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-- Questions of the source (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=6066)
Questions of the source
First:
The source sode isn't really more complicated than the .tbl files really, however the engine is desinged to imediatley accept changes to the.tbl's. What does it take to replace the source in the current intstall of the game with the modified source that you wish to use?
Also:
Does anybody out there have even a vague idea of where the entrys are that control the size of the ship and weapon.tbl files? If anything comes from this I at least want *that* little nightmare resolved.
__________________
Understanding is a three edged sword: your side, there side, and the truth.
-Cap. John Sheridan
Where ever you go there you are.
There will be an answer. Let it be.- John Lenon
Questions of the source
First:
The source sode isn't really more complicated than the .tbl files really, however the engine is desinged to imediatley accept changes to the.tbl's. What does it take to replace the source in the current intstall of the game with the modified source that you wish to use?
Also:
Does anybody out there have even a vague idea of where the entrys are that control the size of the ship and weapon.tbl files? If anything comes from this I at least want *that* little nightmare resolved.
__________________
Understanding is a three edged sword: your side, there side, and the truth.
-Cap. John Sheridan
Where ever you go there you are.
There will be an answer. Let it be.- John Lenon
I'd say the source's a BIG more complicated than .tbl files 
So far I've found that you can up the parser buffer from parse\parselo.h, which is probably the source of the ships.tbl problems atleast. It's set to 390kbytes, and it's childsplay to change that. But there's probably other max numbers in other files you also need to take care of.
I'd say the source's a BIG more complicated than .tbl files 
So far I've found that you can up the parser buffer from parse\parselo.h, which is probably the source of the ships.tbl problems atleast. It's set to 390kbytes, and it's childsplay to change that. But there's probably other max numbers in other files you also need to take care of.
quote:
The source sode isn't really more complicated than the .tbl files really, however the engine is desinged to imediatley accept changes to the.tbl's. What does it take to replace the source in the current intstall of the game with the modified source that you wish to use?
__________________
The three most dangerous things in the world are a programmer with a sodering iron, a hardware type with a program patch, and a user with an idea.
quote:
The source sode isn't really more complicated than the .tbl files really, however the engine is desinged to imediatley accept changes to the.tbl's. What does it take to replace the source in the current intstall of the game with the modified source that you wish to use?
__________________
The three most dangerous things in the world are a programmer with a sodering iron, a hardware type with a program patch, and a user with an idea.
quote:
Originally posted by Eternal One
I'd say the source's a BIG more complicated than .tbl files
So far I've found that you can up the parser buffer from parse\parselo.h, which is probably the source of the ships.tbl problems atleast. It's set to 390kbytes, and it's childsplay to change that. But there's probably other max numbers in other files you also need to take care of.
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quote:
Originally posted by Eternal One
I'd say the source's a BIG more complicated than .tbl files
So far I've found that you can up the parser buffer from parse\parselo.h, which is probably the source of the ships.tbl problems atleast. It's set to 390kbytes, and it's childsplay to change that. But there's probably other max numbers in other files you also need to take care of.
)__________________
VBB Survivor - Mar 2001 to 12 April 2002 - 1107 posts
Hit it 'til it gives up....
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ICQ: 119819902
quote:
Originally posted by EdrickV
You think the source code isn't that complicated? Try looking through:
code\Graphics\TmapScanTiled256x256.cpp
:>
quote:
Originally posted by Eternal One
I'd say the source's a BIG more complicated than .tbl files
So far I've found that you can up the parser buffer from parse\parselo.h, which is probably the source of the ships.tbl problems atleast. It's set to 390kbytes, and it's childsplay to change that. But there's probably other max numbers in other files you also need to take care of.
__________________
Understanding is a three edged sword: your side, there side, and the truth.
-Cap. John Sheridan
Where ever you go there you are.
There will be an answer. Let it be.- John Lenon
quote:
Originally posted by EdrickV
You think the source code isn't that complicated? Try looking through:
code\Graphics\TmapScanTiled256x256.cpp
:>
quote:
Originally posted by Eternal One
I'd say the source's a BIG more complicated than .tbl files
So far I've found that you can up the parser buffer from parse\parselo.h, which is probably the source of the ships.tbl problems atleast. It's set to 390kbytes, and it's childsplay to change that. But there's probably other max numbers in other files you also need to take care of.
__________________
Understanding is a three edged sword: your side, there side, and the truth.
-Cap. John Sheridan
Where ever you go there you are.
There will be an answer. Let it be.- John Lenon
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