Author Topic: Fred2_Open OGL Beta exe  (Read 14556 times)

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Offline Goober5000

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Quote
Originally posted by RandomTiger
Actually I've just realised, it could just actually be because its a debug release, they are a lot more picky about table mistakes. I will try to post a release version for you.


Good call.  Yes, BW, you'll want to fix those if that's the case... normal FRED might work fine but you might get an unexpected error somewhere.

 

Offline Trivial Psychic

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I gave the release build a try and at first it even seemed to load faster.  Also, when I loaded a mission, some of the models looked smoother at great distance.  When I started to zoom in, I got the occasional hang during zoom.  I closed in on a Cain and got this wierd effect:



I thought I'd make a couple of changes to some of the ships' properties and during a pan, the thing froze up.  I let it sit for about 20 seconds before ctrl-alt-del-ing it and shut the program down.

GF2 MX 32MB AGP nVidia drivers v12.41
WinME

On another note, take a look at the name of the mission and you can get a sence of what I was trying to make. ;)

Later!
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Offline Flipside

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Mine doesn't default to drawing ships, it default to the green circle thing for the Ulysses. about one second after starting, it CTD'd without error.
I'm going to try and turn ship models on in Fred2Open and the try FredGL....

Hmmmm that fixed that problem.... I notice all the motion speeds etc are reset to originals as well....

Ok, with a little tweaking, mine seems to be operating no problem, drop down menus etc work fine and I don't get any texture blurring. Theres a tiny bit of stutter as you rotate with large objects on screen, but I think this is partly to do with the 'step' increment in motion speed.

I'll put together a small mission or something and see whether there are any longer term problems.....

Flipside :D

 

Offline RandomTiger

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Quote
Originally posted by Trivial Psychic
I thought I'd make a couple of changes to some of the ships' properties and during a pan, the thing froze up.  I let it sit for about 20 seconds before ctrl-alt-del-ing it and shut the program down.


Trivial Psychic, could you try recreating that with the debug exe?
It might give a file and number.

Flipside, for some reason different fred exes knock your view options back to default.

Thanks for helping out

 

Offline Lightspeed

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Oh boy, this is amazing!

Spec mapping in FRED :eek2:
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Offline RandomTiger

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It might be an idea for me to make that optional so it doesnt hurt low spec systems.

 

Offline Flipside

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Ok, one slight problem to report so far.
At the moment, it crashes when it tries to load a model with a 1024 x 1024 JPG texture. The old Fred used to simply not display the texture.
It may be that you simply have made provision for JPG's and not implemented the code yet, after all, it is a Beta, but I'll put it on Mantis once I've tested it with a few more Jpegged models.

Flipside :D

 

Offline CP5670

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I've been wanting this for a long time; I just tried it out and it works very well. The only problem I noticed is that the shine effect seems to be too strong, even more so than it is ingame. Can you upload it as a release version as well? The debug one doesn't like my table mods for some reason.

 

Offline karajorma

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I tried the R version. I get the same error only this time clicking OK doesn't work and I end up having to give it the three finger salute to get it to go away.
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Offline Flipside

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Ok, got it, JPG support is not included yet, it's just the debugger throwing up errors, the 'r' version works identically to the original, behaviour wise, which is what is of most importance.

I am also becoming more and more convinced that the apparent jerkiness is because the thing is running faster. The speed mulitpliers don't actually speed things up, they just multiply the units, so at x10, things start to look jerky, this didn't hurt in Fred2, because you learnt the art of judging how long to hold the rotate key down.
« Last Edit: January 19, 2004, 06:49:40 pm by 394 »

 

Offline CP5670

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Quote
I tried the R version. I get the same error only this time clicking OK doesn't work and I end up having to give it the three finger salute to get it to go away.


whoops, I didn't see that he had posted a release version later on. Should have read the whole thread before posting. :p

Anyway, that release version seems to work perfectly with my tables. It does go somewhat slow when there are multiple large ships on screen (putting in three typhons made it very choppy), much slower than it does in the game, but seems to work well in most situations. The only other thing I noticed is the excessive shine effect that I mentioned earlier.

Quote
the apparent jerkiness is because the thing is running faster


You could be right about that; I remember seeing a similar effect in Ballistics (a futuristic arcade racing game), where the game seems to go choppy even at 70fps when you reach high speeds.
« Last Edit: January 19, 2004, 10:22:31 pm by 296 »

 

Offline jdjtcagle

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Sweet!!!!!!!!!!:D :D ;)
« Last Edit: January 19, 2004, 09:52:13 pm by 1472 »
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Offline Black Wolf

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R Version is very nice, and works fine wit the new tables, though the abscence of Ship info may make it a bit hard to use for awhile.
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Offline Bobboau

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Blackwolf's errors in the beginning of this thread are parseing errors, even though they seem to work, you should try and fix them all, some of them cause things to silently not work. I went through a great deal of work to make those errors a lot more usefull (the
Warning: Unable to find WEAPON_LIST_TYPE string "Flail"
in ship: GTF Ulysses's primary banks.
used to just be
Warning: Unable to find WEAPON_LIST_TYPE string "Flail"
for example)
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Offline CP5670

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It did actually spot two errors in my ships.tbl that I had not noticed before; I had forgotten a quotation mark in one of the allowed pbanks listings and written Infryno instead of Infyrno in another place. :p However, it was giving some strange errors as well. I remember seeing this one about the sum of a ship's subsystem strengths exceeding that of the ship itself; I think I did that for gameplay balance somewhere and although it does not make sense, I wouldn't really classify it as an error, especially since it is very unlikely that anyone will actually notice unless the tables themselves are examined. :D There was also one about it being necessary to end a ship entry with the score, subsystem info (I had a $Stealth entry at the end of a ship that had no subsystems) or #End, but #End is not a valid one and the release version doesn't like to see that there.
« Last Edit: January 20, 2004, 01:07:03 am by 296 »

  

Offline gevatter Lars

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Do you have any plans in making a OpenGL version for the FS exe?
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Offline RandomTiger

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Phreak did that agos ago :)
That what the Fred OGL code is based on.
Look the the video options in the launcher, OGL is there!

 

Offline gevatter Lars

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Yes its there...but it dosn't realy work...well at last not for me.
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Offline Bobboau

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(subsystem thing)
aparently it has the potenal to cause a divide by zero error, at least that's what Goob said
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Offline RandomTiger

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Quote
Originally posted by gevatter Lars
Yes its there...but it dosn't realy work...well at last not for me.


File a bug in mantis with full details and hopefully it will get fixed.