Author Topic: Featurez build  (Read 22580 times)

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Offline WMCoolmon

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  • Support for more than two primaries
  • Secret feature is accessible via F3 in the main hall, and new to this build, ~ and backspace in-mission using a debug build. (NOTE: You can easily make FS2 crash if you use it in-mission since it bypasses the usual validity checks done during parsing)
  • Bumped MAX_ROTATING_SUBMODELS to 50(!)
  • A couple bugfixes
The complete list of changes can now be found in a TXT file in the ZIP, named the same as the ZIP.

http://fs2source.warpcore.org/exes/latest/C20050226.zip

Exposition on the secret feature:
Essentially, the secret feature is a GUI system completely separate from the main/original Freespace 2 one. Rather than attempt to work from predetermined art templates for the room, it functions much more like the Win32 or any other operating system's API. Not only that, but it also supports windows.

Currently, there are only a few classes of items that are implemented - "Text", "Button", "Checkbox", "Tree", and "Window". They're all pretty basic right now, but of course it's possible to replace them with any graphical display file format that Freespace2 supports...as well as further expand the controls to do more. Today I spent about four hours updating the system so that it would handle keypresses and 'active' objects, although there isn't actually a control that receives keypresses...yet. :p

What this means for people who don't give a damn about the specifics (:p) is that it's possible to implement a GUI that automatically substitutes in images if they're supplied, or default to the current behavior of using the standard 2D shape and text functions.

What you can actually do now is get a fullscreen view of any LOD for any ship class, play around with the ship flags for that class of ship, toggle the model rendering flags that seem to do something, and read the description...in-mission. Note that the model rendering flags don't actually change how ships look in-mission, just the fullscreen preview, but they are fun to play with anyway.

Edit- Sample screenie:


Added to the website.//redmenace
« Last Edit: April 13, 2005, 10:30:03 am by 887 »
-C

 

Offline Taristin

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*presses F3 in the main hall*

Options ->Wireframe crashes to desktop, but all in all, not bad at all. ;)
« Last Edit: February 26, 2005, 07:25:35 pm by 273 »
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Offline karajorma

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Looks good. Don't know if allowing the player to toggle ships flags in-game is such a good idea though. I'd imagine we're going to get quite a few crashes from people playing about with that feature :D
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline WMCoolmon

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The in-mission stuff only works with a debug build, actually.
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Offline Taristin

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*wonders if it can apply to weapons models too* *wants to disable the no dumbfire on helios*
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Offline Kie99

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Will alt-tabbing break your computer?
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Offline Deepblue

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Mmm, whered you get that Perseus?

 

Offline Solatar

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I still get

on all fighters in the player's squadron.

EDIT: And crashes when anything warps in.

It seems that the newer the build, the more bugs it has in it for me.
« Last Edit: February 26, 2005, 10:06:05 pm by 691 »

 

Offline Dark RevenantX

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You got yerself an opengl problem.  Switch to D3D asap.  If you already are, I am clueless.

 

Offline Singh

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the overflare problem with nebs is still there.

*goes off to test the other builds in the other thread
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 
afaik if you run OGL you need updated drivers. Other people I have seen use OGL with 4.4 or equiv get what you got.

 

Offline WMCoolmon

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Alt-tabbing:
If you do it in D3D mode, it will crash FS.

White boxes:
Meh. :p Sorry if you said this in the other thread already, but is it D3D or OGL or both?

Background probs:
Thanks, Singh. If you can figure out where they started, that'll be pretty helpful. :)

Interface status:
I added a system to define images for skinning. It could easily be expanded to support models as well. My question - is there anyone _seriously_ interested in skinning the FS2 interface? If so, how would they like to do it? My current thinking about the general system is that there'd be an interface.tbl, with different sections for the various screens. If one of those sections is found, then the original screen isn't displayed, and the new interface system is used instead.
-C

 

Offline Nuke

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dont suppose we could get *cough* on the fly table editing? would make fine tuning things alot faster.

as for skinning the fs2 interface, how many files are we  talking about? i could easily make buttons from scratch that look very similar to the originals. all id have to do is come up with a layer style in photoshop and apply it to very simple 2d shapes. it could take anywhere between 30 seconds and 3 minutes a button. id assume that the variety of buttons isnt very big, and im not really willing to do hundreds or thousands of files but if you produce a lits of stuff you need il take a look at it.
« Last Edit: February 27, 2005, 01:37:39 am by 766 »
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Offline WMCoolmon

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[Morpheus]When the text input control is ready, you won't need to[/Morpheus]

Edit: Well, my thinking is that any 'new' interface wouldn't be exactly like the original FS2 one, or one mod would be making artwork but the system itself would be easily configurable with other artwork.

What I'm looking for are standardized images to go with control types...for example, checkbox states, or window captions. It'd be nice to keep the Freespacey feel for the initial batch, but it's not necessary. However, the stuff would have to be resizable and efficient. I'd like to use as few images as possible for the base types so that we don't have the hellish numbers of images that there are now.
« Last Edit: February 27, 2005, 01:42:04 am by 374 »
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Offline Black Wolf

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Quote
Originally posted by WMCoolmon

My question - is there anyone _seriously_ interested in skinning the FS2 interface?


Lemme put it this way - I'm interested in joining other people in working on a new FS interface, but if I'm the only one, I don't think I'd be able to handle it.
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Offline Nuke

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put it that way i could do the buttons, perhaps somone else could do the backdrops.
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Offline WMCoolmon

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This is what I'm thinking would be nice for a Neo-Freespace skinned dialog/window (attached). Uhm, a little more artsy too. ;)

I'm sort of thinking that this would be a good chance to get away from the possible legal problems with distributing the FS art. Done right, we could also use *one* set of art, or at least a lot of it, no matter what the interface was. And make it easier for mods to whip up their own artwork.

A lot of the work will, undoubtedly, be coding it in for the various sections. :sigh:

Edit: Oh, for windows I was thinking of having the following images:
Caption background
Hide button (inactive/active/pressed)
Close button (inactive/active/pressed)

Main body (excluding borders) - different dialog sizes would be a problem.
Left/right/top/bottom borders for the body - these would extend all the way, so either the left/right borders or the top/bottom borders would have to cut off or diagonalize their edges. The chief problem is handling multiple-sized dialogs; I haven't come up with a good way to do that not involving large amounts of images. I should be able to rotate images 90 degrees without much trouble.

For resizing purposes, it would be possible to force windows to the nearest multiple of 32 or something; I don't plan on implementing user-resizable ones, as that would be a bit messy.
« Last Edit: February 27, 2005, 02:04:21 am by 374 »
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Offline Nuke

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Offline WMCoolmon

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I like. :)

Can you break it up into sections?
-C

 

Offline Nuke

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im not too sure that backdrop would scale easily. if i were to eliminate it i could cut the window up easily. would there be a way to fil certain parts of the image with a tile pattern, solid green for example, then i could create a tile for the background, and then devide the frame up. the buttons and titlebox would be fixed size.
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.

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