Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on July 30, 2002, 07:33:53 pm

Title: quick tech room hack
Post by: phreak on July 30, 2002, 07:33:53 pm
the tech room weapons work with mods now :yes: :yes: :yes: :yes:, its a quick hack but it will work

line 1029 /MenuUI/TechMenu.cpp: comment this out

Code: [Select]

//if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
//     continue;
//}



edit: found some webspace :)

(http://xphr34kx.tripod.com/techroom.txt)
Title: quick tech room hack
Post by: Pegasus V on July 30, 2002, 09:08:33 pm
Excellent! Great work PhReaK. :yes:
Title: looking at another error
Post by: phreak on July 31, 2002, 04:02:14 pm
I was looking at why FS2 crashes upon exit citing an invalid page fault.. its here: line 431 in Io/joy.cpp

Code: [Select]


void joy_close()
{
if (!Joy_inited)
return;

// joy_di_shutdown();

Joy_inited = 0;
joy_num_sticks = 0;

// Tell joystick polling thread to end
SetEvent(Joy_tell_thread_to_end_event);

// Wait for it to end
if ( WaitForSingleObject( Joy_thread_says_its_done_event, 5000 )==WAIT_TIMEOUT) { //INFINITE );
mprintf(( "Joy end thread wait timeout!\n" ));
}
CloseHandle(Joy_tell_thread_to_end_event);
CloseHandle(Joy_thread_says_its_done_event);

// It is now safe to release any resources use by the polling thread.
DeleteCriticalSection( &joy_lock ); //<---[b]CREATES ERROR[/B]
if (joy_thread) {
CloseHandle(joy_thread);
joy_thread = NULL;
}

joy_ff_shutdown();
}
Title: quick tech room hack
Post by: phreak on August 02, 2002, 03:58:13 pm
:bump:

i would like inquis and co.s take on this
Title: quick tech room hack
Post by: Sesquipedalian on August 02, 2002, 04:43:51 pm
Good job, Phreak. :yes:

If you're looking for something else to do in the tech room, try this, it would be A-1 Supar!!!!1:

Right now the ships database displays ships based on their numerological position in the ships.tbl.  So if ship entry number 27 is supposed to be a hidden one in the official :v: ships.tbl, and one adds a mod into, say, the 16th position, then all entries after 16 are bumped down one and the ship originally in position 26 is moved to position 27 and becomes invisible in the tech room, while ship 27 moves to position 28 and becomes visible when it shouldn't be.

If we could change this so that the choice to display a ship or not is based upon its name, rather than its position in the table, that would be a good thing, I think.  It might not be too hard either, since the tech-add-ship sexp already functions on a name based system.  Perhaps it might just involve a little bit of creative copying and pasting?
Title: quick tech room hack
Post by: DTP on August 02, 2002, 05:19:04 pm
Oddly, i never managed to reproduce that TECH ROOM WEAPONS ERROR.

behold pics coming up, and mind this is the original exe file.

(http://home19.inet.tele.dk/dtp/images/superduper.jpg)

so is this really a bug, or just alot of ppl screwing up the weapons.tbl file.

mind this is just a modification of the weapons.tbl file. but that should make it crash right ?.