Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: chief1983 on December 17, 2008, 12:03:49 am
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fso-WIN-20090112_r5037-Wanderer.7z (http://swc.fs2downloads.com/files/fso-WIN-20090112_r5037-Wanderer.7z)
MediaVP Radar Icons (http://fsport.hard-light.net/extras/MV_radaricons.vp) (for testing)
Here's the latest from Wanderer's recently synced branch. This should allow you to use the radar icons that were released along with the latest mediavps. Enjoy!
Edit: New build, some big Mantis bugs should be fixed as in trunk, and also now has new target priorities code (Wanderer will hopefully be throwing together some info on this soon)
Edit2: Another new build, his new features described below should actually work now
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Hi.
I'm quite new to FS Open, so I can't fully understand many issues and radar icons are one of them. I've got the build, but I don't know how to turn on this feature...
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do you have the mediavps?
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do you have the mediavps?
Yes- 3.6.10 and fsport-mediavps in separate folders in main freespace 2 directory. I'm also using mods related to this mvps.
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Topgun, the MediaVPs themselves don't contain the radar icons vp file. That's why I was hoping someone else would see this and post the link here. But I went and searched the forums and found this latest set (I believe) from Galemp:
Galemp's Radar Icons v2 (http://pjfoliver.googlepages.com/radaricons2.zip) (Use the one in the next post)
I believe this were designed with 2d radar in mind, but you're free to try them with 3d. Someone else was working on a pack geared towards 3d radar...*cough*
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Here's the VP with radar icons and a TBM that activates them for FS2 and FSPort. (http://fsport.hard-light.net/extras/MV_radaricons.vp)
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Is there an Linux build for the Wanderer branch?
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The radar icons thread is a bit old, and I don't want to necro it... so...
Some of the radar icons are a bit too high-res for me to display them using my battered old Intel 945GM. I'm referring specifically to the fighter icons; they display as blurry squares instead of the expected triangles. The other ones (destroyers, freighters etc) display just fine, however.
I've tested it one a friend's higher-spec rig, and the icons display correctly, so I'm thinking it's more to do with my old hardware than anything else. I'm just bringing it to your attention, if you want to correct it.
Also, is it possible for the icons to be a bit more transparent? When there's a lot of ships in one area, they tend to pile up and be hard to distinguish.
The icons are masterful. Simple, but efficient.
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kkmic, sorry I missed this but I could throw together a Wanderer build for linux if you'd like. I didn't really think the interest would be that great right now.
Also, new build up, most recent trunk and some new stuff from Wanderer.
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Lets start with the easiest
ai_profiles options
$Delay Before Allowing Bombs to Be Shot Down:
Defines the delay after bomb launch before weapons can hit bombs.
Making the bombs essentially invulnerable to point defense for that time period
Five floats (one for each difficulty level). Default value is 1.5 for every level. Affects both player and AI.
Set right after Percentage Awarded For Capship Assist and before big ships can attack beam turrets on untargeted ships
$allow turrets target weapons freely:
Allows turrets to target also other weapons that just those with bombs tags.
Boolean.
Set after the multi allow empty secondaries entry as a last entry.
weapons options
$Weapon Hitpoints:
Last entry in the table
Integer. Defines the amount of hitpoints for that weapon class
NOTE:Activating hitpoints makes the weapon destroyable.
Bombs default to 50 hitpoints.
Example xxx-aip.tbm
#AI Profiles
$Profile Name: FS2 RETAIL
+nocreate
$Delay Before Allowing Bombs to Be Shot Down: 6.0, 6.0, 6.0, 6.0, 6.0
$allow turrets target weapons freely: YES
#End
Example xxx-wep.tbm
#Primary Weapons
$Name: Prometheus R
+nocreate
$Weapon Hitpoints: 1
#End
Target priorities
Target priorities setup is per turret system which - if and only if it is activated - replaces the normal target sorting system for the turrets. This allows for turrets to prioritize for example fighters before cap ships but if no fighter targets are available it will then target cap ships instead. For certain loading order reasons the setup is not exactly pretty but it is functional. Idea why several of the priority options seem to contain only modest or rather useless options is that simply by adding the option to parse flags of that type makes significantly adds to the extendability of this target priority setup (small additions should not require full rewrite)
Also should you add more than one type of priority settings the potential target has to belong to ANY one of them to be targeted (if certain setting is not activated for the current targeted priority this can be avoided)
Setting the target priorities
objecttypes.tbl
New section is added at the beginning of the objecttypes.tbl (fully optional).
#Target Priorities
..
..
#End
#Ship Types
,,
$Name:
Defines the name of the target group
+Object Type:
Optional - operates in similar way as flag parsing
Defines the type of the objects that belong to this target group
Options: "ship", "asteroid", "weapon"
+Weapon Class:
Optional - operates in similar way as weapon bank loadouts
Defines the weapon class(es) that belong to this target group
Options: Weapon names
+Object Flags:
Optional - operates in similar way as flag parsing
Defines the object flags that are used to identify targets belonging to this group
Options: "no shields", "targetable as bomb"
+Ship Class Flags:
Optional - operates as flag parsing
Defines the ship flags (SIF and SIF2) which are used to identify the target group
Options: "afterburners", "big damage", "has awacs"
+Weapon Class Flags:
Optional - operates as flag parsing
Defines the weapon flags (WIF and WIF2) which are used to identify the target group
Options: "bomb", "huge damage", "supercap damage", "bomber+", "electronics", "puncture", "emp", "heat seeking", "aspect seeking", "engine seeking", "pierce shields", "local ssm"
Objecttypes can be added to the target groups (objecttypes table):
Before Counts for Alone
$Target Priority Groups:
Optional
Defines the target priority group into which the ships of the this objecttype belong to
+Override
Instead of adding new options to the entry this sets the objecttype to belong to only to the defined target group.
Ship classes can be added to the target groups (ships table):
After radar images entries, just before subsystem entries
$Target Priority Groups:
Optional
Defines the target priority groups this ship belongs to
+Override
Instead of adding new options to the entry this sets the ship to belong to only to the defined target group.
Actually setting the target priorities for the turret
Just before the Subsystem Flags entry (SEXP support not yet implemented)
$Target Priority:
Optional - defined as flags
Defines the target priorities for this turret.
NOTE: Priorities are used in the order in which they were defined (1st is highest).
Using this entry for a second time replaces the whole priority list with the new list.
Hmm.. i think that was it... as a glimpse anyways... oh and this worked several months ago just fine but has since been mothballed so if it does not work as 'advertised' please inform me about the issues
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EDIT
Example of xxx-obt.tbm
#Target Priorities
$Name: Merchant
$Name: Bombs
+Object Type: Weapon
$Name: Strikecraft
#End
#Ship Types
$Name: Fighter
+nocreate
$Target Priority Groups: ( "Strikecraft" )
$Name: Transport
+nocreate
$Target Priority Groups: ( "Merchant" )
#End
Example of xxx-shp.tbm
#Ship Classes
$Name: GTC Fenris
+nocreate
$Subsystem: turret08, 2, 5.0
$Default PBanks: ( "Terran Turret" )
$Target Priority: ( "Strikecraft" )
$Subsystem: turret09a-01-main, 8, 10.0
$Default SBanks: ( "Subach HL-7" )
$Target Priority: ( "Bombs" )
$Name: GTA Charybdis
+nocreate
$Target Priority Groups: ( "Merchant" )
#End
EDIT2... A bug had slipped as i had to rewrite the changes as the old patch refused to be patched... Wanderer branch builds of r5034 or later have this fix.
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Can we get an icon for the Karnak? This appears to be breaking ST:R.
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Oddly enough, you'd have to ask Galemp for that, since he did both I believe :)
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Build updated again, the features he described above should be functioning as intended now.
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Can we get an icon for the Karnak? This appears to be breaking ST:R.
A radar icon? It's using the Installation (Arcadia) icon. The TBM has it defined for the Karnak, and even if it wasn't it would just show up as a blip. It wouldn't break anything.
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I wonder if the Karnak "breaking" Silent Threat is related to what I experienced... Basically, it seems that when running -mod fsport-mediavps,fsport-str,fsport,mediavps, when I chose the Karnak in F3 Ship Lab, the game had to first generate the cache files for it, which to unknowing will look like the program hangs, so I would hazard a guess that either it's cache files provided within fsport-mediavps aren't valid or are not there... and seeing the detail on that model is quite extensive, it takes a while for the cache files to generate.
If the problem you're experiencing with Karnak is as follows - as soon as you select the Karnak in either Ship Lab or Tech Room, the game seems to freeze and hang, just let it crunch the numbers for some time. Particularly on older, slower processors the generation of high-detail models' cache files takes it's time, and during that time FS2_Open is unresponsive. It should pull through in time, though, if you just let it sweat for a while.
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I can't play "Blood of the Innocents" in ST:R with these radar builds. CTD every time. The mission itself appears to load fine, but when I hit "Commit", it crashes.
This is the only mission in the campaign that the build seems to have issues with, so I assumed the Karnak was causing it.
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Ok.. i will check it out.
EDIT: Though what i get with debug build seems to have precious little to do with the build. As the game hits a vecmat error (vector math) where some normal which was supposed to have length of 1.0 apparently doesn't have close enough length. I got it to happen when 'Epsilon 3' tries to go after an Zeus bomber ('Buri 3') and checks for possible big ship collisions with the Egyptos. However release builds worked quite nicely.
This seems to be a problem either with the code in general (length of normals) or then with the model used as the Egyptos.
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All of the recent builds do not appear to work with ST:R. In my case it hangs at the start of "Silence All Voices". This is with the new 3.6.10 MediaVPs.
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Works for me... can you run the debug build and post the 'fs2_open.log' from the freespace\data\ ?
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Here is the log. I am using a resolution of 1280x1024. ATI X1900XTX
[attachment stolen by Slimey Goober]
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Hmm... Things didnt seem to be all that wrong with it. You could try without the mediavps (which you have in your main freespace directory though they would be better of in 'mediavps' directory). Or then with mediavps AND fs port mediavp patch (installed as instructed in the fs port release thread). This would allow us to figure out if the problem persists without any mediavp data or not.
Also did it happen solely with wanderer branch builds or also with other recent (trunk) builds?
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It seems that without the 3.6.10 mediavps, it works fine.
It looks like you can either run with 3.6.10 FSOpen or 3.6.10 Media VPs. You can't have both, at least on my system.
It looks like any 3.6.10 build has this problem.
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I'm now noticing this behaviour on ANY mod and not just ST:R.
I've also noticed that when I go to the tech room and click on a few ships, when I get to the Loki, the whole thing freezes.
[attachment stolen by Slimey Goober]
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Hmmmph.... looks like my problems are related to this...
http://www.hard-light.net/forums/index.php/topic,58371.html
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So have the radar functions made it into SVN and the nightly builds yet?
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Not until after 3.6.10. Which, god help me, should be very close. If we can just knock out a couple more really annoying bugs...
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kkmic, sorry I missed this but I could throw together a Wanderer build for linux if you'd like. I didn't really think the interest would be that great right now.
Well, now you know :)
OTOH, my FS hangs when the Iceni warps in. Actually, it hangs while the subspace portal closes. The ship is fully into playing space.
I'm using the 20090112 build with Wanderer's branch.
I have an older nightly build 20081220 that works, but I am not sure if it is a bug related to this branch or the nightly in general.
I'll get back with a more detailed bug report tomorrow, if needed.
LE:
It seem that my bug report was a bit wrong. The ship in question is not the Iceni, but a mod of it (the one you can find in the Derelict campaign, I forgot it's name).
Also, the same freeze manifests itself when GTSG Mjolnir RBCs are present (the game feezes when pressing Commit after the briefing).
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More detailed report would be useful