Author Topic: Shocking new build  (Read 20121 times)

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Offline WMCoolmon

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This is the cumulative build, plus:
Previously in builds:
  • Registry DWORD values "SoundSampleRate" and "SoundSampleBits" set sample rate and bits (Defaults are 22050 and 8, respectively, modern settings are 44100 and 16, respectively)
  • Sound buffers are no longer forced into software memory
  • Dynamically generated art and description text for ship selection screen (Both with and without 3D flag)
  • 2D Mission support - uses mission flag value of 16384
  • Rendering of ship while in first person perspective (3D cockpits) - uses ship flag "show ship"
  • Untested fix for crash when player takes damage as capship
  • Many, many, fixes for OGG support - should work now with mv_music.vp
  • Fix to player weapons not getting set
  • Dynamically rendered missile loadout icons; note that the loadout animation displayed in the techroom is STILL required.
  • set-cutscene-bars

-- milliseconds for transition (optional; if not specified, instant)

  • unset-cutscene-bars

-- milliseconds for transition (optional; if not specified, instant)

  • fade-out

-- milliseconds to fade out (optional; if not specified, instant)
-- color to fade out to(Implemented but not working properly, may need lowlevel function editing) (optional; if not specified, black)

  • fade-in

-- milliseconds to fade in (optional; if not specified, instant)

  • set-camera-position

-- x coord
-- y coord
-- z coord

  • set-camera-facing

-- x coord to face
-- y coord to face
-- z coord to face
-- Total turn time (ms)
-- Time to spend accelerating (ms)


  • set-camera-facing-object

-- object name
-- Total turn time (ms)
-- Time to spend accelerating (ms)


  • set-camera-rotation

-- Left/right (degrees)
-- Up/down (degrees)
-- roll left/roll right (degrees)
-- Total turn time (ms)
-- Time to spend accelerating (ms)


  • set-fov

-- Field of view (degrees)

  • reset-fov
  • reset-camera
  • Minor fixes to nebula and warpout code
  • Better errorcatching in debug build (Maybe)
  • HUD shield icon is automatically generated for ships with shields, but no icon.
  • Missile models used instead of icons with Cmdline_ship_choice_3d, or if no icon is present. Some code for replacing the spinning ANIs as well. VERY unstable.
  • -pos command line flag, which displays the current camera position and orientation to assist in camera placement. (Note: you really need to come to a full and complete stop to use it, or pause the game.)[/color]
http://fs2source.warpcore.org/exes/latest/C01272005.zip

FRED is broken, so you have to add the cutscene SEXPs manually using Notepad (Not too hard)

Edit: Updated to reflect new build

Aded to the Website.// redmenace
« Last Edit: February 08, 2005, 04:49:47 pm by 887 »
-C

 

Offline Nuke

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cool, when i finally learn all the new features somone thows anothone at me :D

the two features i still await are dynamicly rendered shield icons (yea right :D) and primary weapon interface models. models that are not useds in the game but rendered in the interface screen only for both icon and animation. just dont break the projectile model option. i use glopointed bullet models for all my minigun effects and i dont want those broken
« Last Edit: January 20, 2005, 09:01:06 pm by 766 »
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 MetalDestroyer

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Arg, WLCoolmon try to regroup all the last stuff on one fs2_open, it make people crazy, especially me ^^ they are too many that i can't know what does what.

 

Offline WMCoolmon

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Okay, I listed all the new features I know of in this build :p it also includes some of taylor's features, but I'm not sure which ones exactly.
(New feature == post 3.6.5)

Note that FOV and the camera are independent of each other, so if you set the FOV, you should call reset-fov when you're done screwing with it. For some reason, the nebula code doesn't handle FOV too well in subspace missions, too.

Note that all the set-SEXPs are absolute. I'm treating this as convention for now; any relative movement SEXPs will be things like translate-camera or rotate-camera.

Edit: BTW, when I was editing SEXPs it looks like set-ship-facing takes turn time and bank arguments.
« Last Edit: January 21, 2005, 12:00:58 am by 374 »
-C

  

Offline Trivial Psychic

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I just tested this build out and it wouldn't read my pilots.  I switched back to your 01/17 build and it worked, but not under the 01/20.
The Trivial Psychic Strikes Again!

 

Offline Singh

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err...small question - does the set-rotation take a time argument, or is it fixed?
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline taylor

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People also need to test -loadonlyused with these newer builds.  I think I've gotten all of the problems worked out but it needs to pass the public-at-large test before being taken off the experimental/dangerous list.

Quote
Originally posted by Trivial Psychic
I just tested this build out and it wouldn't read my pilots. I switched back to your 01/17 build and it worked, but not under the 01/20.

Does it work in other builds, such I my last one?  If no then your pilot files may have been corrupted by the 01/17 build.  If yes then something is wrong with this new build.

 

Offline Falcon

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I'll definately try this build out :D

 
Same errors as previous builds :mad:

 
Downloaded, will test the -loadonlyused along with some other stuff now.

 
@Trivial Psychic:
This Build creates a new folder in "data\players".
It's called "inferno"...
Maybe you can copy your old pilot into this directory...
Or you HAVE to create a new pilot...

Great build WMCoolmon!
This is the only build where ALL my ships get displayed in the Techroom...
And it works great (But I think 512 MB RAM is not enough :D )
It looks great
It IS great...

FS2 gets better from build to build!

Oh... By the way:
Is there any way I can use an avatar in the forum?
« Last Edit: January 21, 2005, 07:29:02 am by 2173 »

 
I can't warp out. I hit alt+J and I hear the Engine charge up, but nothing happens, and then I can't restart the warp process.
Carpe Diem Poste Crastinus

"When life gives you lemons...
Blind people with them..."

"Yah, dude, penises rock." Turambar

FUKOOOOV!

 
Okay...
I've encountered a BIG Problem...
In this build I cannot warp out!
Not in the training missions, not in missions, not at all :(
The Warp engine charges (I hear that sound), but nothing happens...

 
I also cannot warp out. You can hear the engine charge up the subspace drive but you speed does not change and no on-screen dialogue appears to say you are warping out. After the warpout sound finishes I am still able to fly about the map. You can only do it once though, if I try and press the button again, nothing happens at all.

However since other people here have confirmed that I decided to test other stuff. I used the -allslev flag and picked 6 retail missions at random at various points in the SP campaign and tested the -loadonlyused option. Previously this caused me to crash every time about 2-3 minutes in. I played all 6 missions and did not crash once and loading times seemed reduced.
« Last Edit: January 21, 2005, 08:01:43 am by 2223 »

 

Offline aldo_14

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Quote
Originally posted by Mr_Maniac

Is there any way I can use an avatar in the forum?


Afraid not.  The only people who have avatars are the site admin (the big ones), and members of hosted projects (who have a small one for each project their involved in, which links to the project website).

It's mainly an anti-abuse / bandwidth measure, I think.

 

Offline karajorma

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Sorry to moan but

- Can't jump out
- Won't work with mv_music present
- Saves pilots in the wrong folders
- Doesn't appear to have goobers code for using variables in messages. When I try to use that I just see $ instead of the number I was expecting to see. Admittedly this is the first build I've tried using the feature on so that may all be goobers fault (or mine for that matter :) )
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Taristin

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I'm Shocked!
Freelance Modeler | Amateur Artist

 

Offline Goober5000

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Quote
Originally posted by karajorma
- Doesn't appear to have goobers code for using variables in messages
He might not have updated his CVS. :)

On that note, I just updated and now I can't compile. :sigh:

 

Offline taylor

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Quote
Originally posted by Goober5000
On that note, I just updated and now I can't compile. :sigh:

Not one of my commits last night I hope. :nervous:

Oh and two file objects appear to be missing from the project file.  (worded like that on purpose if you didn't catch it) :)

EDIT: Forgot to comment on this:
Quote
Originally posted by Mr_Maniac
This Build creates a new folder in "data\players".
It's called "inferno"...

Ah, it's an Inferno build (by mistake?).  Pilot files are incompatible between Inferno and regular builds because of the bumped limits.  I forced the directory change in Inferno builds to prevent pilot files getting corrupted if you use both builds.  You can copy your existing pilot into data/players/inferno/ and still use it but you can't copy it back and have it work properly in a regular build.
« Last Edit: January 21, 2005, 02:59:33 pm by 1252 »

 

Offline Goober5000

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Quote
Originally posted by taylor
Oh and two file objects appear to be missing from the project file.  (worded like that on purpose if you didn't catch it) :)
Right.  I suggest adding them manually.  My project file is completely borked, so I didn't CVS it.  (That may be why I'm the only one who can compile FRED. ;))

I need to chat with Inquisitor about SCP stuff this weekend.  I think I want the project stuff re-merged back into the same workspace, like the original source release had it.