Author Topic: Problem with species_defs.tbl  (Read 2341 times)

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Offline Lightspeed

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Problem with species_defs.tbl
The engine section doesn't seem to work. I can enter whatever references I want to, but there won't be any change in-game.

Is there anything I'm doing wrong, or is it a code issue?

For example this:

Code: [Select]
; -----------------------------------------------
; Species_defs.tbl
; Derek "Kazan" Meek
; FS2 Open Species table
;
; -----------------------------------------------

#SPECIES DEFS

$NumSpecies: 3

;------------------------
; Terran
;------------------------
$Species_Name: Terran
+Debris_Texture: debris01a
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster02
+Pri_Afterburn: thruster02a
[b][i]+Sec_Normal: thrusterglow03a
+Sec_Afterburn: thrusterglow03a
+Ter_Normal: thrusterglow03a
+Ter_Afterburn: thrusterglow03a[/i][/b]
$ThrustGlows:
+Normal: thrusterglow03a
+Afterburn: thrusterglow03a

;------------------------
; Vasudan
;------------------------
$Species_Name: Vasudan
+Debris_Texture: debris01b
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster02
+Pri_Afterburn: thruster02a
+Sec_Normal: thruster02-02
+Sec_Afterburn: thruster02-02a
+Ter_Normal: thruster03-02
+Ter_Afterburn: thruster03-02a
$ThrustGlows:
+Normal: thrusterglow02
+Afterburn: thrusterglow02a

;------------------------
; Shivan
;------------------------
$Species_Name: Shivan
+Debris_Texture: debris01c
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster03
+Pri_Afterburn: thruster03a
+Sec_Normal: thruster02-03
+Sec_Afterburn: thruster02-03a
+Ter_Normal: thruster03-03
+Ter_Afterburn: thruster03-03a
$ThrustGlows:
+Normal: thrusterglow03
+Afterburn: thrusterglow03a
#END


Will still display the normal thrusters in-game, when the terran ships should have the same glow graphic for all trail stuff (which would look rather messy at least).
Modern man is the missing link between ape and human being.

 

Offline Lightspeed

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Problem with species_defs.tbl
Ba-bump.
Modern man is the missing link between ape and human being.

 

Offline Lightspeed

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Problem with species_defs.tbl
Can anyone at least tell me if the current source even uses the table? Whatever I enter seems to make absolutely no difference.
Modern man is the missing link between ape and human being.

 

Offline Nuke

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Problem with species_defs.tbl
thou shalt not ignore lighty!
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Goober5000

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Problem with species_defs.tbl
I guess when Kazan got banned from the main Hard Light forum he decided to leave the forums altogether. :rolleyes:

*/me checks the source*

Well, I can't make heads or tails of Kazan's code, but it looks like you're correct, Lightspeed.  Whatever is put in the tables for the thruster glows is ignored in favor of the hard-coded stuff.

 

Offline Lightspeed

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Problem with species_defs.tbl
Can someone fix that, puhleaze?
Modern man is the missing link between ape and human being.

 

Offline taylor

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Problem with species_defs.tbl
Works fine for me with copy-paste-save of the table you listed.  The species_defs.tbl does *have* to be in data/tables though or it won't be found.  That could be changed easily enough to look normally, it's not going to be any slower.  I tested with a clean build of current CVS so if you've got the tbl in the right place and it doesn't work let me know what build your using.

 

Offline Kazan

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Problem with species_defs.tbl
it's not working? WTFH?

did i incorrectly use stuff_string(...)?
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Lightspeed

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Problem with species_defs.tbl
C:\Games\Freespace2\data\tables\species_defs.tbl

Right place?

Exactly the table I posted above, but in-game absolutely no difference with or without it.

As for the build, I use T's latest test build for the opaque rendering. (fs2_open_T-LSD-20041102.exe)
Modern man is the missing link between ape and human being.

 

Offline taylor

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Problem with species_defs.tbl
Are you using a mod?  I just noticed that when using a mod it will have to be in the data/tables under the mod dir.  The problem is with using cf_exist() since it doesn't check outside of root[0].  It just needs to be changed to use cfopen() to test with instead and that should make it less picky.

Here is a partial screenshot using that same tbl in the current CVS build (also worked in that LSD build).  It's showing a beam too but I tested the LSD build and beams are deffinitely screwed up there.  Not sure what I did in that build but the same basic code is in CVS and it works so, whatever :wtf:

 

Offline Lightspeed

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Problem with species_defs.tbl
Ahh so the beam thingy is indeed a build problem...

The mod thing might be the problem with species_defs. I'll test that :)

If it is, could you change it so the root species_defs is used if the mod has none?
Modern man is the missing link between ape and human being.

 

Offline taylor

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Problem with species_defs.tbl
Quote
Originally posted by Lightspeed
If it is, could you change it so the root species_defs is used if the mod has none?

Done.  It will be found anywhere now including inside of VPs which is where it would most likely end up anyway.

 

Offline Lightspeed

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Problem with species_defs.tbl
Great. And can you disable loading ship textures from /data/hud? It messes up the support ship base map, which is called support1 (just teh same as support1.ani from the HUD).

It'd also be high time to finally fix up thruster effects and how they badly intersect with ship hulls. (I'm not speaking volumetrics here, but better "visual workarounds" à la Freelancer). I'll show a few screenies to elaborate.
Modern man is the missing link between ape and human being.

 

Offline taylor

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Problem with species_defs.tbl
Quote
Originally posted by Lightspeed
Great. And can you disable loading ship textures from /data/hud? It messes up the support ship base map, which is called support1 (just teh same as support1.ani from the HUD).

Bah, I just noticed that too.  I made a good speed change this weekend that I thought may have done this but after looking at the code it never should have worked right.  Just have to change it to save the dir_type in the bm_bitmaps[] entry to compare with.  This only messed up because when looking for a file that's already loaded in memory it doesn't distinguish between locations.  I'm testing it now and should have it fixed in CVS in a few minutes.

 

Offline Lightspeed

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Problem with species_defs.tbl
You're absolutely right, it actually NEVER did work. :)

As for the thruster thingy, this would be just one way to look at things:



Here's some more examples (as well as a problem with the current trail rendering shown on top): clicky

Of course, I'm speaking from a totally non-coding point of view here, so the whole idea of FOV checking might be total rubbish (although I guess that's more or less how the current system is handled, kinda - and it's possible as the subsystem targetting shows :) ). But hey, if it would work, it would certainly work (a lot) better than the current system and provide a significant upgrade to FS2's graphics, since the thruster problem is probably the biggest problem with the current visuals we face.
Modern man is the missing link between ape and human being.