Author Topic: Star Wars mod  (Read 13136 times)

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Offline warfull

  • 23
Hi.
Since my last post : http://www.hard-light.net/forums/index.php?topic=66920.0
my mod evolved a bit.
This is a list of ships available :
-X Wing (9.5k poly)
-A wing (6k poly)
-Y Wing (6.6k poly)
-Z 95 headhunter (3k poly)
-Tie Fighter (1.6 k poly)
-Tie Interceptor (2k poly)
-Tie Bomber (6.5k poly)
-Coreilan corvette (16.5k poly)
-Nebulon B frigate (62k poly)
-Medium transport (16.5k poly)
-Lambda shuttle (5.5k poly)
-Bulk Freighter (7k poly)
-DX9 transport (0.5k poly)
-Mon Calamari Cruiser "Home one" (345k poly) :eek:
-Imperial Star Destroyer (348k poly)  :nervous:
-XQ1 platform (31k poly)
-Asteroid Hangar (5k poly)

All textures have been updated or modified adding normal map and ambient occlusion.
Here are some screenshots :














And here you will find some videos :
http://www.dailymotion.com/video/xwl9h7_star-wars-mod-for-freespace-2_videogames
http://www.dailymotion.com/video/xwlai4_star-wars-mod-for-freespace-2_videogames
http://www.dailymotion.com/video/xwl8kg_star-wars-mod-for-freespace-scp_videogames

I have tried to create some missions but here is a new science and a heavy job.

BY now I will pause this project and start learning light and animations in 3dsmax.
You can download the mod here : https://docs.google.com/file/d/0B3Dyvhh0sT_oWjhtMTRUdDNiSVk/edit
I've modified the exe file because the damage spew system start releasing flames too early and it was boring me. So I've modified the exe file so that damage spew begins only when hitpoints are below 10% and

only for small ships. Here you will find the exe file : https://docs.google.com/file/d/0B3Dyvhh0sT_oaFp5ek56OXRMMW8/edit (it is a 3.6.16 INFERNO SSE2 version).

It comes as it,I know there are many imperfections and missions are quite simple. Missions a0 to a5 are ok. Mission a6 crash after 2 or 3 mins. It seems there are too much AI and to many light for the game to

handle it. Mission a6 involve 3 ISD and 2 Calamri cruisers 3 frigates 6 corvettes and many many fighters and bombers, with 46 turrets for one ISD and 41 for the cruiser, I get a count of more than 400 with all

ships.
So I've tried to remove some squadrons in mission a7 and finally one ISD in mission a8 or a9, at this time I didn't remind exactly. The fact is that mission a9 worked fine with no crash until I tried to make a clip

with Fraps and this time it crashed just like mission a6. I have very oftent experienced something like light artifacts, I mean that it just like turning on and off randomly some of the suns light up in the area.
The game run fine on my computer, fps is at 120  most of the time and I haven't noticed a fps below 30.
My config : P4 Q8300 (2.5Ghz), 4 Go DDR2, Nvidia GTS250 (1Go).

Feel free to test, comment ect...
« Last Edit: January 20, 2013, 10:23:15 am by warfull »

 

Offline The E

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Quote
I've modified the exe file because the damage spew system start releasing flames too early and it was boring me. So I've modified the exe file so that damage spew begins only when hitpoints are below 10% and

only for small ships. Here you will find the exe file : https://docs.google.com/open?id=0B3Dyvhh0sT_oYUE2eU5IWjZLaTA (it is a 3.6.13 version).

Okay, marks for effort, buuuuuuut:

1. Which revision is your build based one?
2. Can you post a patch for your changes? (We won't be integrating them as they are. Blanket alterations like that are not the way we do things)
3. You should provide INFERNO builds, not regular ones.
4. For extra performance, use the "Inferno SSE2" configurations
5. If you must use custom builds, always post debug builds as well
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline swashmebuckle

  • 210
  • Das Lied von der Turd
    • The Perfect Band
You've got some cool stuff in this pack :yes: PM sent.

 

Offline warfull

  • 23
Quote
1. Which revision is your build based one?
2. Can you post a patch for your changes? (We won't be integrating them as they are. Blanket alterations like that are not the way we do things)
3. You should provide INFERNO builds, not regular ones.
4. For extra performance, use the "Inferno SSE2" configurations
5. If you must use custom builds, always post debug builds as well

1. is a 3.6.13 version but I don't know the build version nor the way to know it.
In the Tortoise log the older revision listed is 9378, I used Tortoise only to download the source, I've  never updated it.
So I think it is a 9377... maybe ?

2. No problem I post a patch. But this modification was not intended to upgrade or modify the general behavior of freespace, it was only for me, so that the game looked like I wanted.
Here the patch : https://docs.google.com/file/d/0B3Dyvhh0sT_oUUItRDZNeGsxaVk

3 and 4 I will try...

5. Here the debug build : https://docs.google.com/file/d/0B3Dyvhh0sT_oSUxpUHNTSWtUV00
Here an additional patch for debug version : https://docs.google.com/file/d/0B3Dyvhh0sT_oWTMzN2tvb0lUa2s
This patch was a tentative for me to fix the crash I've encountered in last missions...
But this not really a patch, just noped those useless int 3.


 

Offline The E

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Revision 9307 is, by now, almost 200 revisions behind trunk. Since a majority of the commits are bugfixes, this is not good.

The links you posted do not seem to work at this time. Google gives a "File does not exist" error on each one.

Quote
But this not really a patch, just noped those useless int 3.

Okay, forgive me for being rude, but that's a very, very stupid thing to do. Int3() is the engines' way of signalling that an irrecoverable error has occured. In other words, something has happened that put the engine into a state where we cannot continue execution because results will be undefined. If you get one of these errors, you should try and consult SCP coders (either via the forum, or the #scp IRC channel on irc.esper.net) about what caused it and how to fix it. Commenting them out is NOT SAFE. DO NOT DO THIS.
« Last Edit: January 13, 2013, 07:10:44 am by The E »
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline warfull

  • 23
Sorry for links..
Release patch : https://docs.google.com/file/d/0B3Dyvhh0sT_oUUItRDZNeGsxaVk/edit
debug version : https://docs.google.com/file/d/0B3Dyvhh0sT_oSUxpUHNTSWtUV00/edit
debug patch : https://docs.google.com/file/d/0B3Dyvhh0sT_oWTMzN2tvb0lUa2s/edit

I will try to update my exe file one day.
For int3 why is not safe ? freespace 2 is running in ring 0 ?

 

Offline The E

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One, each time an Int3() is hit, it means a basic assumption of the code has been violated. We cannot guarantee error-free execution after that point. Best-case scenario here is a crash later on. Worst case is memory corruption leading to crashes that are very hard to trace.

Two, the Int3()s you commented out are there to guard against invalid models. Whatever you did, those models are not valid FSO models, and should be debugged and reconverted. I mean, the code is already guarded against not executing in this particular case, but at the end of the day, you still have an invalid model on your hands.
« Last Edit: January 13, 2013, 07:46:00 am by The E »
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Deathsnake

  • 28
  • Again there
    • German Wing Commander Site
I take your models and make a test :D




Rebel Command, Imperial Forces enter your area....

And...


There is no escape for the princess this time...

Very good work with the models and much details on it. Love it and looking forward to see more. Maybe the Neb-B2, B-Wing, Assault Gunship or the Liberty Calamari. N1
Star Citizen No. 250

 

Offline warfull

  • 23
Thanks Deathsnake, feel free to build missions...
The only missions I've played are mine !
Realy boring when you have thought it, tested it,then fix unexpected AI behavior again and again.

@The E:
Thanks you pointed my misstake, at time this crash append I didn't understood what "Max number of vertices per polygon" was meaning... :mad:
It was in fact realy simple ! ;)
I was focusing on this warning in the log : Out of lights!
Thinking there were to much AI for the game.
7 models have not been triangulated at export time. So there are surely some polygons with more than 25 vertices.
I'm going to fix that, and test but I'm realy not sure this is the main problem. Last crash the log file ended this way :
ASSERTION: "attacker_team >= 0 && attacker_team < Num_iffs" at iff_defs.cpp:558
Freeing all existing models...

 

Offline The E

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Quote
I was focusing on this warning in the log : Out of lights!
Thinking there were to much AI for the game.

Don't. This warning just means that there are more than 256 light sources in the scene. The engine tracks 256 and renders 8, and all weapon projectiles are counted as light sources. This is nothing to worry about.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Crybertrance

  • 29
  • Conventional warheads only, no funny business
Quote
I was focusing on this warning in the log : Out of lights!
Thinking there were to much AI for the game.

Don't. This warning just means that there are more than 256 light sources in the scene. The engine tracks 256 and renders 8, and all weapon projectiles are counted as light sources. This is nothing to worry about.

Didn't this change using deferred lighting?  :confused:
<21:08:30>   Hartzaden fires a slammer at Cybertrance
<21:09:13>   Crybertrance pops flares, but wonders how Hartzaden acquired aspect lock on a stealth fighter... :\
<21:11:58>   *** The_E joined #bp [email protected]
21:11:58   +++ ChanServ has given op to The_E
<21:12:58>   Hartzaden continues to paint crybertrance and feeding the info to a wing of gunships
<21:14:07>   Crybertrance sends emergency "IM GETING MY ASS KICKED HERE!!!!eleventy NEED HELPZZZZ" to 3rd fleet command
<21:14:50>   Hartzaden jamms the transmission.
<21:14:51>   The_E explodes the sun

 

Offline The E

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The only thing that has changed is the "and renders 8" part, since under deferred rendering, every light is rendered. However, we're still only rendering 8, and since these builds are not deferred render builds, it's a moot point anyway.
« Last Edit: January 14, 2013, 10:38:35 am by The E »
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline warfull

  • 23
Ships have been fixed. No more crash with an updated INFERNO SSE2 version, even with fraps runnig.
Mod pack has been updated and links too.
And here is the debug version : https://docs.google.com/file/d/0B3Dyvhh0sT_oRzFlVHg4ZWlRRUE/edit

 
I've downloaded and played your SW mod a little bit and had lots of fun, especially during the mission in which you fly a Y-Wing against a Star Destroyer.

Some suggestions for improvement:
I think that it would help if the X-Wing had auto-convergence. It isn't quite easy to hit fighters with it.
It would certainly be fun if you can destroy bridges, too, like in Rebel Assault 1, Rogue Leader and Rebel Strike.

Audio Converter of Enigma Campaign 2666:
http://enigma.de.to/

German translator of WC: Hostile Frontier:
http://www.ciinet.org/kevin/wchf/

My Youtube Channel:
http://www.youtube.com/user/FekLeyrTarg?feature=mhee

 

Offline coffeesoft

  • 28
  • Bip Bip
Man, you make me so happy in this rainy day, thanks to share with us this amazing job...    :yes:

You bring me back to the old school years with X-Wing Series....
Is time to learn FRED and build some missions, are you planning to intruduce more models ?, are so beautiful....
« Last Edit: February 02, 2013, 06:32:53 pm by coffeesoft »

 

Offline est1895

  • 28
Just looking at the vids made my mouth water.  So has anyone had any technical problems with the game at this point?  And when will the finalized version be out?

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Hmmm !! I think I'll grab your asset to replace models I have in my Star Wars mods and see the result. :)

 

Offline coffeesoft

  • 28
  • Bip Bip
Hello MetalDestroyer....

Have you got a Mod of Star Wars ?, i have some models from a couple of mods that i found in internet and those new ones   :D

May be we can share some models ?, thank you.

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Hello MetalDestroyer....

Have you got a Mod of Star Wars ?, i have some models from a couple of mods that i found in internet and those new ones   :D

May be we can share some models ?, thank you.

Well, Assets I got come from EvileJedi, the creator of Star Wars Warlords for Homeworld 1/2.
Here some video:
http://www.youtube.com/watch?v=EE1KFiTQp6s&list=PL871C571E7A6BF290&index=41
http://www.youtube.com/watch?v=qtsO0fRnc2U&list=PL871C571E7A6BF290&index=42

And, the mods is not available for now.