Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: karajorma on April 11, 2009, 06:17:50 pm
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Okay, here (http://www.freespacefaq.com/Misc-Downloads/Builds/New%20Multi%20Packet.7z)'s a preliminary version of the changes I discussed in this (http://www.hard-light.net/forums/index.php/topic,55121.0.html) thread. Basically these changes should make it a lot easier for any coder to include multiplayer compatibility for new SEXPs. So far I've fixed the following SEXPs to work in multiplayer.
change-soundtrack
set-persona
change-subsystem-name
change-ship-class
play-sound-from-table
play-sound-from-file
close-sound-from-file
ship-targetable-as-bomb
ship-untargetable-as-bomb
ship-invisible
ship-visible
ship-stealthy
ship-unstealthy
friendly-stealth-invisible
friendly-stealth-visible
lock-afterburner
unlock-afterburner
lock-primary-weapon
unlock-primary-weapon
lock-secondary-weapon
unlock-secondary-weapon
set-afterburner-energy
set-weapon-energy
set-shield-energy
I've also fixed set-respawns in preparation for adding a visible respawns-left counter to the HUD (The SEXP itself works just fine since the number of respawns the client thinks it has left affect nothing). But I haven't tested the change since I don't have the counter yet.
I'll probably take a look at change-ship-class next as that one screwed me over a few years back and I want to see it working.
As you may have guessed this build isn't compatible with RC2 (or any other build for that matter) and hosts running this build will crash clients that aren't.
*Other Features*
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- Advanced Team Loadout Functions
- Ability to play cutscenes before Fiction, Command Brief, Brief, Game Start and Debrief.
- Ability to chat to team mates only in TvT games briefings using /f:
- Various new SEXPs
EDIT : Build upgraded.
EDIT : Upgraded again. Added the set-afterburner-energy, set-weapon-energy and set-shield-energy SEXPs.
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Would this be including FS/SoL SEXPs?
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SoL SEXPs?
As for the Fringespace SEXPs I promised, they're written but currently untested (and in a different branch from this build). I will however have a working build with both the SEXPs you asked for and this feature (which is needed to make them work in multiplayer) probably by tomorrow. :)
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Standalone up and running for testing. Password is: sexp
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By SoL I meant that they were much interested in the same SEXPs you were making for FS.
So both mods actually were getting something out of it.
If I can get some people together I'll see if we can test our specific SEXPs for you.
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Ah yes. I remember now.
Getting the SEXPs tested is useful but I always like to do some basic testing myself first to make sure I haven't made any stupid mistakes. :)
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Yeah agreed.
Oru issue is that most of the mod staff is now unemployed, or we're between things.
So I've got to get a couple people together to finish some stuff so we can test these powerups
SEXPs.
Either way I'll probably PM you with the results.
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Hmmm. Can't have unemployed modders around! :p
Build updated. Now includes set afterburner, weapon energy and shield SEXPs. All three should work in multiplayer. If you want a diff just ask. I'm probably going to commit this stuff to my branch by the end of the week though.
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Yeah do whatever you need to... really I hope to see this stuff in a new RC build anyway.
Not sure if I can assemble folks in that amount of time anyway. We're steady people, just super slow.
Thanks for the work.
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This stuff won't be in 3.6.10, it's far too poorly tested for that. The problem is that there are two possible major sources of problems. First there could be bugs in the packet system itself. It's reasonably complex and it's all completely new. Some parts are completely untested.
Secondly there is a very good chance of bugs in the implementation of the client side SEXPs themselves.
All in all this is not something I'd want to see in 3.6.10 because I know that there are bound to be at least a couple of big bugs I haven't caught yet.
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We'll let's hope for the best. I'd hate to have our entire mod based off this one build until
3.6.11 comes about... whenever that may be.
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The idea for 3.6.11 is to merge in as much as we can from the various branches that coders have been using and then release. With luck that should mean that 3.6.11 isn't much further off than 3.6.10.
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Updated the build, code is committed (It's been committed for about a week actually).