Author Topic: New build: C20050502  (Read 13228 times)

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Offline WMCoolmon

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New build: C20050502
Edit: Updated, since apparently I wasn't fast enough in posting this. :doubt:

Edit 2: If you've been having crashes in release builds that can't be resolved in a debug build, I've included the .map file with this build so that we can find out where the error occured based on errorlog.txt. Not that I've had much luck reading them myself...but it'll hopefully help.

http://fs2source.warpcore.org/exes/latest/C20050502.zip

New armor syntax:
Quote
Code: [Select]
#Armor Type
$Name: Reflective

$Damage Type: Light missile
     +Calculation: Multiplicative
     +Value: 3.5
     +Calculation: Additive
     +Value: 20
$Damage Type: Laser
     +Calculation: Multiplicative
     +Value: .5

#End


ships.tbl
Code: [Select]

$Hitpoints
+Hull Repair Rate
+Subsystem Repair Rate
[b]$Armor Type: Reflective[/b]


weapons.tbl
Code: [Select]
$Name: Subach HL-7
...
$Damage
[b]$Damage Type: Laser[/b]


Valid calculations are    "additive", "multiplicative", "exponentional", and "exponential base"


Medals are dynamically allocated; basically, this means you can have more or less than the retail FS2 number. However, I don't guarantee they'll work properly until Multiplayer and pilot files are updated. If you have fewer medals they should work, more medals, data on those over MAX_MEDALS (basically, the old number of medals) will be lost.

Booleans (ie yes/no valeus in tables) now support the following languages:
- English
- German
- French
- Spanish
- Latin
- Klingon

Added to the website.//redmenace
« Last Edit: May 10, 2005, 09:38:12 pm by 887 »
-C

 

Offline DaBrain

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Oh, it's a new build... ;)


I hope we can find te bug.
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Offline WMCoolmon

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Hmm, okay, I just tried the armor system and it doesn't seem to be working properly... no parsing errors, it just isn't being applied. :sigh:

Well, at least you guys'll have the Klingon bools to play with. ;)

Edit: Ahhh...this line might be needed. :p

Code: [Select]
DamageTypes.push_back(adt);

Edit: Thanks to the Colossus' destructive armor, I just wiped it out with a Subach HL-7. :p

Edit 2: New build zip added. Also, I added a "cutoff" value; any damage less than the value will be discarded. But note that operations are performed in sequence; if you do a cutoff and then an additive of 20, the weapon will do 20 points of damage.

Hopefully I can get Bobb's expression system working with this, that'll give much more in the way of flexibility.
« Last Edit: May 03, 2005, 02:59:29 am by 374 »
-C

 

Offline Ypoknons

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Re: New build: C20050502
Quote
Originally posted by WMCoolmon
Booleans (ie yes/no valeus in tables) now support the following languages:

...

- Latin
- Klingon [/B]


Eh. Well. Romans, chruchmen and space vikings eh? Oh well.
Long time ago, you see, there was this thing called the VBB and... oh, nevermind.

 

Offline Singh

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It's a pity that it doesnt support the one most common language on teh internet: tpyolish!
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Offline starfox

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No longer CTD's on loading bars ! Excellent work.

On the side note, I cant hear any briefings anymore.
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Offline WMCoolmon

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Oh, right, these builds use OpenAL for sound. You should get the latest drivers here, hopefully we'll be switching over to OpenAL in the future so that the same code will work under Linux and Windows.
-C

 
Is the armour code already being used in existign campaigns?

 

Offline redmenace

  • 211
I got this with TBP 3.2 Beta on startup

Assert: si->data != NULL
File: e:\cvs\fs2_open\code\sound\ds.cpp
Line: 930

Call stack:
------------------------------------------------------------------
    fs2_open_C20050502_d.exe 0075c3fe()
    fs2_open_C20050502_d.exe 0075d474()
    fs2_open_C20050502_d.exe 0090b0f5()
    fs2_open_C20050502_d.exe 00882a73()
    fs2_open_C20050502_d.exe 006a3d7c()
    fs2_open_C20050502_d.exe 00855dcd()
    fs2_open_C20050502_d.exe 006a29e9()
    fs2_open_C20050502_d.exe 008563ec()
    fs2_open_C20050502_d.exe 006a5946()
    fs2_open_C20050502_d.exe 006a5b3c()
    fs2_open_C20050502_d.exe 00ad2877()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline redmenace

  • 211
Also while trying to open the tech room while contiuing a pilot in the middle of the campaign with all the vps, except mv_cell.

Error: Can't open file <>
File:.\model\modelread.cpp
Line: 1643

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline WMCoolmon

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No, hmm, interesting. :p

No - no campaigns are currently using the armor system, I don't think anyone's understood it. I'm thinking I'll hook it into Bobb's expression system, but I need/want to understand the system more completely to add a special 'weapon' property. I also want to try and at least come up with some sort of way of handling syntax over the different systems that this is being used in (HUD, Armor, Materials). Generic items like "ship" and "weapon" could mean the weapon the material's being applied to, or the weapon that is impacting a ship, or the currently selected weapon of a ship. The system _needs_ to be easy to understand and documented properly for anyone to be able to use it. (It'd be nice if we could define groups of variables to allow, and then use an output like -output_sexps (Which is in this build, btw) to show what variables are available to people, without having to go to the trouble of updating the wiki by hand)

Hmm - I ran into that problem some as well, I'm not sure if it's b/c of OpenAL or making the sounds list dynamic. Although it is fairly reproducable for me.

Interesting - that damn techroom bug has plagued me for the last few months, but I've never been able to reproduce it myself. This is (hopefully) the cause, and it looks like it's trying to load the file called ""...probably why it's having trouble. :p
-C

 

Offline FireCrack

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Exponential base should probably be renamed quadratic.
actualy, mabye not.
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3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
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Offline Bobboau

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you'll note in the variable system it no longer gets passed a ship or an object but a data structure containing all sorts of instance specific data, you can add stuf like weapon info (impact angle for instance, I think would be very usefull). now I think :object: would be prety obviusly the ship getting hit, you can add an additional weapon_object if you want, but I'd think it'd be best to kep the number of available variables to a minimum, to allow expression portability.

within the material system :object: will always refer to the object getting drawen, any weapon feild you make for this will not be used in the material system, because the armor system is dealing with two objects it will nesisaraly need a second object somewere.
as far as HUD's concerned, :object:==the ship you are viewing from. :object.target: == the object targeted by the object you are looking from (we could recurse the object parseing code).
it might be a good idea to bring this up in the internal and have a full discusion about it. the game variable aspect is the 'freshest' component.

btw I am planning on makeing a specal derived class for handeling subsystems.
« Last Edit: May 04, 2005, 05:16:06 am by 57 »
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Offline Trivial Psychic

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Quote
Originally posted by redmenace
I got this with TBP 3.2 Beta on startup

Assert: si->data != NULL
File: e:\cvs\fs2_open\code\sound\ds.cpp
Line: 930

Call stack:
------------------------------------------------------------------
    fs2_open_C20050502_d.exe 0075c3fe()
    fs2_open_C20050502_d.exe 0075d474()
    fs2_open_C20050502_d.exe 0090b0f5()
    fs2_open_C20050502_d.exe 00882a73()
    fs2_open_C20050502_d.exe 006a3d7c()
    fs2_open_C20050502_d.exe 00855dcd()
    fs2_open_C20050502_d.exe 006a29e9()
    fs2_open_C20050502_d.exe 008563ec()
    fs2_open_C20050502_d.exe 006a5946()
    fs2_open_C20050502_d.exe 006a5b3c()
    fs2_open_C20050502_d.exe 00ad2877()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------


I'm getting this too, only when I use a debug.  When I try the release build, I can get as far as the pilot select screen.  As soon as I commit on a pilot, CTD.  I have encountered something good though.  Even though I can only get to the pilot select screen, this far is enough to tell me that this build supports ogg for interface sounds...  I can hear it.  Too bad I can't use it to test if effects and voice files play in mission.

Also, I tried just running straight FS2 and it ran with no problems.  I played a mission, but oddly enough the sounds (effects & such) seemed a bit muffled.  Could this have something to do with the OpenAL implimentation you mentioned?  Would installing that app you linked improve this somewhat?
The Trivial Psychic Strikes Again!

 
Well, vanilla FS2 is rock solid stable for me with all the media vps save music.vp.

Unfortunately, I'm having the capship beam issues again - particularly, in 'slaying ravana' the vasudan destroyer or vette or whatever it is isn't firing it's beams on the ravana, making this mission considerably harder.

I'd expect "Their finest hour" would be completely broken too.

 

Offline WMCoolmon

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Bah! Friggin' turret code... *goes off to try and fix it again...one...last....time.*
-C

 

Offline Nuke

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Re: New build: C20050502
Quote
Originally posted by WMCoolmon

Booleans (ie yes/no valeus in tables) now support the following languages:
- English
- German
- French
- Spanish
- Latin
- Klingon


i take it you were bored :D

while your messing with the turrets ad gatling turret compatability please:D
« Last Edit: May 04, 2005, 01:03:26 am by 766 »
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Offline WMCoolmon

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Must...resist...urge...to rewrite...turret code.
-C

 
LOL *YOU* get to change what you want! *pouts* :D

 

Offline WMCoolmon

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Well, if I rewrite the turret code, it'll be more neatly coded but probably behave differently and break backwards compatibility.

Although I'm not 100% sure that'd fix it. :blah:

The problem is that some turrets acquire targets just fine; others simply don't. I set up a debugger display to show me what all the turrets on a given ship were doing, on two Deimos Corvettes attacking a Hathepsut, none of the turrets were firing.

That being said, maybe it's something related to the big only flag or enemy mask...
-C