Author Topic: fs2_open 3.3  (Read 27810 times)

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Offline RandomTiger

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Quote
Originally posted by Bri_Dog
What exactly does Phreak's targeting code and options do?


Currently it just offers you a slightly different scanning animation.
With his permission I put it on a command line flag.

 
With no messge...

  I removed all other vp's and since I use EVERYTHING thereare all in the normal folders. The only thing is I didng rename them and kept the old .exe's inthe same FS2 folder. Should I remove the old ones and rename the new ones Fred and FS2? Will it make a difference? Just curious cause I got confused by that picture explanation since I don't use seperate folders for mods... I have complete installs.... FS2 takes up like 27 gigs on my drive.
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Offline DTP

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Re: Just crashed to Desktop
Quote
Originally posted by Star Dragon
With no messge...

  I removed all other vp's and since I use EVERYTHING thereare all in the normal folders. The only thing is I didng rename them and kept the old .exe's inthe same FS2 folder. Should I remove the old ones and rename the new ones Fred and FS2? Will it make a difference? Just curious cause I got confused by that picture explanation since I don't use seperate folders for mods... I have complete installs.... FS2 takes up like 27 gigs on my drive.


1. with mod-support you only need to have one install.

2. make sure "NOT" to use "OLD" pilot files

3. the original exe files should be left intact, but ofcourse, to be save you could name them fs2.exe.bak, and fred2.exe.bak

4 finally(i know you may already tried this), try and run fs2_open 3.3 with the default stuff that came from volition, with no command line arguements.

4a Check 100% that all files in any subfolders has been removed.
fs2_open as fs2(Volition).exe will load any non packed files found there instead of those found in any VP file.

if it runs, then the problem is on your side, and it could be a messed up TBL file.

hmm maybe i should "try" and write a socalled TBL file checker program that checks tbl files for "parse-bility".

-edit

it is my expirience that normaly someone forgot to remove files from the freespace2 folder and subfolders, and that causes the crash.

example: you forgot to remove the tbl file that describes the mainhall animation coordinates and background picture.

now guees what happens when fs2_open cant find the ANI and PCX files referenced in that file.

I have tested fs2_open with -The babylon project mod
and fs1port mod.

tbp will crash in multi if i go to ship select screen, but i think i miss some HIGH res files, and that is causing the crash, maybe i even miss the 1.1 patch, but i do recall to have downloaded it from Fury´s site and installed it.

fs1port runs florless.

i would gladly be doing more testing of other mods to see what could be wrong but then i would need the stuff you all use for the mods.

send it as a less than 10 MB zip to [email protected]

and i will not disclosure anything in read from these mods.
« Last Edit: November 19, 2002, 05:57:51 pm by 508 »
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Offline IceFire

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DTP, that'd be awesome in helping track down table bugs.
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Offline EdrickV

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Re: Re: Just crashed to Desktop
Quote
Originally posted by DTP

1. with mod-support you only need to have one install.


Unless you are part of a MOD team working on making a MOD. FRED2 doesn't yet have -mod support. (hint hint... ;) )

I experimented with a table editor that would do some very basic syntax highlighting, but unfortunately my syntax highlighting method required basically going through every character of a table file in order to tell where to start and stop the color changes. Needless to say, that took a long time on a regular ships.tbl file. :)

The Robotech Mod and Deus Ex Machina work fine with the -mod support.
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Offline DTP

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make a copy of fred2_open and move it to the mod directory

copy all tbl files to the mod/table

finally copy all those game-pallette and debris pcx/ani  files

and you can run it from the mod dir.
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Offline Mewgen1

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Quote
The Robotech Mod and Deus Ex Machina work fine with the -mod support.


So does the Derelict mod.



Has anybody noticed if the normal nebula ship trails still work?  They don't display on my computer.

 

Offline Sesquipedalian

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Quote
Originally posted by Mewgen1

Has anybody noticed if the normal nebula ship trails still work?  They don't display on my computer.


That, unfortunately, is one minor break in backwards compatibility.  Fs2_open and fred2_open have made ship trails toggleable as a setting in Fred so that they can be activated even in non-nebula-missions.  (I think the Robo-tech mod needed this for some reason, I dunno...)  In the process, they ceased to come on automatically in nebula missions.

Anyway, one can fix this by opening up the mission in Fred and checking the Ship Trails checkbox in the Mission Specs dialogue box.
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Offline Goober5000

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Couldn't this be fixed by having the parsing routine set the ship trail flag when it sees a nebula mission?

And why doesn't fs2_open work with the old player files?

  

Offline EdrickV

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Quote
Originally posted by DTP
make a copy of fred2_open and move it to the mod directory

copy all tbl files to the mod/table

finally copy all those game-pallette and debris pcx/ani  files

and you can run it from the mod dir.


I think you'd have to copy all the original VPs into the mod directory too, since FRED2 wouldn't know to look in the directory above to find the files. (Assuming you aren't doing a total total conversion.) And that's a lot of disk space. (954 MB per mod, without the high res VP and not counting the MOD's files.)
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Offline DTP

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hmmm, yeah, it does need the VP files, it will only work with TC´s such as TBP.

BUT, its a minor problem, since if you are working on a mod, you would proberly want to run that mod all the time.

ofcourse it would be nice if you could just switch a flag.

bu I´m still figuring out things and digits in the fred2 code.

most of what i dont get is "window" code things like the GUI, but im learning more and more of it each day, where i find time to studie it.
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Offline IceFire

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Ok, here's something stumping me.  Fighter beams.

I've been doing a test version...but what do I need to do to get them to turn off and then turn back on again?  I know Bobboau even took that a step further and made the beams cycle...
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Offline Sesquipedalian

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Quote
Originally posted by IceFire
to get them to turn off and then turn back on again
Can you expand on what you mean by that?  I'll try to help once I know what you mean.

Quote
I know Bobboau even took that a step further and made the beams cycle...
Cycle in what way?  See above.
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Offline Galemp

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Argh. Apparently when you fixed the secondary weapon firing time inheritance, you broke something... because after I fire the last missile in my first secondary bank, the first missile in my second bank fires immediately afterwards. Perhaps the inheritance was in there for a reason. The best fix I can think of is setting it to a mandatory 1 second delay when switching banks instead of inheriting the previous delay.
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There seems to be a problem with the shield system. My shields are going down without taking any fire.

 

Offline Sesquipedalian

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Are you using the shield-off sexp?  That'd do it.
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Offline EdrickV

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Quote
Originally posted by GalacticEmperor
Argh. Apparently when you fixed the secondary weapon firing time inheritance, you broke something... because after I fire the last missile in my first secondary bank, the first missile in my second bank fires immediately afterwards. Perhaps the inheritance was in there for a reason. The best fix I can think of is setting it to a mandatory 1 second delay when switching banks instead of inheriting the previous delay.


I bet the key isn't getting reset fast enough, so the fire function gets called again 'cause it thinks the key is still down. (Without the pause the fire function might get called again within a second.) A pause long enough for the key flag to get reset would be what you would need. :) (Might need a bit more then one second depending on the computer.)
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Quote
Originally posted by Sesquipedalian
Are you using the shield-off sexp?  That'd do it.


Hmm, it is in every mission, I tried it with the main campaign.

 

Offline Mewgen1

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Are you using the shield-off sexp? That'd do it.


No, it seems to happen whenever a beam weapon fires.  I first noticed the problem when playing the Derelict campaign.  Whenever a capship fires a beam the shield sections facing the beam drop to zero.

 

Offline Inquisitor

Known bug, look for it to be fixed next release.
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