Author Topic: fs2_open_3.4  (Read 20631 times)

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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
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Official release of fs2_open_3.4
yup, it looks for PCX file first then ani, though I'm thinking I may want to reverse that, the thing with the pilot select screen is what hapens if something interupts the inital loading, and it can't load the font texture
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Offline Turnsky

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Official release of fs2_open_3.4
someone should invite one of the volition guys onto the forum, they'd be intrigued as to what we're doing to the source code that they so nicely released..
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
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Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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Official release of fs2_open_3.4
Quote
Originally posted by Turnsky
someone should invite one of the volition guys onto the forum, they'd be intrigued as to what we're doing to the source code that they so nicely released..

oh they're here. You just don't see them.
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Official release of fs2_open_3.4
yes the Vgods are always with, us even if you can not see them,
I can feel the radiant light of justice eminating from daves hammer right now...
oh,
wait a sec,
something when wrong with my space heater... crap,
I've got to,
got to go
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Turnsky

  • FOXFIRE Artisté
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  • huh?.. Who?.. hey you kids, git off me lawn!
Official release of fs2_open_3.4
:lol:
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline SKYNET-011

  • 28
  • O_o
Official release of fs2_open_3.4
Hey, how come the FRED2_OPEN 3.4's version # is 2.3.2?
« Last Edit: January 06, 2003, 03:08:19 pm by 981 »
Petrach and a few other escaped in a pod but were covered in watermelon juice....it was horrible :eek2: :shaking: -dan87uk

OMFGWTFAOLBBQBATMAN!!!!!11114111-MicroPsycho

 

Offline Goober5000

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Official release of fs2_open_3.4
Because someone forgot to renumber it. ;)

I think I'll renumber to 3.4 all around.

 

Offline SKYNET-011

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Official release of fs2_open_3.4
The Distance-Ship-Subsystem SEXP is grayed out.
Petrach and a few other escaped in a pod but were covered in watermelon juice....it was horrible :eek2: :shaking: -dan87uk

OMFGWTFAOLBBQBATMAN!!!!!11114111-MicroPsycho

 

Offline Goober5000

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Official release of fs2_open_3.4
That's because you're not using it in the right place.  It returns a number, and you need a sexp that accepts a number.  For example, < or >.

when
--<
----distance-ship-subsystem
------Alpha 1
------GTD Whatever
------fighterbay
----50
--do-something

Usually, fiddling around a little will give you the answer to your question.  See if you missed something yourself before posting. ;)
« Last Edit: January 08, 2003, 03:10:09 pm by 561 »

 

Offline SKYNET-011

  • 28
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Quote
Originally posted by DTP
seems more likely that, you got an error in the TBL file.


Fixed it. Missing some Entries, and exsisting ones were invalid.
Petrach and a few other escaped in a pod but were covered in watermelon juice....it was horrible :eek2: :shaking: -dan87uk

OMFGWTFAOLBBQBATMAN!!!!!11114111-MicroPsycho

 

Offline Darkage

  • CRAZY RENDER RABBIT
  • 211
Official release of fs2_open_3.4
I get random crashes with the non debug version. Rather annoying. When i play a mission or a self made mission it just crashes and sends me back to the desktop with out any error messages. Should i copy/paste the error log here?



And where is bob's thread with the glow maps? i can't find it, not even with the search function!
« Last Edit: January 16, 2003, 07:26:33 am by 23 »
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Offline Goober5000

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Official release of fs2_open_3.4
Quote
Originally posted by Darkage
I get random crashes with the non debug version. Rather annoying. When i play a mission or a self made mission it just crashes and sends me back to the desktop with out any error messages. Should i copy/paste the error log here?


There were some weird problems before; try the most recent build in the Texture Replacements thread.

Quote
And where is bob's thread with the glow maps? i can't find it, not even with the search function!


http://www.hard-light.net/forums/index.php/topic,12494.0.html :nod:

 

Offline Darkage

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Official release of fs2_open_3.4
Thanks for your help Goober;)
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Offline EdrickV

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Official release of fs2_open_3.4
I've had some CTDs as well in the "A Lion At The Gate" mission in the original campaign. They occured with the official 3.4, and with both a CVS release build and a CVS debug build I'd made yesterday. (Just did a CVS update and am rebuilding for another try.) In all three cases the error was a GPF about it trying to read from memory address ffffffff. (And of course the GPFs aren't shown, they just go into the error log.) Won't worry about Bugzilla till I try it again.
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Offline Raptor

  • 210
Official release of fs2_open_3.4
Looks pretty damm good, so far (only done the training missions and the first one:rolleyes: )

A point I would clarfied though.

I Assume the Command argument flags

'fs2_open3.2.2 -X'

are still part of this build?  If so, then which file/folders need duplicates in 'mymod' folders?

What I'm saying is, can I have folders that hold ALL my models,Maps, Effects etc, with a tables folder containing all the tables, except for those which need to be diffrent (eg ships.tbl), with seperate tbl's in the various 'mymod' folders?

Or do they need to have all the bits needed for the various mods contained in the 'mymod' folders?:shaking:

BTW, that warp pof effect, shiped with the build, is damm cool.:cool:  It really looks like the craft are emerging from a tunnel.  Those lines are the only flaw, but I'll see what Bobboau's new version is like.......If it's anything like his other work..;7 :yes:

EDIT: oh, BTW, where do the new hud bits that ballistic primaries go?
« Last Edit: February 13, 2003, 01:06:46 pm by 914 »
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Offline DTP

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Official release of fs2_open_3.4
The only "REQUIRED" directories that are needed are the Player directories.

FS2_open will use any files found in the mod directory. note any files that are searched for. and by that i mean, fi you have a model that uses a PCX file named Fighter99.pcx and you have a duplicate of it in the mod dir, then it will use the duplicate, not the one found in the plain freespace2/maps/

But you do not need to have all your various files in the mod dir, if fs2 finds them in the default locations it will use them if they are needed, even when you are using the mod flag. But if there is a duplicate in the mod dir, it will use the duplicate. That is, if you are using the mod flag.

Confusing :).

i hope you are aware that 'mymod' can be anything you desire

fs2_open -mod mymod
looks first for files in freespace2/mymod/data/maps->models->, etc

fs2_open -mod tpb
looks first for files in freespace2/tbp/data/->\models->, etc

fs2_open -mod fs1port
looks first for files in freespace2/fs1port/data/maps->models->, etc


fs2_open -mod someothercoolmod
looks first for files in freespace2/someothercoolmod/maps->models->data, etc

-EDIT;

a little late edit but, in a short
if fs2 is installed in c:\games\freespace2

then this is the game root; C:\games\freespace2\

So what i did in short, was that in case of the mod flag, i created an extra root to be searched through for files.

and that root would be in case of -mod somcoolmod

C:\games\freespace2\somecoolmod\

fs2 treats the second root as it treats the first root, but the second root never gets activated if the mod flag is not used.

and if the second root is being activated, it is being given priority over the first root so that files found in the second root will be used instead of identical files found in the first root.

So in short, you dont need to have all your extra files in the second root, if they are found in the first root, and not in the second, they will still get used. but they will get used everytime you start up freespace2 in the case of TBL files.

But remember, they will ofcourse only be used if FS2_open needs them.

also there is restriction on the length of the path.
it can max be 128 characthers long. but you should never reach that.

for example
C:\Games\FreeSpace2\somecoolmod\data\players\images\
is 52 chars long

Now if i did´nt have some many dam irons in the fire i would add mod support to FRED2.

BUT since people who work on a mod almost certainly does it most of the time, they will never need it.

mod support is user-freindly, not very developer freindly
« Last Edit: February 14, 2003, 07:50:35 am by 508 »
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Offline Sesquipedalian

  • Atankharz'ythi
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Official release of fs2_open_3.4
Quote
Originally posted by Raptor

oh, BTW, where do the new hud bits that ballistic primaries go?
\data\hud
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Official release of fs2_open_3.4
Could someone maybe send me the .pcx decal files used in the screenshot?  Much appreciated.
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Offline penguin

  • Eudyptes codus
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Official release of fs2_open_3.4
Quote
Originally posted by Sesquipedalian
It might sound simplistic, but try cleaning out your heat sink.  I'd been getting random errors until I did just now.
"Heat sinks were not made for this kind of abuse, Command!  We'll melt down our cannons if we push any harder!"



I'm really sorry about that; I just couldn't resist it... :drevil:
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