Author Topic: fs2_open 3.3  (Read 21253 times)

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Offline Zarax

  • 210
There is still the shield bug from previous beta versions...
When a capital ship near the player fires one of its heavy beams one or more shield quadrants disappears, leaving the player without shields in no time...
Fix it please...
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Offline Fry_Day

  • 28
I would love to see a daily (or whatever) snapshot of the soruce posted somewhere. That sould encourage lazy slobs (myself included :) ) to actually look more at the code, and perhaps dabble their hands at modifying it.

 

Offline Inquisitor

That should be easy to do, Fry. No promises on when, but, I will see about getting that done :)
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Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
Quote
Originally posted by Raptor
Looks like good work,  however I'm NOT download it because I have more ships than allowed (you say max of 130, I've got 155.  I doubt I can find more than 5 ships to remove....:( )

However, could some please explain this 'Command argument flags' thing, I kind of got lost in there.......


fs2_open.exe -almission mymission

autoloads multiplayer mission named mymission, note my mission can be whatever you desire as long as the mission exists or else you will get a cant open file crash

fs2_open.exe -startgame

starts a multiplayer netgame, but only if last pilot used is a multiplayer pilot.

fs2_open.exe -mod somemod

starts a modded version of freespace2 where it reads all extra/replacement files from the freespace2/somemod/data/
directory. Vp files are read straight out of freespace2/somemod/
note that "somemod" can be whatever you desire as long as you have that directory as a subdirectory to freespace2/

note also you will need to manual create the player directories in the somemod directory, or else the game cant write pilot info to a plr file when you start a mod for the first time, where you are being forced to create a pilot since there is no plr files in the mod dir. and you DONT just copy .plr files over from the normal freespace2 directory. this can cause a crash if you do so.

the rest should be elementary.
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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Quote
Originally posted by Raa Tor'h
Does anyone know how to get win2k to install with Linux?

The method I'm using for my computer (Red Hat 6.2 and Win2k Pro) is to have LILO installed in the MBR with Red Hat and 2000 on separate partitions, with their native filesystems, with part of the disk formatted as fat32 since both Linux and 2000 can read/write with fat32.
I installed 2000 first, too, so that the setup wouldn't complain about a lack of NTLDR.
Making boot disks for both OSes is a very good idea :yes:
-C

 

Offline EdrickV

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Quote
Originally posted by DTP

note also you will need to manual create the player directories in the somemod directory, or else the game cant write pilot info to a plr file when you start a mod for the first time, where you are being forced to create a pilot since there is no plr files in the mod dir. and you DONT just copy .plr files over from the normal freespace2 directory. this can cause a crash if you do so.


If you have a "clean" pilot (in other words a pilot using the regular campaign that has not flown any missions) you can copy the players folder over so you won't lose HUD/control info you have setup. I have made a CleanData folder just for that purpose. (I copy the entire CleanData folder into the mod folder and rename it to Data.) No crashes due to that yet.
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Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
this source mod is what i like to call "really cool".
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Offline Raptor

  • 210
My question is, can I use this new exe file in the same way as the old one?

By that I mean I can still have my own tbl's in the data/tables folder, new (and improved) models in the data/models folder, and so on, or do I have to put all of that in a new, seperate, folder called mymod? (cringes at the though of sorting out his folders contents......:shaking: :eek2: )
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Yes you can.  Just plunk it down in the same directory as your original FS2.exe (i.e. in the main FreeSpace2 directory), and away you go.  If you want, you can rename fs2_open_3_3.exe to FS2.exe, and you'll be able to start it from the browser just as if it were the original executable.  Evrything else stays just as it was -- the mymod thing is just an option for power users.
« Last Edit: November 16, 2002, 04:23:28 am by 448 »
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Offline Inquisitor

You can, but I would question why you would...

Mod support is something everyone has been dying for since, oh, people started making mods...

But, yeah, you can, we just might point and laugh ;)
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Offline EdrickV

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Quote
Originally posted by Raptor
My question is, can I use this new exe file in the same way as the old one?

By that I mean I can still have my own tbl's in the data/tables folder, new (and improved) models in the data/models folder, and so on, or do I have to put all of that in a new, seperate, folder called mymod? (cringes at the though of sorting out his folders contents......:shaking: :eek2: )


You don't have to, but it helps if you want to do something like play the original campaign or play someone else's MOD. And you don't have to sort stuff out. Just make a folder, copy the whole Data folder into it and any VP files you've made. Then remove the VP files you may have made from the root folder and remove the stuff other then the Players folder from the original data folder. That way, if you want to run the original campaign you can do it with the original exe (or any others without mve support) and if you want to use MODs you can use the 3.3 exe. Game files (other then player stuff) in the original Data folder may be usable for all the MODs installed, and missions in the original Data folder may show up when using a MOD. (Unless the MOD has a file with the same name.) Without the -mod command line argument, the 3.3 exe acts like the 3.2 exe and other fs2_open exe's.
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Offline Bri_Dog

  • 28
What exactly does Phreak's targeting code and options do?
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Offline Solatar

  • 211
I thought it had somethng to do with multi-targets. But I'm not sure.

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
so far it just does something with the cargo scan, thats all
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Before I DL this and use it I added 10 more ships and 20 more weapons over this weekend... My tables are 600k+ and 500k+ respectfully (I use everything from all mod into one big mod)...

  Should I even bother? I'd just rather use the existing DTP file and table limit expander cause I don't want to lose all the hours I spent making all the added stuff fit! :nod:
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
You should be fine.  If you are worried about anything, just save your current exe.  If anything doesn't work, go back to it again.  But I can't imagine how this would not work, as all of DTP's stuff is incorporated (or so I am led to believe).
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Offline Inquisitor

DTP is on the project.
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Offline EdrickV

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Version 3.3 of fs2_open can handle a 1.05 ships.tbl file and 952KB weapons.tbl without crashing, so table file size shouldn't be a big problem anymore. There are, however, other limits that you need to stay within. I believe there is a 120, or maybe 200, ship type limit for the ships.tbl file, the exact number ought to be mentioned earlier in this thread. Not sure what the max weapon limit would be. (I checked the file sizes by adding a ton of ;'s to the end of the files which are ignored by the code so if FS2 crashed I would know it was due to that and not due to some other bug, like a ship with a bad table entry. The debug version, with the same ships.tbl file, will hit an assert (Filesize vs MISSION_TEXT_SIZE) if the file is over about 390 KB. (Or rather an estimated 390KB where 1KB = 1000 bytes I think.) The problem doesn't seem to exist for that 952KB weapons.tbl file so the involved code is likely only used for the ships.tbl. (The ship descriptions.)
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Offline Inquisitor

Ships are at 130.

Anything more breaks multi, looking into that :)
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