Author Topic: New build (includes FRED)  (Read 12827 times)

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Offline Goober5000

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New build (includes FRED)
http://fs2source.warpcore.org/exes/latest/20050414-Goober5000.rar

Latest CVS, etc. etc. etc.

Added to the website.//redmenace
« Last Edit: April 14, 2005, 06:55:22 pm by 887 »

 

Offline phreak

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New build (includes FRED) (2005-04-14)
Well i was aboot to do the same as well :D

Can someone play with the ambient light sliders in FRED and see if anything should be adjusted.
Offically approved by Ebola Virus Man :wtf:
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Offline WMCoolmon

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New build (includes FRED) (2005-04-14)
Anybody who has the "floating number" problem with this build, please post in the bug in Mantis. (There are already at least two)

If no one notices it in a week then it's probably been fixed.

Oh, and if you can, check out the turrets...I've had some reports that they aren't working properly, when they should be working pretty much exactly as they do in retail, with one small difference - other weapons on the turrets that have a snail's chance in hell of hitting the target ship will also fire. The first primary/secondary weapons will still be used to line the turret up with the ship.
« Last Edit: April 14, 2005, 06:35:44 pm by 374 »
-C

 

Offline redmenace

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New build (includes FRED) (2005-04-14)
Turrets are locked and won't fire on the Deimos.

Also there is a CTD in between missions.
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Offline Mongoose

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New build (includes FRED) (2005-04-14)
I experienced a severe slowdown at the start of a mission, on the order of 30 seconds per frame.  It occurred while looking at a group of about ten fighters, several of which were Shivans with glowmapped textures.  I've never experienced any significant slowdown due to glowmaps before this.  I don't know if this was because of the current condition of my computer or not, though.

 

Offline redmenace

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New build (includes FRED) (2005-04-14)
I ran the debug build but I did not get a crash. Also, where is the debug spew now. Did i miss something?
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
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Offline Starman01

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New build (includes FRED) (2005-04-14)
@goober : Eeeh, sorry to say that, but it seems that the special raise is not in there, I'm still getting the "run out of...."-error at the same time.

Though I have to say, that I only tried with the fred_r_build, because my damn XP crashes every debug-build. :( You sure you bumped it up ?
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 
New build (includes FRED) (2005-04-14)
Several capital ships do not fire their weapons at all. Those that do fire are not firing like they should (reduced rate of fire). I also noticed that the laser bitmaps are being rendered backwards.
Si Vis Pacem Para Bellem
         "If you wish for peace, prepare for war."

 

Offline MetalDestroyer

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New build (includes FRED) (2005-04-14)
What sort of improvement will we meet in this new built ?
Do it include the Cell Shading built from Bobbau or WlCoolmon ? (i don't remember correctly from who is the Cell Shading built ).

 

Offline Goober5000

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New build (includes FRED) (2005-04-14)
Quote
Originally posted by Starman01
@goober : Eeeh, sorry to say that, but it seems that the special raise is not in there, I'm still getting the "run out of...."-error at the same time.
It was bumped. :sigh: Post this on Mantis, along with the specific steps that caused the error.  Also post which mission this occurred on.  (You don't have to upload the mission, since I have it.  Of course, if it has changed, you'll have to post it in the WCS internal. ;))

 

Offline Singh

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New build (includes FRED) (2005-04-14)
Same problems with the FS2 build - capships rarely fire their beam weapons, and the Deimos appears locked.

The FRED build however, is working like a charm :yes:
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 
New build (includes FRED) (2005-04-14)
As noted, capships have issues.  Sometimes they don't fire at all - In the end of "Their finest hour", the Sathanas won't open fire on the collusus, making the retail campaign essentially broken.

Oddly though, I've noticed that the vasudan corvette actually does use it's beams on the three freighters in the beginning of that mission, and I don't remember them ever actually firing the beams on them before.

Also, when playing at large resolutions, non native resolutions, the 2-d portion (the main hall, techroom, loadout and briefing screens) are all broken.  The actual images are non-scaled and stuck in the upper left hand corner of the screen.  Unusued portions leave mouse trails like they're not being updated, though all the controls still require you to click on the spot where it would be if the image were scaled properly.

 

Offline WMCoolmon

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New build (includes FRED) (2005-04-14)
Sounds like I need to do another run through the new turret code. More specifically, it sounds like the 'huge' flag restriction may be reversed, and/or the timestamp for turret updates set wrong.

Do turrets still turn smoothly?
-C

 

Offline redmenace

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New build (includes FRED) (2005-04-14)
I also think I saw a crooked barrel on a turrent maybe on the ntf astroid base.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
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Offline Cobra

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New build (includes FRED) (2005-04-14)
hey, goob, 2 probs. one:

Warning: $LaunchSnd sound index out of range on weapon Subach HL-7.  Must be between 0 and 0.  Forcing to -1.

File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Weapons.cpp
Line: 1598

Call stack:
------------------------------------------------------------------
    fred2_open_d.exe 0055e21b()
    fred2_open_d.exe 0055ec23()
    fred2_open_d.exe 0044f293()
    fred2_open_d.exe 00447791()
    fred2_open_d.exe 008fd652()
    fred2_open_d.exe 008fcfb4()
    fred2_open_d.exe 008fab59()
    fred2_open_d.exe 008faff5()
    USER32.dll 77d67ad7()
    USER32.dll 77d6cc6e()
    USER32.dll 77d445bd()
    USER32.dll 77d4bc1a()
    ntdll.dll 77fb4da6()
    USER32.dll 77d812b0()
    USER32.dll 77d4bc60()
------------------------------------------------------------------

yet my weapons.tbl is just fine.

Two: On using FRED2_Open_r, i selected new mission and it crashed.

[EDIT] nevermind, i removed the -fredhtl and it works fine
« Last Edit: April 16, 2005, 12:22:14 am by 2299 »
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Goober5000

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New build (includes FRED) (2005-04-14)
Quote
Originally posted by Cobra
Warning: $LaunchSnd sound index out of range on weapon Subach HL-7.  Must be between 0 and 0.  Forcing to -1.

File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Weapons.cpp
Line: 1598
WMC, this looks like your bug.  Take a look at the line in question... it's almost certainly related to making the sounds limit dynamic.

 

Offline redmenace

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New build (includes FRED) (2005-04-14)
I am getting these two errors during load:
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.

File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Math\VecMat.cpp
Line: 771

Call stack:
------------------------------------------------------------------
    vm_vec_normalize()    parse_tmap()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()------------------------------------------------------------------


Warning: Couldn't open texture 'Shornetd'
referenced by model 'New_Qutrob.pof'

File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 2663

Call stack:
------------------------------------------------------------------
    read_model_file()    model_load()    weapons_page_in()    level_page_in()    freespace_mission_load_stuff()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------

and a CTD during mission load of Warpmap02.ani

Cmd Line args
-spec -glow -jpgtga -rlm -targetinfo -orbradar -3dwarp -smart_shields -decals -fps -stats -show_mem_usage  -mod SCP
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Cobra

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New build (includes FRED) (2005-04-14)
check to see if you have the proper vp's.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Cobra

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New build (includes FRED) (2005-04-14)
yay! the distance meter works!
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline WMCoolmon

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New build (includes FRED) (2005-04-14)
It looks like it was probably caused when I forgot to increment Num_game_sounds; but a quick debugging session shows that with the current CVS it seems to be working fine, unless there's some esoteric table modification causing it.

As for the shornetd thing, a huge :wtf:!? I fixed that in POFCS. Heck, I'm pretty sure I started and loaded a mission with the problem to verify that it was actually gone.

I've edited the file with a hex editor to do the fix. :doubt: you can't get much more certain than that.

The vec3d sounds like a high-poly model issue, going by the call stack and my experience with the error. Usually not a problem.

The warpmap02.ani load problem sounds like a memory issue; there've been some of those lately. Beyond that guess, I can't say.
-C