Author Topic: 3.6.11 Changelog Discussion  (Read 10748 times)

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Offline Colonol Dekker

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3.6.11 Changelog Discussion

Ability to play cutscenes before Fiction, Command Brief, Brief, Game Start and Debrief.




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Offline Trivial Psychic

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3.6.11 Changelog Discussion
If any of these are in the Wiki, perhaps this post should be updated to include links to the more detailed explanations (but not to threads which can get clogged with discussions).

[Edit]
You may delete this post once you've made a decision, one way or the other, regarding my suggestion.
[/Edit]
« Last Edit: July 25, 2009, 10:47:45 pm by Trivial Psychic »
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Offline Spoon

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3.6.11 Changelog Discussion
Quote
New BuiltIn messages

    * Praise Self - Pilot praises himself for a kill. NB I'm likely to change how often these play in some way, probably making it possible to define how boastful a pilot is about his kills.
    * High Praise - This plays a different praise message if the player has more than 10 kills. If the message doesn't exist the game will play the old praise message instead.
    * Rearm Primaries - When calling in support this message will be played instead of the more generic message if the pilot is out of ballistic primaries
    * Primaries Low - If a ship is unable to call in support, this message will be played when it starts running low on ballistic primaries
Awesome  :D :yes:
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[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline colecampbell666

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3.6.11 Changelog Discussion
Unless you are an SCP coder you should not post on this thread. If you want to discuss a change start a discussion thread about it. Any non SCP posts will be split and repeat offenders dealt with.
Gettin' back to dodgin' lasers.

 

Offline Spoon

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Re: 3.6.11 Changelog Discussion
Unless you are an SCP coder you should not post on this thread. If you want to discuss a change start a discussion thread about it. Any non SCP posts will be split and repeat offenders dealt with.
*cough*
I should read more carefully next time before spamming unimportant messages in a sticky  :nervous:
Sorry!
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Spoon

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Re: 3.6.11 Changelog Discussion
Quote
    * New Glide Features (ships.tbl)
          o +Dynamic Glide Cap: Maximum glide speed is affected by the same rules as maximum speed in normal flight (specifically, afterburner and power redirected to/from engines). If set to YES, overrides +Max Glide Speed.
          o +Glide Accel Mult: Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.
          o +Use Newtonian Dampening: Allows newtonian dampening on a per-ship basis. Glide works much better with newtonian dampening enabled (either here or in AI_Profiles).
    * $nocollide_this_only and $collide_invisible submodel flags
          o $nocollide_this_only turns off collisions for a submodel, but NOT its children (unlike $no_collisions).
          o $collide_invisible allows weapon impacts on submodels with the special "invisible" texture.
          o These flags are intended to support models with a special "collision mesh" separate from the main visible meshes. Collision detection takes a lot of CPU time for complex models, and this helps mitigate that.
    * $Vaporize Percent Chance (ships.tbl): Specifies how often ships will explode instantly instead of doing the normal "death roll."
    * New AI Features (AI_Profiles.tbl)
          o $Primary Ammo Burst Multiplier: lets AI fire ballistic primaries in bursts, conserving ammo and looking cool.
          o $Glide Attack Percent: lets AI use glide in dogfights
          o $Circle Strafe Percent: lets AI use "Descent-like" combat in dogfights, maintaining distance and using sidethrust to move around a target
          o $Glide Strafe Percent: lets AI use glide when attacking capships
          o $Allow Vertical Dodge: lets AI dodge incoming fire vertically as well as horizontally
More awesome, all sorts of stuff I can Really use for my mod  :D :yes:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline karajorma

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Re: 3.6.11 Changelog Discussion
Hopefully people are starting to see why I've been saying that although 3.6.11 will be out relatively soon, it will still be very different from 3.6.10. :)

Lots and lots of new stuff for you guys to play with. :)
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Offline TrashMan

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Re: 3.6.11 Changelog Discussion
Hmmm...will turrets on bombers still attack only whatever you have targeted in 3.6.11?
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Offline colecampbell666

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Re: 3.6.11 Changelog Discussion
Probably, doing otherwise would change balance. Just use Wanderer's script.
Gettin' back to dodgin' lasers.

 

Offline General Battuta

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Re: 3.6.11 Changelog Discussion
Isn't there an AI profiles flag to fix that?

 

Offline chief1983

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Re: 3.6.11 Changelog Discussion
Wanderer just mentioned he added something about that in his post I think.

$Turrets prioritize ship target:
Allows defining if turrets prioritize ships current target
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Offline Fury

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Re: 3.6.11 Changelog Discussion
Option to allow turrets ignore secondary - hard coded - fov limits
What option is this called again? Or do you mean "$use only single fov for turrets" in ai_profiles.tbl, not ships.tbl as per your post?

Wanderer just mentioned he added something about that in his post I think.

$Turrets prioritize ship target:
Allows defining if turrets prioritize ships current target
Is this ai_profiles.tbl setting with YES / NO value? And is it already in the latest nightly?
« Last Edit: July 29, 2009, 01:52:16 am by Fury »

 

Offline chief1983

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Re: 3.6.11 Changelog Discussion
All of that stuff is in the latest nightly, the wiki is probably more accurate at this point though.  Or just try it out and see.
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Offline Tolwyn

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Re: 3.6.11 Changelog Discussion
Wanderer also added further improvements to the turret targeting code. I am *not sure* if it has been included in the 3.6.10 build though:

Code: [Select]
  $prevent turrets targeting too distant bombs:            YES
  $smart subsystem targeting for turrets:                  YES
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Offline Wanderer

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Re: 3.6.11 Changelog Discussion
Option to allow turrets ignore secondary - hard coded - fov limits
What option is this called again? Or do you mean "$use only single fov for turrets" in ai_profiles.tbl, not ships.tbl as per your post?
Oops... Yeah.. sorry about that... its in ai_profiles.tbl, not in ships.tbl - Though i suppose if required i could make it a turret/subsystem flag instead.

Quote from: Fury
Wanderer just mentioned he added something about that in his post I think.

$Turrets prioritize ship target:
Allows defining if turrets prioritize ships current target
Is this ai_profiles.tbl setting with YES / NO value? And is it already in the latest nightly?
It is objecttypes.tbl option yes/no. Defaults to yes on small crafts (like fighters & bombers) and no with others. If you want to fix the 'bomber turret won't defend the bombers" bug set this option to no in proper obt.tbm file.
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Offline TrashMan

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Re: 3.6.11 Changelog Discussion
Aha...isn't objecttypes.tbl supposed to be added with SCP? I can't find it anywhere...where is it?
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Offline Wanderer

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Re: 3.6.11 Changelog Discussion
Default table is in code... However making new ship types is not recommended though editing existing ones is.

http://svn.icculus.org/fs2open/trunk/fs2_open/code/globalincs/def_files.cpp?view=log  ... from the latest (highest numbering revision) entry click 'View'.. Then search for #Ship types and you should find the point where the default objecttypes.tbl begins. But as said do NOT make new entries (or do if you want to - you'll receive no tech support on that one), its preferable just to stick with 'obt.tbm' files and make edits into existing entries.
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Offline TrashMan

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Re: 3.6.11 Changelog Discussion
I just want to make fighter and bomber turrets track independently.

So I make a tbm file with this in it?


Code: [Select]
#Ship Types

$Name:                  Fighter                                         \n\
$Counts for Alone:      YES                                             \n\
$Praise Destruction:    YES                                             \n\
$On Hotkey List:        YES                                             \n\
$Target as Threat:      YES                                             \n\
$Show Attack Direction: YES                                             \n\
$Warp Pushable:         YES                                             \n\
$Turrets prioritize ship target: YES                                    \n\
$Max Debris Speed:      200                                             \n\
$FF Multiplier:         1.0                                             \n\
$EMP Multiplier:        4.0                                             \n\
$Fog:                                                                   \n\
    +Start dist:            10.0                                        \n\
    +Compl dist:            500.0                                       \n\
$AI:                                                                    \n\
    +Valid goals:           ( \"fly to ship\" \"attack ship\" \"waypoints\" \"waypoints once\" \"depart\" \"attack subsys\" \"attack wing\" \"guard ship\" \"disable ship\" \"disarm ship\" \"attack any\" \"ignore ship\" \"ignore ship (new)\" \"guard wing\" \"evade ship\" \"stay still\" \"play dead\" \"stay near ship\" \"keep safe dist\" ) \n\
    +Accept Player Orders:  YES                                         \n\
    +Player Orders:         ( \"attack ship\" \"disable ship\" \"disarm ship\" \"guard ship\" \"ignore ship\" \"ignore ship (new)\" \"form on wing\" \"cover me\" \"attack any\" \"depart\" \"disable subsys\" )        \n\
    +Auto attacks:          YES                                         \n\
    +Actively Pursues:      ( \"navbuoy\" \"sentry gun\" \"escape pod\" \"cargo\" \"support\" \"stealth\" \"fighter\" \"bomber\" \"fighter/bomber\" \"transport\" \"freighter\" \"awacs\" \"gas miner\" \"cruiser\" \"corvette\" \"capital\" \"super cap\" \"drydock\" \"knossos device\" )                                                             \n\
    +Guards attack this:    YES                                         \n\
    +Turrets attack this:   YES                                         \n\
    +Can Form Wing:         YES                                         \n\
    +Passive docks:         ( \"support\" )                             \n\
$Vaporize Percent Chance: 0.0                                           \n\
""\
$Name:                  Bomber                                          \n\
$Counts for Alone:      YES                                             \n\
$Praise Destruction:    YES                                             \n\
$On Hotkey List:        YES                                             \n\
$Target as Threat:      YES                                             \n\
$Show Attack Direction: YES                                             \n\
$Warp Pushable:         YES                                             \n\
$Turrets prioritize ship target: NO                                    \n\
$Max Debris Speed:      200                                             \n\
$FF Multiplier:         1.0                                             \n\
$EMP Multiplier:        4.0                                             \n\
$Fog:                                                                   \n\
    +Start dist:            10.0                                        \n\
    +Compl dist:            500.0                                       \n\
$AI:                                                                    \n\
    +Valid goals:           ( \"fly to ship\" \"attack ship\" \"waypoints\" \"waypoints once\" \"depart\" \"attack subsys\" \"attack wing\" \"guard ship\" \"disable ship\" \"disarm ship\" \"attack any\" \"ignore ship\" \"ignore ship (new)\" \"guard wing\" \"evade ship\" \"stay still\" \"play dead\" \"stay near ship\" \"keep safe dist\" ) \n\
    +Accept Player Orders:  YES                                         \n\
    +Player Orders:         ( \"attack ship\" \"disable ship\" \"disarm ship\" \"guard ship\" \"ignore ship\" \"ignore ship (new)\" \"form on wing\" \"cover me\" \"attack any\" \"depart\" \"disable subsys\" )        \n\
    +Auto attacks:          YES                                         \n\
    +Actively Pursues:      ( \"navbuoy\" \"sentry gun\" \"escape pod\" \"cargo\" \"support\" \"stealth\" \"fighter\" \"bomber\" \"fighter/bomber\" \"transport\" \"freighter\" \"awacs\" \"gas miner\" \"cruiser\" \"corvette\" \"capital\" \"super cap\" \"drydock\" \"knossos device\" )                                                             \n\
    +Guards attack this:    YES                                         \n\
    +Turrets attack this:   YES                                         \n\
    +Can Form Wing:         YES                                         \n\
    +Passive docks:         ( \"support\" )                             \n\
$Vaporize Percent Chance: 0.0                                           \n\
""\
;;WMC - This fighter/bomber type doesn't seem to be used anywhere, because no ship is set as both fighter and bomber                                                                                                                                                                                                                                \n\
$Name:                  Fighter/bomber                                  \n\
$Counts for Alone:      YES                                             \n\
$Praise Destruction:    YES                                             \n\
$On Hotkey List:        YES                                             \n\
$Target as Threat:      YES                                             \n\
$Show Attack Direction: YES                                             \n\
$Warp Pushable:         YES                                             \n\
$Max Debris Speed:      200                                             \n\
$FF Multiplier:         1.0                                             \n\
$EMP Multiplier:        4.0                                             \n\
$Fog:                                                                   \n\
    +Start dist:            10.0                                        \n\
    +Compl dist:            500.0                                       \n\
$AI:                                                                    \n\
    +Valid goals:           ( \"fly to ship\" \"attack ship\" \"waypoints\" \"waypoints once\" \"depart\" \"attack subsys\" \"attack wing\" \"guard ship\" \"disable ship\" \"disarm ship\" \"attack any\" \"ignore ship\" \"ignore ship (new)\" \"guard wing\" \"evade ship\" \"stay still\" \"play dead\" \"stay near ship\" \"keep safe dist\" ) \n\
    +Accept Player Orders:  YES                                         \n\
    +Player Orders:         ( \"attack ship\" \"disable ship\" \"disarm ship\" \"guard ship\" \"ignore ship\" \"ignore ship (new)\" \"form on wing\" \"cover me\" \"attack any\" \"depart\" \"disable subsys\" )        \n\
    +Auto attacks:          YES                                         \n\
    +Actively Pursues:      ( \"navbuoy\" \"sentry gun\" \"escape pod\" \"cargo\" \"support\" \"stealth\" \"fighter\" \"bomber\" \"fighter/bomber\" \"transport\" \"freighter\" \"awacs\" \"gas miner\" \"cruiser\" \"corvette\" \"capital\" \"super cap\" \"drydock\" \"knossos device device\" )                                                              \n\
    +Guards attack this:    YES                                         \n\
    +Turrets attack this:   YES                                         \n\
    +Can Form Wing:         YES                                         \n\
    +Passive docks:         ( \"support\" )                             \n\
$Vaporize Percent Chance: 0.0                                           \n\
""\

#End

right?
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Offline Fury

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Re: 3.6.11 Changelog Discussion
I don't know anything about objecttypes.tbl, but doesn't tbm support +nocreate there as well?

Code: [Select]
#Ship Types

$Name:                  Fighter                                         \n\
+nocreate
$Turrets prioritize ship target: NO                                    \n\
""\
$Name:                  Bomber                                          \n\
+nocreate
$Turrets prioritize ship target: NO                                    \n\
""\

#End
Dunno what purpose \n\ and ""\ serves...

 

Offline karajorma

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    • Karajorma's Freespace FAQ
Re: 3.6.11 Changelog Discussion
Get rid of them, They're part of the code and don't need to be in the actual table.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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