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- The Babylon Project (https://volitionwatch.game-warden.com/vwbb/forumdisplay.php?forumid=16)
-- trying to get sorce mods working, see if this helps (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=7475)
Yeah, its not nice to call furry a furry 
__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa
Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi
Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.
i found auroraicon01 in ships.tbl but it isnt in the interface dir. it was neither in 1.0 nor in 1.1. i still downloaded the patch a second time - no auroraicon01 file.
am i stupid or something? where do i get it from?
i found auroraicon01 in ships.tbl but it isnt in the interface dir. it was neither in 1.0 nor in 1.1. i still downloaded the patch a second time - no auroraicon01 file.
am i stupid or something? where do i get it from?
grrr, fine!
**zips up entire interface directory and uploads it**
[url=http://freespace.volitionwatch.com/blackwater/interface.zip]here[/url]
you all did go to [url=http://koti.mbnet.fi/~fury/]mr. furry's site to get the patch[/url]
__________________
Bobboau, bringing you products that work ......... In theory
grrr, fine!
**zips up entire interface directory and uploads it**
[url=http://freespace.volitionwatch.com/blackwater/interface.zip]here[/url]
you all did go to [url=http://koti.mbnet.fi/~fury/]mr. furry's site to get the patch[/url]
__________________
Bobboau, bringing you products that work ......... In theory
Ok, well using your tables I get through the briefings, but it crashes to the desktop as soon as the mission starts.
ok, i tried one of my own missions and it worked well ... so far. the game crashes when i open the weapon loadout screen (because of the loadout pictures of the ships - i think)...
fire sounds for fighter beams arn't implemented, are they?
ok, i tried one of my own missions and it worked well ... so far. the game crashes when i open the weapon loadout screen (because of the loadout pictures of the ships - i think)...
fire sounds for fighter beams arn't implemented, are they?
the sounds were, then they wern't, then they were again but a lot better, then they didn't again, it's my next big part to get working properly once I can get this working for everybody
the problem is that most beams are
a.) fired from turrets
b.) last more than one frame
so basicly I have had to move all (well a lot) the data that got stored in the turret and the beam it'self and moved it into the fireing ship's data structure, so far this has proven most dificult in setting the sound becase it has to get created when it's fired, but I can't get the location for the sound to come from until much later in the code, were I can't realy get to the data in the ship,
I'm going to try setting it to the location of the ship then later changeing it to were it's suposed to be.
ok let me see the debug spew for these new crashes
__________________
Bobboau, bringing you products that work ......... In theory
the sounds were, then they wern't, then they were again but a lot better, then they didn't again, it's my next big part to get working properly once I can get this working for everybody
the problem is that most beams are
a.) fired from turrets
b.) last more than one frame
so basicly I have had to move all (well a lot) the data that got stored in the turret and the beam it'self and moved it into the fireing ship's data structure, so far this has proven most dificult in setting the sound becase it has to get created when it's fired, but I can't get the location for the sound to come from until much later in the code, were I can't realy get to the data in the ship,
I'm going to try setting it to the location of the ship then later changeing it to were it's suposed to be.
ok let me see the debug spew for these new crashes
__________________
Bobboau, bringing you products that work ......... In theory
when i enter the loadout screen, the debug spew ends like this:
quote:
ANI iconSD4.ani with size24x24 (25.0% wasted)
ANI iconKayser.ani with size24x24 (25.0% wasted)
ANI iconTempest.ani with size24x24 (25.0% wasted)
ANI iconEMPulse.ani with size24x24 (25.0% wasted)
ANI iconTrebuchet.ani with size24x24 (25.0% wasted)
Couldn't open '2_nialtop01.pcx'
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0
when i enter the loadout screen, the debug spew ends like this:
quote:
ANI iconSD4.ani with size24x24 (25.0% wasted)
ANI iconKayser.ani with size24x24 (25.0% wasted)
ANI iconTempest.ani with size24x24 (25.0% wasted)
ANI iconEMPulse.ani with size24x24 (25.0% wasted)
ANI iconTrebuchet.ani with size24x24 (25.0% wasted)
Couldn't open '2_nialtop01.pcx'
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0
"stoped" is a debug mesage to see if my "weapon has stoped" thing is working, wich it isn't. it's for getting (mostly) fighter beams to have a warmup and warm down, but it has other aplications too
the second item is a small bug in the Zbias of the beam, I'm gona get around to seting it to 0 for the player ship eventualy
I uploaded a new revision, I don't know what if anything is diferent in the EXE, but I 'think' I fixed the tables
__________________
Bobboau, bringing you products that work ......... In theory
"stoped" is a debug mesage to see if my "weapon has stoped" thing is working, wich it isn't. it's for getting (mostly) fighter beams to have a warmup and warm down, but it has other aplications too
the second item is a small bug in the Zbias of the beam, I'm gona get around to seting it to 0 for the player ship eventualy
I uploaded a new revision, I don't know what if anything is diferent in the EXE, but I 'think' I fixed the tables
__________________
Bobboau, bringing you products that work ......... In theory
I'm uploading a new version with better fighter beam sound suport, not quite perfict yet though
__________________
Bobboau, bringing you products that work ......... In theory
I'm uploading a new version with better fighter beam sound suport, not quite perfict yet though
__________________
Bobboau, bringing you products that work ......... In theory
update: fixed a bug were fighter beam sounds didn't stop if you killed the ship fireing them
and fixed a bug in the final mission were a sexep looked to see if alpha 1 was looking at it'self
__________________
Bobboau, bringing you products that work ......... In theory
update: fixed a bug were fighter beam sounds didn't stop if you killed the ship fireing them
and fixed a bug in the final mission were a sexep looked to see if alpha 1 was looking at it'self
__________________
Bobboau, bringing you products that work ......... In theory
I installed all the latest stuff (patch and the things from this thred).
When I start FS3.exe, I get a crash (even before the intro). In the Degub window stands:
quote:
Couldn't open 'cursor.pcx'
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Sun, Oct 13, 2002 at 12:36PM
----
----
----
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0
I installed all the latest stuff (patch and the things from this thred).
When I start FS3.exe, I get a crash (even before the intro). In the Degub window stands:
quote:
Couldn't open 'cursor.pcx'
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Sun, Oct 13, 2002 at 12:36PM
----
----
----
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0
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