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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on March 16, 2008, 05:14:51 am

Title: C03162008 - Scripting
Post by: WMCoolmon on March 16, 2008, 05:14:51 am
Up to date SVN + Scripting + New warp code = This build. :)

Model.Textures now lists glow and specular maps as well as base maps. I've also fixed a bug reported by Wanderer regarding drawImage and drawMonochromeImage.

Debug & Release Builds (8 MB) (http://fs2source.warpcore.org/exes/latest/C03162008.zip)
Title: Re: C03162008 - Scripting
Post by: Mobius on March 16, 2008, 05:17:29 am
"New warp code"? What's new?
Title: Re: C03162008 - Scripting
Post by: Zacam on March 16, 2008, 11:26:36 pm
Might want to update the link to having the .exe at the end.

And it's 7.8 MB.
Title: Re: C03162008 - Scripting
Post by: WMCoolmon on March 16, 2008, 11:33:11 pm
Whoops, thank you. But my size reading was just to one significant figure. :p

The new warp code is partly a rearrangement of the old warp code to put everything related to the warp effects and put it in one place. The rest is a surprise. :D
Title: Re: C03162008 - Scripting
Post by: Zacam on March 16, 2008, 11:35:28 pm
It was a surprise having no normal maps, that's for sure.

And it's not just that the command has been removed.

And is it intentional that PrtScrn in F3 now shows the menu's?
Title: Re: C03162008 - Scripting
Post by: WMCoolmon on March 16, 2008, 11:46:46 pm
:sigh:

Normal maps are only in taylor's Xt builds; I'd guess that the same is true for the change in the lab, since the original behavior (http://fs2source.warpcore.org/wmcscreenies/coming.png) was for it to show the menus.
Title: Re: C03162008 - Scripting
Post by: Zacam on March 17, 2008, 12:12:37 am
Okay. Very nice looking build. Marginal stutter in heavy areas. Nice lighting. Kick ass view.

Now I'm torn as to which one I want to use.