Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nico on June 13, 2002, 04:34:16 pm
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I'd need a code tweak for my campaign, Over the Top ( forum in the hosted section if you want to learn more about it ).
So far I only have 3 requests:
1) support for divx cutscenes
2) support for more than 3 species ( alonf with their own support ship, engine glow and plume colour, and flyby sound )
3) enabling the glide colour self illumination for direct3D ( allowing glowing parts on ships like it was in FS1 with 3dfx cards )
This wold be a huge help and would help the campaign reaching new heights :)
Well, I hope this thread won't vanish w/o any results, so please, anyone who can code, try and help me :) I'm sure everybody would like to have this too, and if it was too be done, I would gladly host the exe and let anyone use it.
voila.
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3) enabling the glide colour self illumination for direct3D ( allowing glowing parts on ships like it was in FS1 with 3dfx cards )
This would be really awesome; I remember seeing that when I was still on a Voodoo3 and it looked very good. :nod:
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If someone makes DivX cutscenes, PLEASE PLEASE PLEASE release it to the public. This would be an INCREDIBLE help to every single decent-sized campaign made. :nod: :nod:
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Pffff. All I really want, is to be able to change the rotation speed of things.
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:wtf:
you can already doo that (http://forum.hardware.fr/images/perso/neffyv.gif)
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Originally posted by venom2506
(http://forum.hardware.fr/images/perso/neffyv.gif)
Stay of the drugs man:D
Any way the DIVX support would be great, and it improves the cutscenes quality allot.
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Originally posted by darkage
Any way the DIVX support would be great, and it improves the cutscenes quality allot.
More importantly it would allow us to make our own quite easily...
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Originally posted by venom2506
2) support for more than 3 species ( alonf with their own support ship, engine glow and plume colour, and flyby sound )
hmm, im only doing one species in the list for now
;species_list.tbl
#Start listing
$Name: Terran
$FredColor: 0 0 255
$EngGlow: thrusterglow01.pcx
$AbGlow: thrusterglow01a.pcx
$DefaultIFF: Friendly
...
#end
that should work
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:bump:
Anyone els interested in helping Venom whit this?
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Originally posted by venom2506
(http://forum.hardware.fr/images/perso/neffyv.gif)
That needs adding to the smilies.
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Originally posted by PhReAk
hmm, im only doing one species in the list for now
;species_list.tbl
#Start listing
$Name: Terran
$FredColor: 0 0 255
$EngGlow: thrusterglow01.pcx
$AbGlow: thrusterglow01a.pcx
$DefaultIFF: Friendly
...
#end
that should work
how?
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Originally posted by venom2506
how?
upon the game starting, the game parses species_list.tbl and it gets all the species info it will need. if the modder supplies an incorrect species name in the ships table, an error will be displayed. this also sets the engine and afterburner glows, the color used in FRED (in the pull down list) and the default IFF for the species. The species names will also be used to specify flyby sounds in sounds.tbl
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yeah, I know that, I thought you mentionned a way to add new species to the species tbl w/o the game crashing. That's what i'm looking for.
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Adding support for new species, at best, would require adding/editing defines in multiple files. At worst, it would require a heck of a lot of work. Try using Find Files & Folders or Grep to find header files with "species" in them. There is a hard coded limit to the number of species because each species has a bunch of defines for it in the code. Exactly how that code integrates with the table files I don't know.
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Originally posted by PhReAk
species_list.tbl
I see no such table in the VP. Closest thing is species.tbl, which is simply the stuff in the "Intelligence" section of the tech room.
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thats because we'd make a new one
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Originally posted by EdrickV
Adding support for new species, at best, would require adding/editing defines in multiple files. At worst, it would require a heck of a lot of work. Try using Find Files & Folders or Grep to find header files with "species" in them. There is a hard coded limit to the number of species because each species has a bunch of defines for it in the code. Exactly how that code integrates with the table files I don't know.
afraid? :p
edit: if people don't do stuff that is difficult, you can as well delete the source from your PC, coz you'll enable new fonts and that's it :rolleyes:.
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Originally posted by venom2506
afraid? :p
edit: if people don't do stuff that is difficult, you can as well delete the source from your PC, coz you'll enable new fonts and that's it :rolleyes:.
Afraid? Of coding? Heck no. I'm a guy who made an Applesoft Basic program to poke every number 0 to 255 ($00 to $FF) into a range of memory on an Apple IIGS to try and get a complete 65C18 op code listing that I could print out. (There were no 65C18 specific books at the library at the time, just Apple IIE 6502/6502B books.) Not to mention that I'm the guy who compiled the FS2 program on a PS2. :D (Not that it runs.) And changing defines isn't that difficult. If that's all it is, then adding support for new species wouldn't be hard. What I posted was the results of a quick dip into the code, in case anyone was thinking of doing it. (Researching something like this before actually working on it is a good idea.)
It seems, from a little more searching, that making support for more species will require more then just editing defines. For best results we'd need a new table file and code to read it. Right now the species names are hardcoded in MissionParse.cpp. I don't know enough about how the table system code works right now to make a new table function for species info. Maybe someone else does.
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Edrick and Phreak, can you guys maybe email me so we can get you CVS access? This code is gonna fork all the way to hell and back if we don't start working together :)
(people getting tired of me asking about this yet?)
:)
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Originally posted by Inquisitor
Edrick and Phreak, can you guys maybe email me so we can get you CVS access? This code is gonna fork all the way to hell and back if we don't start working together :)
(people getting tired of me asking about this yet?)
:)
lol, you're sure rambling a lot about this :)
Well, if it leads to something, I see no pb, go on :)
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You're requests echo alot of others, might as well get as much mileage out of them as possible :)
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Only thing I've really done with the source code so far, other then my registry thing which isn't really much of anything, is to fix is-iff. I posted the code I used to do that. :) And I wouldn't know how to use CVS write access.
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:bump:
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What was wrong with is-IFF?
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:doh:
I meant is_tagged not is-iff. The is-iff SEXP works. The is_tagged SEXP had code that looked like it would work but didn't. (Never was sure why it didn't.) I replaced it with a call to the function that the HUD uses to tell if a ship is currently tagged to determine what color target box it should draw. (Which means is_tagged isn't redundent, it works differently from has-been-tagged-delay which returns true once a ship has been tagged and continues to return true after. In contrast, is_tagged will return false when the tag wears off.)
PS That underscore isn't a typo. The is_tagged SEXP is the only one with an underscore rather then a dash, which leads me to believe it's an older SEXP that they forgot about or just didn't care enough about to keep current. (They never used it or has-been-tagged-delay in the :v: missions.)
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is_tagged is for the SSM strike
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Originally posted by PhReAk
is_tagged is for the SSM strike
Ooh-hoo.