Author Topic: nonofficial fs2_open build.  (Read 6459 times)

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Offline Inquisitor

nonofficial fs2_open build.
DTP, have a look at bugzilla, Sesqui just entered a sound bug that is interesting.
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Offline Inquisitor

nonofficial fs2_open build.
Just thought i would post this as an FYI:

README.

PRELIMINARY READMEFILE-IS NOT COMPLETE
this is by no means a full description of what have been added to the game engine
from the coders of the SCP, there may be things i have forgotten, as it is written from memory

FS2open Build DTP nonofficial 3.2.1 beta test release

modifications

Command argument flags

fs2_open3.2.2 -X

where x is

-almission Y   ; Auto loads multiplayer mission Y, where Y is the mission file name without the extension
(DTP)      ; Mission must exist in mission directory or the game will crash.
      ;
-GF4FIX    ; Enables the Geforce 4 fix for ani files
(Random tiger)   ;
      ;
-ALLSLEV   ; Gives access to all singleplayer missions
(Random tiger)   ;
      ;
-phreak      ; Gives access to Phreaks targeting-code and options
(Phreak)   ;
      ;
-mod Y      ; Switches on the mod system, where Y is a subdirectory found in ../freespace2/
(DTP)      ;
      ; in case Y = mymod, then the game will look in these directories for extra/replacement files
      ;
      ;   freespace2/mymod/
      ;   freespace2/mymod/data/
      ;   freespace2/mymod/missions/
      ;   freespace2/mymod/tables/
      ;   
      ; and so on, all valid subdirectories in the mod directory will be read from.
      ;
      ; in case of the mod flag, you must manually in some way create the mod directories player
      ; sub-directories, you must do this before you run the game with the mod flag.
      ; these are in case Y = mymod
      ;
      ;   freespace2/mymod/players/
      ;   freespace2/mymod/players/single
      ;   freespace2/mymod/players/multi
      ;   freespace2/mymod/players/squad       ;dont know about this one really needs to be created
      ;                  ;but be safe and create it anyway
      ;   freespace2/mymod/players/images      ;same as above.
      ;
      ;
      ;
      ;
      ; so the mod directory if Y=mymod would be freespace2/mymod
      ; all valid subdirectories like data/missions found in the mod directory will be used
      ; to be looked for files. if a file is found, and if a matching file exists in the normal
      ; locations then the file found in the mod directory will be used.
      ;
      ; VP files should now be fully supported.
      ; But if a .VP file is found in the Mod directory then files found in that .VP file will be used
      ; Instead of the files found in VP files in other locations than the mod directory.
      ;
      ; should there be more than 1 .VP file in the mod directory containing matching files, then the file
      ; found in the VP file that lexicographically comes first be used.
      ;
      ; Plain files not packed(in both the mod directroy and the default directories) will be used instead of matching files found in any .Vp file
      ;
      ; Player directories in the Mod directory must at the present time, be created, manually
      ; Those directories must exist or the game cannot write the pilot info when the player is being forced
      ; To create a new pilot when running the game for the first time.
      ;
      ; The game will ask for CD # 2 when you run the game with the mod-flag for a mod
      ; if there is not any pilot (.plr) files present
      ;
      ; Do not use invalid signs such as "#¤%&/()=? `@£$€{[]}~|'*¨^ in your mod directory name
      ;
      ; Y must match the directory name to the point. dont worry about directory seperators, the game adds them if needed.

-----end of command line argument enhancements.
-----------------------------------------------

FS2_open render engine modifications

Bobboau's Beam code; look on the HLP board for Info
Bobboau's Glow code; same as above
Bobboau's ship trails; (can be activated from missions specs in fred2_open 3.2.1)

Other modifications

Support ships repair hull (can be activated in mission specs in fred2_open 3.2.1, who did this?.

------------
S-expression, do type, not when type, seems to work only for NON-player ships.
Shield on
Shield off

Done by Sesquipedalian.
--------------------

Several Fixes to the code
Not listing them here.
--

Limit bumps

Max 400 individual named ships with an average of 7 subsystems, 1 more subsystem will crash the game or FRED2_open
You have a max of 2100 total subsystems in a single mission, not counting ships in waves. FRED2 has no effective way preventing the
user from adding above 2100 subsystems.

Max 200 ships in ship.tbl including Jump node and Nav boys.

Ship.tbl limit size bumped to about 900 kbs

People who has done code to the FS2_open SCP is more that welcome to write to me if their work is not included, and they might as well write an explanation of what they have done, and how the players/modders can use this, so that maybe we can get together a really good README file.

I hope this build works for you

DTP!
GMT+1 24hr DD/MM/YY
   
08-11-02 13:57

[email protected]
ICQ# 8108778
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Offline RandomTiger

  • Senior Member
  • 211
nonofficial fs2_open build.
Theres my special pause (ALT-Pause) that lets you view the screen paused.

Also I've added a few tags to the DX8 branch.

 

Offline Inquisitor

nonofficial fs2_open build.
BTW, multi seems broken :)

Off to bugzilla...
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Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
nonofficial fs2_open build.
Tested Multi, plain multi-player,

where not able to re-create some sort of an error in multiplayer; i just flew a full shivan gauntlet, with no errors using fs2_open 3.2.3->DTP beta build.

will test it using the mod flag in a moment. TBP demo should have some multi player missions.

fighter beams and sound, not able to test as i have no idea how to do fighterbeams tbl stuff. but will get around to that.

Zarax on the other hand reports that beam fire can zap your quadrants for power under certain conditions. this might be related to bobboaus changes.

have not gotten around to test that..

but i will eventually.
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline Fury

  • The Curmudgeon
  • 213
nonofficial fs2_open build.
Please correct me if I am mistaken, but isn't there at least three different source code modified exes available? fs2_open 3.xx(?) DX8 build, special.exe (ALT+PAUSE).

When we can expect to see everything in one exe?

 

Offline RandomTiger

  • Senior Member
  • 211
nonofficial fs2_open build.
The special pause exe was an advance release by me so people could test and play around the feature. That functionality will be in the next release of fs2_open.

DX8 is still in developement and still has some bugs and other issues to sort out, so for now its going to remain seperate. DX8 exe's are only intended for testing purposes.

Its worth noting that the code was split off into two branches, the main branch stays DX5 and isnt broken by any of the things wrong with DX8.

But in return the DX8 branch does not recieve any of the changes made to the main branch and will fall increasingly behind feature wise.

DX8 will be merged in as soon as we can but if we did it now a lot of people might get annoyed because of visual bugs on some cards and the fact you cant switch to the desktop.

 

Offline Inquisitor

nonofficial fs2_open build.
Hopefully, I will be releasing 3.3 today, which should be everything but DX8.

One of the BIG problems with DX 8 is we currently can;t support the older hardware, so, we'd get alot of yelling about that if I merged them :)

Oh, that and the bugs :)

DTP: IF you are reading this, multi is broken, it might be releated to the mod support, you gonna be around today?
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Offline RandomTiger

  • Senior Member
  • 211
nonofficial fs2_open build.
Quote
Originally posted by Inquisitor

DTP: IF you are reading this, multi is broken, it might be releated to the mod support, you gonna be around today?


I hope we can sort that out before the next release. :)

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
nonofficial fs2_open build.
You might want to check the ship struct; in the course of working on the glow lights, a second integer was added for Bobb's ship lights. penguin mentioned it might affect multiplayer when it was added It's in ship.h, to find it do a search for
Quote
another flag variable
-C

 

Offline Fury

  • The Curmudgeon
  • 213
nonofficial fs2_open build.
I understand that old 3D accelerators are a problem, what have you planned to do?

Will you have two fs2_open versions? One without DX8 support and one with it?

 

Offline Inquisitor

nonofficial fs2_open build.
Well, that will likely be a community decision, we'll continue to work on it see if we can do soemthign about it.
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Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
nonofficial fs2_open build.
Quote
Originally posted by Mr. Fury
I understand that old 3D accelerators are a problem, what have you planned to do?

Will you have two fs2_open versions? One without DX8 support and one with it?


in time people will get better 3d accelrators, exspecially now where a low end non mx GF4 costs around 142 US$
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
nonofficial fs2_open build.
Ship trails don't work for me. :( I've enabled them in FRED but I'm not seeing any difference.
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Offline Inquisitor

nonofficial fs2_open build.
Bugzilla.

And there is a newer exe, not sure why you are posting in this one?
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