Author Topic: Featurez build  (Read 22587 times)

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Offline starfox

  • 28
I have ATI 9600 XT, that's why I begun to prefer OGL.
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Offline Solatar

  • 211
I've got an ATI Radeon 9000 Pro, but for some reason D3D still looks better.

 

Offline starfox

  • 28
Nice coincidence, I wonder if drivers have something to do with it.
Though I'm just not updating my drivers as often as I should.
« Last Edit: February 27, 2005, 10:03:21 am by 1857 »
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GF 7950 GT
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2 Gt RAM
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Offline Taristin

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Quote
Originally posted by starfox
I have ATI 9600 XT, that's why I begun to prefer OGL.


Eh? I've a 9600Xt and I prefer D3D...
Quote
Originally posted by starfox

Though I'm just not updating my drivers as often as I should.


Err. You shouldn't be updating your drivers unless you're having issues with the current ones.

ATi doesn't recommend you DL every latest driver.
Freelance Modeler | Amateur Artist

 

Offline Nuke

  • Ka-Boom!
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Quote
Originally posted by kasperl
Nuke: That looks good, but in theory, all of the dark and light red bits could use one and the same file, and the blue corners too, right? The caption and status bar could even be the same file(s), by the looks of it.

Now, don't get me wrong, I'm not saying they should be seperate files, but that if a mod would want to do interface art quickly, they could be the same image. This'll leave you with 4 files, assuming you make the end of the caption/status bars the same image mirrored, and all the sides/corners are rotated to fit.  You then only add the images for the buttons, which can go from 1 to 9, according to state and amount needed.

These requirements sound very nice, because it'll allow mods to be reallly quick with the skinning. Now, if you make a table to allow for seperate images for each of the regions as well, you'd get a best of both worlds situation, allowing one to make each image special, for a maximum of 20 files.


it may very well prove to be easyer to work with more files, than go through the trouble of getting the lighting just right so that its seamless. theese examples dont take me much time at all to make, and the time it would take to crop the individual sections to files isnt that much of a hassel either. also from a coding standpoint it would be easyer to use more images than it would to implement a few pixel math functions. oviously [V] used this philosophy to excess :D

this way you can render the thing much as i have done, and then break it up. it would take me more time to worry about having to get the lighting right when things get mirrored, than it would to crop the parts. this alows wysiwyg interface art development rather than trying to figure out what its gonna like like when it gets in the game. and for the left brained modder, i think thats the better way to go. mind you the 8 border images will have other uses than just windows, i figure frames and scroll boxes will use them as well. it will be very effietent.  

the alternative is a flat look which is worse than the windows interface, and you know were better than microsoft :D

my goal is to make a versitlile system that is as astheticly pleasing as it is effietient. also the reason i agreed to to this is that its something i can create quickly so that it wont take much time away from my other works. if i thought id be creating a thousand files i wouldnt have agreed to it. i personally thnk the modders will like it.
« Last Edit: February 27, 2005, 10:38:08 am 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 starfox

  • 28
I don't know, perhaps the only reason I've used OGL some much is the well-known Shinemap issue.
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Win XP

 

Offline Nuke

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hey i got bank 3 to work, yay! and i thought the chaos had too many guns as it is :D
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

 
I've a little question:
I'm running Linux AND Windows. In Linux I sync with the CVS-Tree and then I compile the source.
Now: Where should I post errors, little things etc. that doesn't belong to any build?
For example:
In Linux I can't use the throttle- and rudder-axis of my Joystick (but those are working fine under Linux and are recognized by the options-screen of the game
).
If I should post such things in MANTIS: I've tried to create an account, but MANTIS won't send me a password...

Tanks for your help!

 

Offline starfox

  • 28
Woo-hoo ! I just got the Bank three working on the SB Seraphim !
Thanks a lot again for your support fire.
Rig:
A8N-SLI Premium
AMD 64 X2 4200+
GF 7950 GT
X-FI ExtremeMusic
HEC 550W
2 Gt RAM
Win XP

 
It's a nice build.. but i find a few problems:

In almost every Mission i have a frozen screen after 3:58 Missiontime (tested with Sync, Revenge and Aeos Affair), when i have this screen i can only quit this Game with CTRL + ALT + Delete.

Although i have a few graphic bug with Ships on a long distance.. i see many long grey dashes.
Shivan here, Shivan there, Shivan everywhere.

My english isn't very well, so sorry for a few mistakes.

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It freezes for me too. No error message, nothing, just a sound loop.

my flags are: -spec -glow -pcx32 -jpgtga -d3dmipmap -nomotiondebris -2d_poof -pcx2dds -d3d_no_vsync -dualscanlines -ship_choice_3d -targetinfo -orbradar -3dwarp -ballistic_gauge -smart_shields -snd_preload -fps  -ambient_factor 80

 

Offline Kie99

  • 211
Me too, all features on, -ambient_factor 75
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Offline WMCoolmon

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Quote
Originally posted by Mr_Maniac
I've a little question:
I'm running Linux AND Windows. In Linux I sync with the CVS-Tree and then I compile the source.
Now: Where should I post errors, little things etc. that doesn't belong to any build?
For example:
In Linux I can't use the throttle- and rudder-axis of my Joystick (but those are working fine under Linux and are recognized by the options-screen of the game
).
If I should post such things in MANTIS: I've tried to create an account, but MANTIS won't send me a password...

Tanks for your help!


E-mail Inqui about the problems with Mantis, and there's a FS2_Open Linux thread in the main SCP forum that you should be able to post bugs in.

Quote
Originally posted by Deepstar
It's a nice build.. but i find a few problems:

In almost every Mission i have a frozen screen after 3:58 Missiontime (tested with Sync, Revenge and Aeos Affair), when i have this screen i can only quit this Game with CTRL + ALT + Delete.

Although i have a few graphic bug with Ships on a long distance.. i see many long grey dashes.


That's very interesting...and it sounds about right. The freezing in the middle of the game bug seems to have something to do with DirectSound, and started around the time of the Linux merge...I haven't touched those files in awhile. I tried to debug it several times, but the loop it's stuck in is apparently somewhere deep inside the DirectSound DLLs.
It doesn't seem to occur if you use -nomusic.

Quote
Originally posted by Solatar
It only occurs in D3D. My game basically looks like crap in OGL though, and I really don't wanna go through that.


That it's in D3D is interesting, and narrows down where it must be occuring. Although it means I'll be less able to solve the bug. :p

Interface stuff
I've got most of the code for window skinning in; I still need to fixx0r the client positions without skins though. Mostly I need the art to test it :p
Here's what interface.tbl should look like:
Code: [Select]
#Lab ;;Referring to the 'special feature' room here
$Window
+Caption:
+Mouseover:
+Body:
+Hider:
+Mouseover:
+Clicked:
+Closer:
+Mouseover:
+Clicked:
+Border
+Top Left:
+Top Left:
+Top Right:
+Mid Left:
+Mid Right:
+Bottom Left:
+Bottom Mid:
+Bottom Right:
#End
-C

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
hey are you going to write an interface editor for this also?

(sorry if you said so, I just saw the table def and haven't read anything else in the thread)
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Offline taylor

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Quote
Originally posted by WMCoolmon
The freezing in the middle of the game bug seems to have something to do with DirectSound, and started around the time of the Linux merge...I haven't touched those files in awhile.

Update to current CVS and try it again.  I missed a single friggin line in the merge.  It was using the wrong set of macros and would probably cause a race condition inside DirectSound.

 

Offline StratComm

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Don't forget scrollbars.  That's something the current system seems to lack, and it's actually really noticable on the shiplist.  At the very least, consider it when making interface.  I like the interface though, at least in principle; it's extremely functional and there's no issue with things not working when they should.  Except that LOD0 and LOD1 are loading the same thing and the other two LODs are 1 and 2 instead of 2 and 3.  But that probably has nothing to do with the changes.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline WMCoolmon

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I'm not sure what's up with the LODs. The relevant code is pretty simple, I've gone over it twice, but it seems to be related to the way FS stores LODs or something.

Code: [Select]
for(int i = 0; i < Num_ship_types; i++)
{
ctip = cmp->AddItem(NULL, Ship_info[i].name, (void*)i, false);
for(j = 0; j < Ship_info[i].num_detail_levels; j++)
{
//Number->String
itoa(j, buf, 10);
caption = "LOD ";
caption += buf;

//Now that we have the string, add it to the current ship
cmp->AddItem(ctip, caption, (void*)j, false, change_lod);
}
}
-C

  

Offline WMCoolmon

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Quote
Originally posted by taylor

Update to current CVS and try it again.  I missed a single friggin line in the merge.  It was using the wrong set of macros and would probably cause a race condition inside DirectSound.


When/where did you make the update?
-C

 

Offline taylor

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A few minutes before that post.  The log should have been sent to the dev-list if you are subscribed.  Only code/sound/audiostr.cpp was changed and the CVS log is "uugh, missed the initial tree move (WMC: probable locking problem)" so you can make sure you got the update. :)

 

Offline Deepblue

  • Corporate Shill
  • 210
Ok, this build causes my effects graphics (in most cases) to become white bricks. Ugleee.