolwyn on October 05, 2007, 11:27:31 am
PPS Oh, and I also forgot to mention that the Force Feedback doesn't work?  :confused:  This controller has the rumbler inside; it should be able to make use of it... I have both "Enable Force Feedback" and "Enable Directional Hit (Force Feedback)" enabled in the Launcher (v5.5c).  Joystick is listed as "Controller (XBOX 360 For Windows)"

You have to use an alternative driver for the FF to work in older games.
Title: Re: 2007-09-22 stable branch
Post by: MetalDestroyer on October 05, 2007, 12:15:51 pm
Does it include normal map support ? The Xt version I got from the Celebration topic is buggy. I can't pilot my ship nor move it forward.
Title: Re: 2007-09-22 stable branch
Post by: jr2 on October 05, 2007, 04:13:13 pm
Did you create a new pilot file?  Prolly it got corrupted by incompatibilities, IDK... :shaking:
Title: Re: 2007-09-22 stable branch
Post by: taylor on October 05, 2007, 04:15:40 pm
Does it include normal map support ? The Xt version I got from the Celebration topic is buggy. I can't pilot my ship nor move it forward.
Only my Xt builds have normal map support, for now.  Those builds are definitely not something that you would call buggy though, since above all else they have been in constant testing since January.  Probably the best bug hunters in the community have been using those builds for months.

But if you have found a problem then you had better tell me now, since everything in the Xt builds is also going to end up in 3.6.10.
Title: Re: 2007-09-22 stable branch
Post by: MetalDestroyer on October 05, 2007, 04:32:11 pm
Well I thought it was a peripheral conflict with my both gamepad. But, after several checking, they work great when I play with old build like the 3.6.9-7 dot 9 build. However, I can move my cursor/view with the mouse/keyboard, open fire, target enemies and that's all.

I'm playing on Vista 32 bit under OGL.


Edit : Ok, the Xt builds work pretty well when I play Fs 2 but not my mod >_<. I didn't change anything related to the control.
Title: Re: 2007-09-22 stable branch
Post by: taylor on October 06, 2007, 12:20:37 am
Edit : Ok, the Xt builds work pretty well when I play Fs 2 but not my mod >_<. I didn't change anything related to the control.
Which mod is it?  I can give it a look and see if it's actually a code problem or not.
Title: Re: 2007-09-22 stable branch
Post by: jr2 on October 06, 2007, 12:36:12 am
You have to use an alternative driver for the FF to work in older games.

Topic 2007-09-22 stable branch

Old?  :confused:
Title: Re: 2007-09-22 stable branch
Post by: taylor on October 06, 2007, 02:02:44 am
You have to use an alternative driver for the FF to work in older games.

Topic 2007-09-22 stable branch

Old?  :confused:
The FF stuff is still the same old retail code, so yeah, it's considered old.
Title: Re: 2007-09-22 stable branch
Post by: jr2 on October 06, 2007, 03:58:12 am
Ah, yes, I knew that... sorry... I should have phrased that better.
/me gets down on his hands and knees and begs to the coder-gods

Now, I can definitely get an alternative driver and get this working, but shouldn't this be changed for the benefit of the general public?
Title: Re: 2007-09-22 stable branch
Post by: MetalDestroyer on October 06, 2007, 04:08:38 am
Edit : Ok, the Xt builds work pretty well when I play Fs 2 but not my mod >_<. I didn't change anything related to the control.
Which mod is it?  I can give it a look and see if it's actually a code problem or not.

Well, it was never released to the public and it's a star wars mod. And if I remember correctly, I gave the content to the Star Wars conversion Team.
Title: Re: 2007-09-22 stable branch
Post by: jr2 on October 06, 2007, 02:27:49 pm
The old one or the new one?
Title: Re: 2007-09-22 stable branch
Post by: MetalDestroyer on October 06, 2007, 04:42:59 pm
The old one or the new one?

The one I made 2 years ago or last year. But it's nothing related to the current Star Wars Total Conversion that chief is trying to do right now. It was a personal project because I don't have any new Star Wars game for years after X Wing Alliance (I could put also the Rogue Squadron series). And it was just a conversion of existing models to POF but I had to add new texture to support some SCP features like shinemaps, normap maps (for now).
Title: Re: 2007-09-22 stable branch
Post by: MetalDestroyer on October 08, 2007, 05:04:25 pm
Ok, I found out the problem. My X wing is buggy. I don't know why, it worked pretty well on old builds but not with XT. But if I choose to pilot others fighter than the X wing, I could do whatever I want. Have you any idea on what could be wrong ? bad ships.tbl ? bad race.tbl ? or bad attributes on the model itself ? (durinf the POF conversion or something else).

But if you really need the tbl, I could attach it.

[attachment deleted by ninja]