Author Topic: Released EXE fs2_open 3.2  (Read 15271 times)

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Offline Inquisitor

Released EXE fs2_open 3.2
Next release, it will be flaggable.

We could have simply left it out, but decided to put it in. The community wanted an exe, you got one.

Work in progress ;)
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Released EXE fs2_open 3.2
I have made parseing code for this stuff
Code: [Select]

// beam sections
while( optional_string("$Section:") ){
beam_weapon_section_info i;
char tex_name[255] = "";

// section width
required_string("+Width:");
stuff_float(&i.width);

// texture
required_string("+Texture:");
stuff_string(tex_name, F_NAME, NULL);
i.texture = -1;
if(!Fred_running){
i.texture = bm_load(tex_name);
if(i.texture >= 0){
bm_lock(i.texture, 16, BMP_TEX_OTHER);
bm_unlock(i.texture);
}
}

// rgba inner
required_string("+RGBA Inner:");
stuff_byte(&i.rgba_inner[0]);
stuff_byte(&i.rgba_inner[1]);
stuff_byte(&i.rgba_inner[2]);
stuff_byte(&i.rgba_inner[3]);

// rgba outer
required_string("+RGBA Outer:");
stuff_byte(&i.rgba_outer[0]);
stuff_byte(&i.rgba_outer[1]);
stuff_byte(&i.rgba_outer[2]);
stuff_byte(&i.rgba_outer[3]);

// flicker
required_string("+Flicker:");
stuff_float(&i.flicker);

// zadd
required_string("+Zadd:");
stuff_float(&i.z_add);

[b]if( optional_string("+Tile Factor:")){ //beam texture tileing factor -Bobboau
stuff_float(&i.tile_factor);
}else{
i.tile_factor = -1.0f;
}

if( optional_string("+Translation:")){ //beam texture moveing stuff -Bobboau
stuff_float(&i.tile_factor);
}else{
i.translation = 0.0f;
}[/b]

// maybe copy it
if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
}
}


parse_weapon
weapons.cpp
line ~ 1230

for some odd reason though it seems to damage the code that displays the weapon names in the hud

also I have been working on the tileing code

Code: [Select]

void beam_render(beam_weapon_info *bwi, vector *start, vector *shot, float shrink)
{
int idx, s_idx;
vertex h1[4]; // halves of a beam section
vertex *verts[4] = { &h1[0], &h1[1], &h1[2], &h1[3] };
vector fvec, top1, bottom1, top2, bottom2;
float scale;
float u_scale; // beam tileing -Bobboau
float length; // beam tileing -Bobboau
float U_offset; // beam texture offset -Bobboau

// bogus weapon info index
if(bwi == NULL){
return;
}

// if the beam start and endpoints are the same
if(vm_vec_same(start, shot)){
return;
}

// get beam direction
vm_vec_sub(&fvec, shot, start);
vm_vec_normalize_quick(&fvec);

// turn off backface culling
gr_set_cull(0);

// draw all sections
for(s_idx=0; s_idxbeam_num_sections; s_idx++){
// calculate the beam points
scale = frand_range(1.0f - bwi->sections[s_idx].flicker, 1.0f + bwi->sections[s_idx].flicker);
beam_calc_facing_pts(&top1, &bottom1, &fvec, start, bwi->sections[s_idx].width * scale * shrink, bwi->sections[s_idx].z_add);
beam_calc_facing_pts(&top2, &bottom2, &fvec, shot, bwi->sections[s_idx].width * scale * scale * shrink, bwi->sections[s_idx].z_add);
R_VERTICES(); // rotate and project the vertices
P_VERTICES();
STUFF_VERTICES(); // stuff the beam with creamy goodness (texture coords)

length = vm_vec_dist(start, shot); // beam tileing -Bobboau

if (bwi->sections[s_idx].tile_factor){
u_scale = length / (bwi->sections[s_idx].width /2) / bwi->sections[s_idx].tile_factor; // beam tileing, might make a tileing factor in beam index later -Bobboau
}else{
u_scale = bwi->sections[s_idx].tile_factor * -1;
}

verts[1]->u = ((verts[1]->u * u_scale) ; // beam tileing -Bobboau
verts[2]->u = ((verts[2]->u * u_scale) ; // beam tileing -Bobboau

// set the right texture with additive alpha, and draw the poly
gr_set_bitmap(bwi->sections[s_idx].texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f);
g3_draw_poly( 4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_TILED | TMAP_FLAG_CORRECT); // added TMAP_FLAG_TILED flag for beam texture tileing -Bobboau
}

// turn backface culling back on
gr_set_cull(1);
}


that code will work, but I've been unable to get the translation to work,

will someone more knowlegable tell me why this code causes a crash

Code: [Select]

U_offset = 0.0f;

verts[1]->u = ((verts[1]->u * u_scale) + U_offset); // beam tileing -Bobboau
verts[2]->u = ((verts[2]->u * u_scale) + U_offset); // beam tileing -Bobboau
verts[3]->u = (verts[3]->u + U_offset);
verts[3]->u = (verts[4]->u + U_offset);
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
Released EXE fs2_open 3.2
So if you can iron out the glitches the next release will have:

- Optional tiling of beams
- The removal of that damned message in the corner
- Consistent shield hits.

:)

EDIT:

Gripe No. 2: - You don't get kills for beam weapons.:(
« Last Edit: August 19, 2002, 09:37:24 am by 343 »
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
Released EXE fs2_open 3.2
Sorry Inq. I'm a bit confused over how the bug reporting setup works so I'll post it here.

I can't start any missions, from the main hall or the mission simulator. From the main hall it crashes back to the desktop, from the simulator it hangs before listing the available missions.

Also I have got block filled text strings on occasion.

K6-2 300MHz
3DFX Voodoo 3 2000
256megs RAM.

You need the generated error log?

Komet's build of the exe works OK with no errors.

 

Offline penguin

  • Eudyptes codus
  • 28
  • Still alive.
Released EXE fs2_open 3.2
Quote
Originally posted by Maeglamor

I can't start any missions, from the main hall or the mission simulator. From the main hall it crashes back to the desktop, from the simulator it hangs before listing the available missions.

Also I have got block filled text strings on occasion.

K6-2 300MHz
3DFX Voodoo 3 2000
256megs RAM.

You need the generated error log?

Komet's build of the exe works OK with no errors.

Hmm, this is the same bug sesqui reported.  Apparently not a memory issue, since you seem to have a fair amount...

OK, we'll have to investigate this one in more detail...

Maeg, how much memory is on your Voodoo?
your source code slave

 

Offline Inquisitor

Released EXE fs2_open 3.2
No problem, Maeg, it's a LITTLE obtuse a system, but it works well once you get over that first hurdleof signing up :)

we can add this detail to the current bug.
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Released EXE fs2_open 3.2
I notice Maeglamor and I are both running K6-2's, though mine is faster than his (500 Mhz).
Sesqu... Sesqui... what?
Sesquipedalian, the best word in the English language.

The Scroll of Atankharzim | FS2 syntax highlighting

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
Released EXE fs2_open 3.2
Quote
Originally posted by Inquisitor
No problem, Maeg, it's a LITTLE obtuse a system, but it works well once you get over that first hurdleof signing up :)

we can add this detail to the current bug.


Hehe, it ran me in circles twice before I figured out that I couldn't access it. The link on bugzilla said something like 'to report FS2 source related bugs click here'; that link brought me to your page and on your page it said 'to report bugs click here'. As you know this brings me back to the bugzilla page. :lol:
I wasn't sure if I was trying to report a bug for mozilla or FSsource :) A guide to what info should be entered would also be good, perhaps on a popup window on the bug reporting page?


The voodoo card has 16 megs of ram and it is restricted to handling 256*256 sized tex. maps. The system is pretty good at handiling the game with only a few slowdowns at 1024*768.

I'd really like an .exe that doesn't have the CD check, my drive is acting up and it increasingly won't recognise disks even after a thorough cleaning.

 

Offline Raven2001

  • Machina Terra Reborn
  • 211
  • Im not the droid your looking for, move along
Released EXE fs2_open 3.2
Quote
Originally posted by Maeglamor
Sorry Inq. I'm a bit confused over how the bug reporting setup works so I'll post it here.

I can't start any missions, from the main hall or the mission simulator. From the main hall it crashes back to the desktop, from the simulator it hangs before listing the available missions.

Also I have got block filled text strings on occasion.

K6-2 300MHz
3DFX Voodoo 3 2000
256megs RAM.

You need the generated error log?

Komet's build of the exe works OK with no errors.


I've got the same error here...

AMD K7 1200
Nvidia Geforce 2
128mb RAM

The komet mod works fine on my PC too...
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
Released EXE fs2_open 3.2
Quote
Originally posted by Raven2001


I've got the same error here...

AMD K7 1200
Nvidia Geforce 2
128mb RAM

The komet mod works fine on my PC too...


Hmmm, I wonder if '3Dnow!' has any part to play in this. It's the only thing I can think of anyway *shrugs*.

 

Offline vyper

  • 210
  • The Sexy Scotsman
Released EXE fs2_open 3.2
Quote
Originally posted by Maeglamor


Hmmm, I wonder if '3Dnow!' has any part to play in this. It's the only thing I can think of anyway *shrugs*.


The k6-III has 3dNow! technology, and this is what i'm running and fs2 open runs fine on my system :)
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline RandomTiger

  • Senior Member
  • 211
Released EXE fs2_open 3.2
Jellyfish soup

 

Offline Grey Wolf

Released EXE fs2_open 3.2
The funny thing is, the muli-point firing means I have to adjust the Morrigan now because it's only supposed to fire beams from one point....
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline IceFire

  • GTVI Section 3
  • 212
    • http://www.3dap.com/hlp/hosted/ce
Released EXE fs2_open 3.2
First successful test using TBP table files.  Ran fairly well...although with a noticeable loss of FPS in a few cases.  Otherwise very smooth.  I haven't yet tried the fighter beam system however.  Thats next.
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 
I screwed up (oh well)

Got the new comp a little while ago
P4 (1.8)
512DDR Mem
70 GB HD (Primary)
Nvidia 32MB

anyway, I had both the Komet mod and the open-source up date and ran them. The sdf-1's gun got all screwy and looked like a ziggy wave so I deleted both of them. normally it would be no big deal but considering it is the biggest beam in the game and you can't help noticing it and I wanted it back to the original. However cause I impulsively removed them both I don't know if it was one the other or both causing the aberration, and am not willing to try either again. Just thought I'd let you know...
Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon

 

Offline IceFire

  • GTVI Section 3
  • 212
    • http://www.3dap.com/hlp/hosted/ce
Released EXE fs2_open 3.2
I tried the fighter beam system and I experienced some difficulties.

1) I can't get the beams to pulsate like they do in Babylon 5 (Nial beams).  Is there any way to get them to end or start again?
2) No collision detection on fighters and bombers it seems (or missiles for that matter, mmm....Warlock VS Sharlin!).
3) Infinite range.  How can I temper that?
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline Inquisitor

Released EXE fs2_open 3.2
Yeah, the "Ziggy"  beams are a feature.

You'll be able to turn them off in the next release.
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Offline penguin

  • Eudyptes codus
  • 28
  • Still alive.
Released EXE fs2_open 3.2
Er, I just realized that the increased table sizes that DTP put in are still there... I thought I rolled them back.  Guess I forgot to commit my changes :o  

In any event, I strongly suspect that's what's causing the crash-on-mission-load bug reported by several folks.

Anyhow, I am going to build a DEBUG version of this fs2_open 3.2 and post it when available.  I will probably generate two executables -- one with the increased table sizes, one without.  The debug versions have increased logging, so any errors will have a little more info.

The next release (3.3) will have dynamic table sizes, so we can try to track down and squash this bug once and for all...
your source code slave

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Released EXE fs2_open 3.2
I think I'll make some tag for cycling firing points, that should be usefull for you
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
Released EXE fs2_open 3.2
And try to fix the shields and that damned message!

Oh yeah, and drop the pulsing!:D
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat