Author Topic: New build: C20050502  (Read 13878 times)

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Offline Nix

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I can verify this even with Blaise's Derelict, with the mission with the gorgon cannon, it never fires.  Any capship with beams refuses to fire on corvettes and other ships.  Antifighter beams work ok but that's it.  
Retail FS2 campaign, same thing, capship beams just dont fire on other large ships

 
Things I've noticed:

In their finest hour, the Sathanas doesn't fire on the big C.  The collosus, on the other hand, has no trouble at all opening fire on the Ravana that jumps in.

None of the other GTVA ships in the mission use their beams - the two cains do fire theirs, and the lillith is as trigger happy as ever.

 

Offline Nuke

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its mostly a matter of beems having a range disperportional to ship size. beam cannons on the back of my 11km long ssj dante cannot hit a ship flying above the forward arms. when looking at a big ship you kinda over estimate the distances between them. pit a ravana and a hecate in a broadside to brodside beam fest at maximum effective beam range, and you couldnt fit any other destroyer between them.
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 FireCrack

  • 210
  • meh...
^Too bad thered only be one beam firing in that case (i think)

Anyways, in their finest hour i never had any of the GTVA ships but the C use their beams, so is this normal or was i using a fubar build?
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline WMCoolmon

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The turrets don't seem to be working properly, still. :doubt:
-C

 
In another example of horrible FREDDING, the caps in 'Their Finest Hour' don't use beams.  Because, you know, they're only saving the human race, why worry?  :rolleyes:

Say it with me - 'The Freespace campaign is perfect how it is'.  :)

 

Offline FireCrack

  • 210
  • meh...
I once saved the colossus and capella by only disabling the beam turret on that lilith, it slid right past the collossus and to the capela star where it presumably interfered with the subspace wave...


Sathanii 43: Danm lilith n00b!!!
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Nuke

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hey, armor makes sence now :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

 
Whatever happened to the idea of using an SCP approved standard mission for testing every possible thing........... >_> .....

......we really need to decide on ONE mission that really pushes the SCP's code to the limits in all aspects (graphical, SEXp, everything).........but i digress. I haven't had much trouble (YET) with this build.

For now.

 

Offline Nix

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  • In the morning!
For the past few builds, I've been getting some very strange activity when using Direct 3D.  I'll post these in mantis if you wish.  Put simply, I've described a problem somewhere else where my texture memory would drop to 0, then the game would start to freeze up.  Well, it's now doing the same thing even with a boatload of available texture memory.  I've been using the same exact flags as I have been on previous builds, using a fairly fresh install of FS2, have all my mods seperated into thier own folders, and have a fresh re-installation of my video drivers.

 

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

:bump:
Any new developpments on this?  Getting a fully OGG-supportive build that works with TBP is crucial to testing for said team.  This one works with all oggs, but the crashing prevents its effective use.
The Trivial Psychic Strikes Again!

 

Offline redmenace

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yes please fix the tech room bugs and the other issues. I will give you whatever support you need.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Solatar

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Any chance of a FRED build that won't yell at me for using armor?

 

Offline phreak

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Quote
Originally posted by WMCoolmon
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...


i think i fixed the turret problems.  check the aiturret.cpp diffs

http://fs2source.warpcore.org/cgi-bin/cvsweb/cvsweb.cgi/fs2_open/code/ai/aiturret.cpp
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline WMCoolmon

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I'll test it when I get the chance.
-C

 
Please try it out soon.  The beam bug is literally the only thing making me use 3.65 instead of your recent builds, and being able to have proper missile lock-on recticle support at 2048 would be a great boon

 

Offline Goober5000

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I don't think the beam bug is related to the turret code, WMC.  I noticed it when playing Derelict before all your stuff got committed.

It happened on several missions, but the most noticeable was one of the last few missions when you're guarding the GTVX Gorgon Cannon.  It fires in 3.6.5, but it stops firing in later builds.  I'm guessing the bug was added very soon after 3.6.5 was released.

 

Offline Alpha0

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Would it be possible to determine which is the first released build that carries this bug? If yes, we could at least check CVS changes around the date of bug's introduction and see if it is possible to find out its exact causes.

 

Offline Trivial Psychic

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Quote
Originally posted by Goober5000
It happened on several missions, but the most noticeable was one of the last few missions when you're guarding the GTVX Gorgon Cannon.  It fires in 3.6.5, but it stops firing in later builds.  I'm guessing the bug was added very soon after 3.6.5 was released.


Ah... so I'm not crazy after-all.
The Trivial Psychic Strikes Again!

 

Offline DaBrain

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I can hardly test TBP with any build... Most of the newer builds just crash.

Looks like I have to get back to build testing. ;)

Perhaps we even need another code freeze until the bug is fixed...
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