Yey. Downloading.Yeah, but my memory sucks. :P I'll give it a go anyway.
But I told you you should have posted all the things that are in the mod ( features ). :p
You forgot to mention the command brief and intelligence animations :PSee, I forget things. :P
First post updated with some (hopefully useful) installation instructions.
...advanced 3.6.10 mediavps installed with the mod.ini pointing to it?
Post the error message
No. You just turn on the launcher, click on BROWSE, select the provided exe that ends with a R, click apply and play.
OK? Well, I guess that would explain why the Inferno Mod won't work with the SCP. :sigh: And thanks. I'll try it and see if it'll work.
...And the problems STILL continue! :confused: This time it's crashing during the loading! :shaking: Here's the error report:
Faulting application fs2_open_trunk_20080708_r.exe, version 1.0.0.1, faulting module igldev32.dll, version 6.14.10.4410, fault address 0x0002483d.
Please tell me this error is just like the last!
Or maybe you don't have mv_adveffects?
Because that's what adv_shivan is for.
I'm using the 3_6_10-20071028T.exe and it works fine and I Was able to load the first mission, now I'm in the second and for some reason I'm in an Erinyes instead of a Shivan fighter and fighting Shivans. I'm not sure if this is normal and I will have to play more to find out. I won't consider what I said a spoiler because I didn't get into much detail.
I don't know if I can send them via hlp. I beat the campaign (only 4 missions and short ones too). It was all too short. :rolleyes:
Crap, I thought that was only happening to me on my dodgy laptop :( (the bright blue screen). Blackhole's campaign, converted by ShadowGorrath, can have that problem with the 2nd mission. The solution is to create a pilot from scratch (using the choose pilot screen on startup, not the barracks), then use that to play that campaign. I have no idea why it's happening, and it's not my campaign, just converted to use my mod. Sorry for the inconvenience.Or maybe you don't have mv_adveffects?
Because that's what adv_shivan is for.
Yea, I've got that VP file, but that's no longer a problem if the game won't run right! I say that because I'm having a second problem. Shivan Mission number 2 is either gliched or was made incorrectly. When that mission starts, all I get is a bright blue screen; I can't move, fire, or even jump out! I have to use cheats to even destroy anything! Also, I tried to jump ahead by placing the mission files in the mission sub-folder and re-naming them. The showed-up in the mission sim, but when I tried Shivan mission number 3, the game crashed on loading. Plus, just incase anyone was going to ask, I've already installed all the required 3.6.10 VP files and removed the old ones, so we can just rule that out.
I kinda have a plan for the Nyarlathotep ;)That's the Lucifer from Derelict, correct ?
I kinda have a plan for the Nyarlathotep ;)That's the Lucifer from Derelict, correct ?
Well, I provided that FRED2 shortcut to make it easier for people to FRED their own missions and campaigns using my mod (partly because I imagine it will be a long time before my campaign is done, and I want people to have fun in the meantime). I'll likely compile the best ones into the next version or a small release in the near future (properly credited, of course). The shortcut may be edited to reflect people's directory structure (or you may create your own).
How about adding additional Shivan models like using an Amritaya juggernaught or better yet, a Gigas, which as far as I know, hasn't been used an any campaign yet. that would be more original.
That's the Diablo. And the Iblis. (And I would assume the Vinashaak as well)
Well, I provided that FRED2 shortcut to make it easier for people to FRED their own missions and campaigns using my mod (partly because I imagine it will be a long time before my campaign is done, and I want people to have fun in the meantime). I'll likely compile the best ones into the next version or a small release in the near future (properly credited, of course). The shortcut may be edited to reflect people's directory structure (or you may create your own).
How about adding additional Shivan models like using an Amritaya juggernaught or better yet, a Gigas, which as far as I know, hasn't been used an any campaign yet. that would be more original.That's the Diablo. And the Iblis. (And I would assume the Vinashaak as well)
No kidding. I think after I gain more experience using FRED2, I may build a Shivan mod some-what similer to Flaming_Sword's Shivan mod and add in multiple Shivan craft from the Inferno Mod into my mod, but that's sometime away, but...Hey, a gamer can dream, can't he?
Plus, have you seen a SSJ Gigas fire ALL it's beam turets? I've actually recorded a short clip from an Inferno Mod battle senario of a single SSJ Gigas attacking and destroying THREE SUPER-DESTROYERS (one by ramming into it) AND A SOL JUMP GATE ALL IN TWO SHOTS!!!! I have yet to post it on YouTube or MySpace. Just tell me if you want to see it.
When I played that demo, the only Shivan fighter I could fly was the Mara and in the second and third mission, I was flying an Erynies. Why? I shouldn't be flying a terran fighter in this campaign.
Do you need a stealth ship made? I am currently attempting to create a shivan stealth ship. :P (yeah, I'm new, but I have a good tatste for designs). It is based off the Astaroth but won't have those annoying spikes poking forwards, a wider backwings (to make it fair), and the AWAC stealth capabilities. :P Also, I planeed on dimming the astaroth texture to dim the texture so the red wasn't glowing so much.
SF Chimera.
In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7
Snail's level of knowledge on Inferno-related things is dangerously high. Trust me on this one. And trust him.In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7
Are you sure?
Snail's level of knowledge on Inferno-related things is dangerously high. Trust me on this one. And trust him.In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7
Are you sure?
Well, during my first playthrough of the FS2 campaign, and particularly after playing High Noon, I thought the existence of more Sathanases to be highly unlikely. But waddaya know...Well, I find it unlikely that a stealth fighter could be refited with AAA beams.Snail's level of knowledge on Inferno-related things is dangerously high. Trust me on this one. And trust him.In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7Are you sure?
Well, during my first playthrough of the FS2 campaign, and particularly after playing High Noon, I thought the existence of more Sathanases to be highly unlikely. But waddaya know...
And here at HLP we have this thing called "artistic freedom".
Ok, so is the Chimaera a stealth fighter or is it just a plain old fighter but with beam turrets?
I am an elite Shivan pilot in charge of my personal fleet. My flagship, the SSD Shakuras, has never lost a battle. It has destroyed rogue Lucifers and has captured many GTVA capitolships. Armed with 16 beam turrets, 30 flak turrets, 20 laser canons, and housing 40 squadrons of SF Dragon and SF Mara fighters, my ship is unstoppable. Beware the fleet of Shakuras, or else, be destroyed.
That Gigas clip was nothing special. Could hardly see it. Very low quality. :rolleyes:
By the way, does anyone know how to add ships to FRED2?Depends on what you mean by adding ships. What are you trying to do?
taht's how you do it? ok, I ought to try that some time! Thanks! That helped me too!
It's from Stratcomm's Fleet Pack.
Well, here's my first build post in a while. Not much different from Taylor's, a couple commits since the 11th though. Also thought it would be nice to show the log, there's been quite a lot of Mantis fixing going on in the last couple of months. One big change between this and my previous builds is that I disabled UAC, so I'm wondering if this alone might help the issue of not reading the registry on Vista. Then I might actually be able to fix a Mantis issue myself.
Other new features in SVN include the scripting changes in 4631 (WMC), ship templating code in 4636 (Blowfish and Turey), fireball handling code in 4638 (Swifty), Radar orb now renders in HTL (!!!) in 4647 (phreak), a minimal amount of code to keep the standalone from immediately crashing in 4692 (Karajorma), although I believe it's still sufficiently broken to be usable, and of course, the shader code, which when coupled with the shader 1119 vp, will allow normal maps, etc., in 4607-8, along with the new ships lab code. I'm sure I missed some very cool things, these are just what caught my eye. The coders seem to be stepping up the pace of 3.6.10 dev lately, so be sure to test this stuff thoroughly and let them know the features are appreciated :)
Any bugs in this are virtually guaranteed to be related to something that's been committed so be sure to Mantis.
fso-20080716_CHIEF_4708 (http://swc.fs2downloads.com/files/fso-20080716_CHIEF_4708_PXOFlag.7z)
MD5Sum (http://swc.fs2downloads.com/files/fso-20080716_CHIEF_4708_PXOFlag.md5)
1119 Shaders Set (http://swc.fs2downloads.com/files/sdr1119.rar) (possible candidate for being official shaders barring further bugs)Code: [Select]Revision: 4708
Author: taylor
Date: 2:50:58 AM, Wednesday, July 16, 2008
Message:
damn, forgot these
----
Added : /trunk/fs2_open/code/graphics/gropengldraw.cpp
Added : /trunk/fs2_open/code/graphics/gropengldraw.h
Revision: 4707
Author: taylor
Date: 9:49:19 PM, Tuesday, July 15, 2008
Message:
basic commit of a few Xt tree changes
- updated OpenGL code (basic shader support, etc.)
- new ships lab code
- scripting RTT fixes
- don't let FRED hog CPU time
----
Modified : /trunk/fs2_open/code/Makefile.am
Modified : /trunk/fs2_open/code/bmpman/bmpman.cpp
Modified : /trunk/fs2_open/code/bmpman/bmpman.h
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/cmdline/cmdline.cpp
Modified : /trunk/fs2_open/code/cmdline/cmdline.h
Modified : /trunk/fs2_open/code/cutscene/mveplayer.cpp
Modified : /trunk/fs2_open/code/cutscene/oggplayer.cpp
Modified : /trunk/fs2_open/code/fred2/fredrender.cpp
Modified : /trunk/fs2_open/code/fred2/fredstubs.cpp
Modified : /trunk/fs2_open/code/fred2/fredview.cpp
Modified : /trunk/fs2_open/code/fred2/management.cpp
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/globalincs/systemvars.cpp
Modified : /trunk/fs2_open/code/globalincs/systemvars.h
Modified : /trunk/fs2_open/code/graphics/2d.cpp
Modified : /trunk/fs2_open/code/graphics/2d.h
Modified : /trunk/fs2_open/code/graphics/grd3dsetup.cpp
Modified : /trunk/fs2_open/code/graphics/grinternal.h
Modified : /trunk/fs2_open/code/graphics/gropengl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengl.h
Modified : /trunk/fs2_open/code/graphics/gropenglbmpman.cpp
Modified : /trunk/fs2_open/code/graphics/gropenglextension.cpp
Modified : /trunk/fs2_open/code/graphics/gropenglextension.h
Modified : /trunk/fs2_open/code/graphics/gropengllight.cpp
Modified : /trunk/fs2_open/code/graphics/gropengllight.h
Added : /trunk/fs2_open/code/graphics/gropenglshader.cpp
Added : /trunk/fs2_open/code/graphics/gropenglshader.h
Added : /trunk/fs2_open/code/graphics/gropenglstate.cpp
Added : /trunk/fs2_open/code/graphics/gropenglstate.h
Modified : /trunk/fs2_open/code/graphics/gropengltexture.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltexture.h
Modified : /trunk/fs2_open/code/graphics/gropengltnl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.h
Modified : /trunk/fs2_open/code/graphics/grstub.cpp
Modified : /trunk/fs2_open/code/graphics/grstub.h
Modified : /trunk/fs2_open/code/graphics/tmapper.h
Modified : /trunk/fs2_open/code/lab/lab.cpp
Modified : /trunk/fs2_open/code/lab/wmcgui.cpp
Modified : /trunk/fs2_open/code/lab/wmcgui.h
Modified : /trunk/fs2_open/code/lighting/lighting.cpp
Modified : /trunk/fs2_open/code/math/vecmat.cpp
Modified : /trunk/fs2_open/code/math/vecmat.h
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/model/modelread.cpp
Modified : /trunk/fs2_open/code/nebula/neb.cpp
Modified : /trunk/fs2_open/code/osapi/osapi.cpp
Modified : /trunk/fs2_open/code/osapi/osapi_unix.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/render/3ddraw.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.h
Modified : /trunk/fs2_open/projects/MSVC_6/code.dsp
Revision: 4706
Author: karajorma
Date: 1:25:41 PM, Monday, July 14, 2008
Message:
A bandaid on the gaping wound that is the current score code for ships. Should stop the missions corrupting themselves with ;;FSO 3.6.10;; messages but missions won't open in 3.6.9 now.
----
Modified : /trunk/fs2_open/code/fred2/missionsave.cpp
Revision: 4704
Author: taylor
Date: 10:11:11 PM, Sunday, July 13, 2008
Message:
add part of the Xt texture replacement code which fixed texture page-in issues for late arrivals
(rest of the missing thruster fix)
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Revision: 4702
Author: phreak
Date: 6:34:50 AM, Thursday, July 10, 2008
Message:
Updated to a newer version of glext.h from SGI
----
Modified : /trunk/fs2_open/code/graphics/gl/Glext.h
Revision: 4700
Author: taylor
Date: 1:15:56 AM, Thursday, July 10, 2008
Message:
total_time fixage (it should never be allowed to be zero)
----
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Revision: 4699
Author: taylor
Date: 12:58:51 AM, Thursday, July 10, 2008
Message:
various thruster fixage from the Xt tree (should fix Mantis #1450)
----
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Revision: 4698
Author: taylor
Date: 12:10:31 AM, Thursday, July 10, 2008
Message:
fix HB being sent after server disconnect (made games show up for up to 10 minutes after they had ended)
make the chat channel count update more than once, since that didn't appear to work very well
fix compile error with GCC 4.3
----
Modified : /trunk/fs2_open/code/fs2netd/fs2netd_client.cpp
Modified : /trunk/fs2_open/code/fs2netd/tcp_client.cpp
Revision: 4697
Author: Goober5000
Date: 10:44:45 PM, Wednesday, July 09, 2008
Message:
the second half of the Mantis #1271 fix
----
Modified : /trunk/fs2_open/code/fred2/freddoc.cpp
Revision: 4695
Author: Swifty
Date: 11:17:49 AM, Tuesday, July 08, 2008
Message:
Mantis 1707: fix for FTL warp effect going out of bounds.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Revision: 4694
Author: Goober5000
Date: 3:03:31 AM, Tuesday, July 08, 2008
Message:
d'oh -- fix Mantis #1271
----
Modified : /trunk/fs2_open/code/fred2/freddoc.cpp
Revision: 4692
Author: karajorma
Date: 3:46:17 AM, Monday, July 07, 2008
Message:
Couple of small changes to make the Standalone work again.
----
Modified : /trunk/fs2_open/code/network/multiteamselect.cpp
Modified : /trunk/fs2_open/code/playerman/managepilot.cpp
Revision: 4689
Author: Goober5000
Date: 4:18:46 PM, Thursday, June 26, 2008
Message:
fix incompatibility in sexps between retail and SCP
----
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Revision: 4688
Author: phreak
Date: 9:52:51 PM, Wednesday, June 25, 2008
Message:
Properly autocenter the missile models in the techroom.
----
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Revision: 4687
Author: Wanderer
Date: 7:27:49 AM, Tuesday, June 24, 2008
Message:
added startMission lua function
----
Modified : /trunk/fs2_open/code/parse/lua.cpp
Revision: 4686
Author: phreak
Date: 5:09:04 PM, Monday, June 23, 2008
Message:
Fix mantis #1710
----
Modified : /trunk/fs2_open/code/radar/radarorb.cpp
Revision: 4685
Author: karajorma
Date: 3:47:26 PM, Monday, June 23, 2008
Message:
Allow capship beams to take full credit for their kills if a flag is set.
----
Modified : /trunk/fs2_open/code/ai/ai_profiles.cpp
Modified : /trunk/fs2_open/code/ai/ai_profiles.h
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Modified : /trunk/fs2_open/code/ship/shiphit.cpp
Revision: 4684
Author: karajorma
Date: 2:01:08 PM, Monday, June 23, 2008
Message:
Doh!
----
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Revision: 4683
Author: karajorma
Date: 11:27:14 AM, Monday, June 23, 2008
Message:
Fix a bug that meant players sometimes didn't get an assist is someone had already earned one.
Make it possible to decide what percentage of the damage a ship receives earns you a kill.
----
Modified : /trunk/fs2_open/code/ai/ai_profiles.cpp
Modified : /trunk/fs2_open/code/ai/ai_profiles.h
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Modified : /trunk/fs2_open/code/stats/scoring.cpp
Revision: 4682
Author: WMCoolmon
Date: 2:50:47 AM, Monday, June 23, 2008
Message:
The new scripting hooks for mouse/keyboard.
----
Modified : /trunk/fs2_open/code/io/key.cpp
Modified : /trunk/fs2_open/code/io/mouse.cpp
Modified : /trunk/fs2_open/code/parse/scripting.cpp
Modified : /trunk/fs2_open/code/parse/scripting.h
Revision: 4681
Author: Swifty
Date: 2:39:01 AM, Monday, June 23, 2008
Message:
Even more accurate HUD reticle offset calculations.
----
Modified : /trunk/fs2_open/code/hud/hud.cpp
Revision: 4680
Author: phreak
Date: 8:58:02 PM, Sunday, June 22, 2008
Message:
Get rid of my mixed case old username.
----
Modified : /trunk/fs2_open/code/menuui/credits.cpp
Revision: 4679
Author: phreak
Date: 8:54:33 PM, Sunday, June 22, 2008
Message:
Fixed filename cases in the code, fred2, and freespace2 project files. The files were originally mixed-case (from fs2-public) and the mixed-case names would be restored when saving the files. This didn't sit too well with SVN.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Revision: 4678
Author: karajorma
Date: 11:57:35 AM, Sunday, June 22, 2008
Message:
Change No Debrief to Toggle Debrief. It will now turn on debriefings for dogfight missions (Which otherwise get the kills matrix).
----
Modified : /trunk/fs2_open/code/fred2/missionnotesdlg.cpp
Modified : /trunk/fs2_open/code/missionui/missiondebrief.cpp
Modified : /trunk/fs2_open/code/network/multiutil.cpp
Revision: 4677
Author: karajorma
Date: 11:55:29 AM, Sunday, June 22, 2008
Message:
Add the Hide-ship-name ship flag
----
Modified : /trunk/fs2_open/code/fred2/missionsave.cpp
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/fred2/fred.rc
Modified : /trunk/fs2_open/code/fred2/resource.h
Modified : /trunk/fs2_open/code/fred2/shipflagsdlg.cpp
Modified : /trunk/fs2_open/code/fred2/shipflagsdlg.h
Modified : /trunk/fs2_open/code/hud/hudbrackets.cpp
Modified : /trunk/fs2_open/code/hud/hudtarget.cpp
Modified : /trunk/fs2_open/code/hud/hudtargetbox.cpp
Modified : /trunk/fs2_open/code/mission/missionparse.h
Modified : /trunk/fs2_open/code/network/multi.h
Modified : /trunk/fs2_open/code/ship/ship.h
Revision: 4676
Author: Swifty
Date: 3:24:57 AM, Sunday, June 22, 2008
Message:
Fixed inaccurate slewing HUD reticle as pointed out by Goober.
----
Modified : /trunk/fs2_open/code/hud/hud.cpp
Revision: 4675
Author: Goober5000
Date: 11:02:07 PM, Saturday, June 21, 2008
Message:
added missing TrackIR offsets in FS1 HUD code
disabled the entire HUD nose offset system until Swifty can fix the centering algorithm
----
Modified : /trunk/fs2_open/code/hud/hud.cpp
Modified : /trunk/fs2_open/code/hud/hudreticle.cpp
Revision: 4672
Author: taylor
Date: 11:36:26 PM, Wednesday, June 18, 2008
Message:
fix compiling on F9 (per the standard, limits.h isn't implicitly included)
----
Modified : /trunk/fs2_open/code/lab/wmcgui.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/fs2netd/fs2netd_client.cpp
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/object/objectshield.cpp
Revision: 4671
Author: karajorma
Date: 5:24:56 PM, Wednesday, June 18, 2008
Message:
I'm fairly sure FRED shouldn't be calling that function. Certainly not for BtRL at least as it was causing a crash.
----
Modified : /trunk/fs2_open/code/ship/ship.cpp
Revision: 4663
Author: phreak
Date: 4:02:18 PM, Sunday, June 15, 2008
Message:
Fix for mantis #1691: Ships disappear at stage 2 of knossos warpout.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Revision: 4662
Author: Wanderer
Date: 8:18:43 AM, Friday, June 13, 2008
Message:
fix for the detail box parsing (issue reported by Water)
----
Modified : /trunk/fs2_open/code/model/modelread.cpp
Revision: 4661
Author: WMCoolmon
Date: 5:38:28 PM, Wednesday, June 11, 2008
Message:
Move gr_reset_clip into draw_model_rotating, and don't assume that if a NULL closeup pos is passed that it's a missile.
----
Modified : /trunk/fs2_open/code/missionui/missionscreencommon.cpp
Modified : /trunk/fs2_open/code/missionui/missionshipchoice.cpp
Modified : /trunk/fs2_open/code/missionui/missionweaponchoice.cpp
Revision: 4657
Author: phreak
Date: 8:14:32 PM, Monday, June 09, 2008
Message:
fix mantis #1682 - weapon ship collisions not applying to ships beyond the warpout clip plane.
----
Modified : /trunk/fs2_open/code/object/collideshipweapon.cpp
Revision: 4656
Author: phreak
Date: 8:13:48 PM, Monday, June 09, 2008
Message:
Shoudln't forgetting a return statement be an error and not a warning?
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Revision: 4655
Author: phreak
Date: 5:27:21 PM, Monday, June 09, 2008
Message:
Mantis #1676 - Prevent particles from appearing during warpout and the particle emitter is beyond the clip plane.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Modified : /trunk/fs2_open/code/ship/shipfx.h
Revision: 4654
Author: Wanderer
Date: 3:11:27 AM, Monday, June 09, 2008
Message:
Fix for mantis #1687 (corkscrew missiles and turrets)
----
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/weapon/swarm.cpp
Revision: 4653
Author: phreak
Date: 8:10:43 PM, Sunday, June 08, 2008
Message:
Added SSE/SSE2 build configurations. These builds are are optional versions of the release builds with SSE/SSE2 instruction support.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.sln
Modified : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj
Revision: 4652
Author: phreak
Date: 6:53:12 PM, Sunday, June 08, 2008
Message:
Added additional compiler optimizations for release builds.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj
Revision: 4651
Author: phreak
Date: 6:59:05 PM, Saturday, June 07, 2008
Message:
Add Visual Studio 2008 project files.
The release builds have been configured to use Multi-processor support (/MP) when compiling.
----
Added : /trunk/fs2_open/projects/MSVC_2008
Added : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/Freespace2.sln
Added : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj
Revision: 4650
Author: phreak
Date: 7:18:58 PM, Monday, June 02, 2008
Message:
Alpha blending and line widths for radar orb rings when in HTL mode.
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Modified : /trunk/fs2_open/code/graphics/2d.h
Modified : /trunk/fs2_open/code/graphics/grd3dsetup.cpp
Modified : /trunk/fs2_open/code/graphics/gropengl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.h
Modified : /trunk/fs2_open/code/graphics/grstub.cpp
Modified : /trunk/fs2_open/code/radar/radarorb.cpp
Revision: 4649
Author: Wanderer
Date: 3:51:50 PM, Monday, June 02, 2008
Message:
fix for cutscene jerkyness (part of mantis #1697)
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Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Revision: 4648
Author: Wanderer
Date: 1:28:13 AM, Monday, June 02, 2008
Message:
fix for the Mantis #1703 (debris and alt names)
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Modified : /trunk/fs2_open/code/hud/hudtargetbox.cpp
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/debris/debris.h
Revision: 4647
Author: phreak
Date: 12:54:02 PM, Sunday, June 01, 2008
Message:
Render the radar orb using HTL. It still wasn't doing that after all these years. The original rendering method is still in place.
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Modified : /trunk/fs2_open/code/radar/radarorb.cpp
Revision: 4646
Author: Wanderer
Date: 5:50:28 AM, Sunday, June 01, 2008
Message:
Fixes beams have migrating firing points (Mantis #1688)
Prevents simultaneously fired weapons from sharing firing points.
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Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/weapon/beam.cpp
Revision: 4643
Author: phreak
Date: 12:05:11 PM, Friday, May 30, 2008
Message:
minor bugfix, readability.
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Modified : /trunk/fs2_open/code/radar/radarorb.cpp
Revision: 4642
Author: Backslash
Date: 10:33:27 PM, Thursday, May 29, 2008
Message:
Minor typos. Also an fspeed -> speed change.
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Modified : /trunk/fs2_open/code/parse/sexp.cpp
Revision: 4641
Author: Wanderer
Date: 10:46:09 AM, Thursday, May 29, 2008
Message:
removed a couple of unreferenced variables
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Modified : /trunk/fs2_open/code/ship/ship.cpp
Revision: 4640
Author: phreak
Date: 10:54:33 PM, Wednesday, May 28, 2008
Message:
-Fixed null pointer exception in beam_delete()
-Got Targeting Laser to sort of work, it paints, but does not render.
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Modified : /trunk/fs2_open/code/weapon/beam.cpp
Revision: 4639
Author: Swifty
Date: 10:31:46 PM, Wednesday, May 28, 2008
Message:
Various 'pit bug fixes. Prevent TrackIR users from leaning back. Removed superfluous ApplyViewShake from game_render_frame_setup(). Fixed zbuffer clipping bug for separate cockpit POFs.
----
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/playerman/playercontrol.cpp
Revision: 4638
Author: Swifty
Date: 10:26:23 PM, Wednesday, May 28, 2008
Message:
Modified fireball handling; ship class or type specific explosions.
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Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Modified : /trunk/fs2_open/code/ship/shiphit.cpp
Modified : /trunk/fs2_open/code/ship/ship.h
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/asteroid/asteroid.cpp
Modified : /trunk/fs2_open/code/fireball/fireballs.cpp
Modified : /trunk/fs2_open/code/fireball/fireballs.h
Modified : /trunk/fs2_open/code/hud/hudartillery.cpp
Revision: 4637
Author: karajorma
Date: 11:39:59 AM, Monday, May 26, 2008
Message:
Fix a couple of those pesky scoping in for loops problems.
----
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/parse/lua.cpp
Revision: 4636
Author: karajorma
Date: 10:54:29 AM, Monday, May 26, 2008
Message:
Blowfish's port of Turey's ship template code.
----
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/ship/ship.h
Modified : /trunk/fs2_open/code/parse/parselo.cpp
Modified : /trunk/fs2_open/code/parse/parselo.h
Revision: 4635
Author: karajorma
Date: 8:40:07 AM, Monday, May 26, 2008
Message:
Display the pilots score in the barracks.
----
Modified : /trunk/fs2_open/code/menuui/barracks.cpp
Revision: 4634
Author: karajorma
Date: 8:36:01 AM, Monday, May 26, 2008
Message:
Fix the primary weapons won't cycle bug (Mantis 1673)
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Modified : /trunk/fs2_open/code/io/keycontrol.cpp
Revision: 4633
Author: karajorma
Date: 8:29:53 AM, Monday, May 26, 2008
Message:
Allow priorities higher than 89 for orders in FRED. Clean up unused parameters from several AI methods.
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/fred2/fred.rc
Modified : /trunk/fs2_open/code/ai/ai.h
Modified : /trunk/fs2_open/code/ai/aicode.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.cpp
Modified : /trunk/fs2_open/code/fred2/initialstatus.cpp
Modified : /trunk/fs2_open/code/fred2/shipgoalsdlg.cpp
Modified : /trunk/fs2_open/code/fred2/shipgoalsdlg.h
Modified : /trunk/fs2_open/code/weapon/emp.cpp
Revision: 4632
Author: Backslash
Date: 1:59:00 AM, Monday, May 26, 2008
Message:
Fix to not play the flyby sound repeatedly for a stupid reason when viewing from another ship. (The player is NOT always the center of the universe.)
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Modified : /trunk/fs2_open/code/object/objectsnd.cpp
Revision: 4631
Author: WMCoolmon
Date: 5:52:05 PM, Sunday, May 25, 2008
Message:
Scripting:
- Add On Mission Start, On Mission End hooks; swap Warpin and Warpout to Warp In and Warp Out
- Safer handle helper structs
- Improved math, eg matrix interpolation and vector multiply/divide
- Filesystem read AND write support
- Initial scripting orders support
- Better waypoints support
- Assorted requested scripting functions
bmpman:
- Safer bm_get_filename
cfile:
- Support for RW, rather than just R or W, file modes.
model:
- Safer texture_info struct. Taylor, I know we talked about this, but I realized that it was just a lot better for what it does and it shouldn't be too much trouble to replace with the new system (operations tend to be much more concise and clear). Let me know if any unexpected difficulties arise.
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Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/bmpman/bmpman.cpp
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/model/modelread.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/parse/lua.cpp
Modified : /trunk/fs2_open/code/parse/scripting.cpp
Modified : /trunk/fs2_open/code/parse/scripting.h
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/asteroid/asteroid.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.h
Modified : /trunk/fs2_open/code/cfile/cfile.h
Modified : /trunk/fs2_open/code/cfile/cfilearchive.cpp
Modified : /trunk/fs2_open/code/cfile/cfilearchive.h
Modified : /trunk/fs2_open/code/fred2/shiptexturesdlg.cpp
Modified : /trunk/fs2_open/code/model/modelcollide.cpp
Modified : /trunk/fs2_open/code/object/waypoint.cpp
Modified : /trunk/fs2_open/code/object/waypoint.h
Revision: 4630
Author: WMCoolmon
Date: 3:13:52 PM, Sunday, May 25, 2008
Message:
Fix signed/unsigned mismatch
----
Modified : /trunk/fs2_open/code/network/multiui.cpp
Revision: 4629
Author: WMCoolmon
Date: 3:13:35 PM, Sunday, May 25, 2008
Message:
Don't quit the game when -output_sexps is used, and move the bulk of the code to a more appropriate location.
----
Modified : /trunk/fs2_open/code/cmdline/cmdline.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/parse/sexp.h
PS this also has one little extra lua function, the one I posted in my last build. I really should get that committed sometime.
They say 'hell'? They're cute and friendly to each other? They get bored on long patrols?
The mini campaign is NOT canon to the storyline of the mod, so don't worry. And it was designed originaly to work with the Shivan DataFiles. I just converted the missions to work with this mod.
I can't get the missions to load, with various 3.6.10 builds or 3.6.9.Can you be more specific? How is it failing?
How do you use lateral thrusters?You have to assign keys first, if they're not already assigned. If you've played the BtRL demo, you'll know how they work.
I'll try this thing out assuming everything i need is in the one file. I hate switching between .exes. Does my nut.The new exe i posted a link to should work for everything else.
He didn't board a Shivan freighter, he boarded a Shivan transport. There is a diffference.I stand corrected. I often get freighters and transports confused since I blow them up all the same. :P
They didn't evolve. They are a cybernetic fusion of biology and technology and are hinted to have been created by another species.
How'd you make the .anis? You have a shivan model knocking about?Other people made those. I borrow what I can't make, with permission of course. See the credits files.
Yes, they did integrate technology into themselves. There are non-cannon shivans and cannoned shivans. One example of a disarmed or unarmed shivan was when they were being tested on. An armed shivan can be seen when the GTI (i think) boarded a Shivan freighter and it pulvarized them. XD
Something that may appear in the next release:
(http://img367.imageshack.us/img367/6042/screen0285acd1.png)
Regarding the mini-campaign: Pretty much ShadowGorrath's work, though I did nerf the enemy Hunters in mission 2 by changing the default weapons. That's right, you heard me. They're already nerfed. I suggest you use the cruiser as cover for mission 3. Consider them non-canon and more of a user submission thrown in for some variety.It loads about halfway, and I get an error report and CTD.
The 3 demo missions are my work, so you can ***** at me all you want about them. :P
Tactical and Meson bombs, as well as the Mass Driver (and the Infiltrator and Experimental Light Fighters), are considered special issue and will be rarely available/used in a campaign (in line with their uber-ness).I can't get the missions to load, with various 3.6.10 builds or 3.6.9.Can you be more specific? How is it failing?
If more people make shivan mods, all the modders can get together and share resources and ideas. :)
$Name: SJ Sathanas
...
$Subsystem: communication, 3, 0.0
$AWACS: 1.0 2500.0 ;; intensity, radius - intensity is currently ignored
...
Are you using 3.6.10 mediavps?There's my problem. I guess I know what to do next time I go the the librairy.
librairy
/jackoff mode on
What the heck. :wtf: People could take that as you publicly telling us you are about to jackoff. :rolleyes:
Some say that it is possible that if you send out radio waves in communications, that the data in the radio wave will become messed up before it travels even a light year. They used to think that the radio wave would travel in an undistorted state through space forever, but now some people say that it is possible that even before the signal can travel a light year, it would already become unreadable (unclear to the point that it will just be static if received) as data and all you would get is a normal radio wave after it travels about 1 light year. It would have lost its data after about 1 light year, but of course the wave itself will travel through space forever.
No. But a sound can be made to work like mind-control ( "code" something into a person's mind ). And that sound would sound just like normal static sound. Though the effect on the listener would be done.You're talking about subliminal messaging; hiding a psychic suggestion underneath a general message, am I rite?
No. But a sound can be made to work like mind-control ( "code" something into a person's mind ). And that sound would sound just like normal static sound. Though the effect on the listener would be done.You're talking about subliminal messaging; hiding a psychic suggestion underneath a general message, am I rite?
Windows XP (<insert favourite anti/pro-vista fanboy rant here> :nervous:)
Things to try (to see if it still happens):1: Doesn't work either
- Playing the original campaign with only the mediavps
- Newer FSO build
- 3.6.10 mediavps (it's what you're supposed to use with this release anyway, or you might get odd things like missing textures on some ships)
- Windows XP (<insert favourite anti/pro-vista fanboy rant here> :nervous:)
Hi there, sorry for the super necro...
Then we have a problem. Have you tried redownloading my mod to see if that does anything? How about checking my vps for the command briefing interfaces to see if they're broken?Well, there is no 2_CommandBrief-mb file, but the others are fine. Have previously tried redownload/install
The question was whether you had missing textures with the 3.6.10 mediavps.All the tech room missings are still, well missing[forgot to add the command carrier] But from the one mission that I can actually play, everythings there with both 3.6.8z and 3.6.10 vps
Just so we're clear, can you list the ships with missing textures? Remember to use CTRL+SHIFT+S (I think) to bring up the whole list, or just use F3 from the mainhall.The question was whether you had missing textures with the 3.6.10 mediavps.All the tech room missings are still, well missing[forgot to add the command carrier] But from the one mission that I can actually play, everythings there with both 3.6.8z and 3.6.10 vps
For some strange reason, they reappeared. Even my asteroids have textures after I allowed jpg and tga maps. ^ ^