Author Topic: Released EXE fs2_open 3.2  (Read 15299 times)

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Offline phreak

  • Gun Phreak
  • 211
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Released EXE fs2_open 3.2
i dont know if my repair support ship got in there.  if not, i can cvs that up once i get back.

thank god for free aol to be cancelled once i return!
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk

 

Offline penguin

  • Eudyptes codus
  • 28
  • Still alive.
Released EXE fs2_open 3.2
I'll put together a zipfile (dunno why I didn't do this when I put the exe up there in the first place, I think by brain was fried)  Sorry to force everyone to download an uncompressed EXE ;)

I will put in the zipfile:
  • the EXE (duh)
  • a very brief README
  • the ChangeLog
I should get it up there tonight, I'll post the URL here and on the warpcore page when done.
your source code slave

 

Offline Inquisitor

Released EXE fs2_open 3.2
have a look at the changelog phreak, pretty sure that;s in there :)
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Offline LtNarol

  • Biased Banshee
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Released EXE fs2_open 3.2
Personally, I also would like to see the beams restored to what they were, or atleast have that be an option in tables somewhere, to disable the beam texture tiling and stretch it out...these look too pulsey and not beamy enough; if ya catch me drift ;)

 

Offline Inquisitor

Released EXE fs2_open 3.2
Yeah, if you have been following the dev conversations, that is the goal.

This is the first release of many.

Don't beg for a precompiled exe and then tell me we should have waited 6 weeks for more features ;)

Sarcasm aside, this is NOT the end product, as penguin pointed out, there may NEVER be an end.

Now, the BEST way to deal with this, is to submit it as a bug in bugzilla ;)
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Offline penguin

  • Eudyptes codus
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  • Still alive.
Released EXE fs2_open 3.2
Zipfile is up there, w/ a README that I slapped together and the CVS ChangeLog.  It's about 1M.

http://fs2source.warpcore.org/releases/fs2_open-3.2.zip

The exe is still the same, so if you've already downloaded it, you don't need to get the zipfile, unless you can't get enough of my prose :rolleyes: ;)
your source code slave

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Released EXE fs2_open 3.2
Here's a list of changes that will likely impact the modder/player of FS2 (Coders have to look through the changelog, like me :p)
Bold text denotes a keyword that can be searched for to get more info on that change.

Added features, but have to be manually added w/o Fred2 binary:
-Toggleable ship trails
-Option to make it so the support ship repairs hull damage
To enable ship trails in a mission:
1) Open the mission file in a text editor
2) Add 32 to "+Flags:"

To have the support ship repair ships' hull:
1) Open the mission file in a text editor
2) Add 64 to "+Flags:"

Other added features:
-Basic support for ship glows
-Fighter beams
-Initial Beam tiling code added
-Geforce 4 fix (toggleable via the command line option -GF4FIX)
-Basic Linux support added
-CD checking disabled
-Wireframe target display added; toggleable with a mapped key
-Maximum subsystems upped from 128 to 200, maximum ship types to 198
-Maximum ships/ship limit bumped up to 400, maximum ship subojects to 2100
-Maximum shield icons is now 80

Bug fixes:
-Multiplayer success/failure music fixed
-Fixed secondary banks' inheriting of the reload time when a weapon runs out of ammo
-AI code revised for better primary weapon selection
-Subspace Missile code updated to work with Tag C

Command line options:
"-GF4FIX" Fixes a bug with Geforce 4 cards
"-almission (mission)" Autoloads a multiplayer mission, where (mission) is the mission filename without the filename extension
"-startgame" Goes to multiplayer mission select screen on startup

EDIT:I copied/pasted for the above Fred2 options, add 64 for support ship repairing a ship's hull; change underlined above :o
« Last Edit: August 14, 2002, 12:48:38 am by 374 »
-C

 

Offline LtNarol

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Released EXE fs2_open 3.2
Quote
Originally posted by Inquisitor
Yeah, if you have been following the dev conversations, that is the goal.

This is the first release of many.

Don't beg for a precompiled exe and then tell me we should have waited 6 weeks for more features ;)

Sarcasm aside, this is NOT the end product, as penguin pointed out, there may NEVER be an end.

Now, the BEST way to deal with this, is to submit it as a bug in bugzilla ;)
Sorry your Highness, apparently the fact that I have a life (not to mention school) that doesn't revolve around the SCP has unfortunately resulted in my missing certain oh-so-important details. :rolleyes:

 

Offline Dranon

  • 158th On Station
  • 26
Released EXE fs2_open 3.2
Quote
Originally posted by Inquisitor
Drannon: Yes :)


Hehe, ok i will put together a demo mission tmw.  However i do need to know how to use the fighter beams.  Someone have a table file set up with them or what?
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Offline vyper

  • 210
  • The Sexy Scotsman
Released EXE fs2_open 3.2
So whats happening with the fred2 release? :)
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline Ashrak

  • Not Banned
  • 210
    • Imagination Designs
Released EXE fs2_open 3.2
why didnt u stick all the stuff in it from other ppl the enhanced explodions fighterbeams ETC ETC????
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Offline Dranon

  • 158th On Station
  • 26
Released EXE fs2_open 3.2
eh... FIghterbeams are enabled, they are just not set up in the Table files.
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Offline IceFire

  • GTVI Section 3
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Released EXE fs2_open 3.2
Quote
Originally posted by Ashrak
why didnt u stick all the stuff in it from other ppl the enhanced explodions fighterbeams ETC ETC????

This isn't an end user product really...this is for MOD teams to utilize and present in a format that the average player can then access.  

Some upgrades like the GeForce 4 fix are definately beneficial to anyone with a GeForce 4...so thats not really mod exclusive and im sure when enhanced graphics come about, that will be part of it too.  Right now, its about making the tools and opening the doors for others to walk through.

Kudos to the Source Team!  We'll have you a proper website and some even more serious community support and publicity soon enough :D
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline penguin

  • Eudyptes codus
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Released EXE fs2_open 3.2
Quote
Originally posted by Ashrak
why didnt u stick all the stuff in it from other ppl the enhanced explodions fighterbeams ETC ETC????
If you mean the Komet mods, we can't use them because Komet never released them to us :(
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Offline Inquisitor

Released EXE fs2_open 3.2
Which doesn't mean I won't keep trying to get them :)
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Released EXE fs2_open 3.2
fighter beams..
make a beam weapon, type 3 (or whatever the targeting laser is)

if you want it to be a SSM targeting laser give it a tag type 3 and tag time will be the lock time
and remember to give it a SSM index
I beter give an example of the SSM stuff

tack this on to the end of the targeting laser to make it run like it used to or any other weapon to make it spawn an SSM

$Tag:         3 2.0
$SSM:         0


make damn sure you have a working SSM.tbl

Code: [Select]

$SSM:
+Weapon: Cyclops
+Count:         5                                            
+WarpRadius:            200
      +WarpTime:              5
+Radius:               1200
+Offset: 5
$SSM:
+Weapon: Harpoon
+Count:         10                                            
+WarpRadius:            200
      +WarpTime:              5
+Radius:               1200
+Offset: 5

#end


this is the SSM table I have right now
note I have two SSM entrees, this is what the
$SSM:         0
is for, this line here says this weapon will use the 0th (first) entry in the SSM table
if you wanted to use the harpoon one you'd put
$SSM:         1
you can have quite a few SSM types, but I can't remember what the actual number is
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Offline Dranon

  • 158th On Station
  • 26
Released EXE fs2_open 3.2
Thanks Bobboau.

I'll have the demo mission up tmw.  Although i need somewhere to put it as i do not have a site currently.

The demo will demonstrate Fighter beams, SSM, ship trails, and support repair.  Don't expect it to be complicated ;)
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Offline Ashrak

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  • 210
    • Imagination Designs
Released EXE fs2_open 3.2
erm babau not everyone is a genius type that out to a really stupid person like me how do i get all beams working on a fighter?
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Offline RandomTiger

  • Senior Member
  • 211
Released EXE fs2_open 3.2
I assume the beam weapon isnt meant to look like that?

 

Offline Inquisitor

Released EXE fs2_open 3.2
Drannon: email it to me, I'll get it on the site.
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