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-- Questions of the source (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=6066)


Posted by Mewgen1 on 04-26-2002 05:05 AM:

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


Posted by Mewgen1 on 04-26-2002 05:05 AM:

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


Posted by Eternal One on 04-26-2002 08:33 AM:

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.


Posted by Eternal One on 04-26-2002 08:33 AM:

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.


Posted by EdrickV on 04-26-2002 09:07 AM:

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?


You think the source code isn't that complicated? Try looking through:

code\Graphics\TmapScanTiled256x256.cpp
:>

As far as what it takes to use modified code, the simple answer is: Visual C++ 6.0.
You have to compile the source code. (And would want to make sure you don't overwrite your existing program files, the source code doesn't include everything in the commercial release. Like the movie file support and PXO stuff.)

BTW, HLP is back up.

__________________
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.


Posted by EdrickV on 04-26-2002 09:07 AM:

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?


You think the source code isn't that complicated? Try looking through:

code\Graphics\TmapScanTiled256x256.cpp
:>

As far as what it takes to use modified code, the simple answer is: Visual C++ 6.0.
You have to compile the source code. (And would want to make sure you don't overwrite your existing program files, the source code doesn't include everything in the commercial release. Like the movie file support and PXO stuff.)

BTW, HLP is back up.

__________________
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.


Posted by aldo_14 on 04-26-2002 10:47 AM:

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.



I get probs with time-entry delays when i have too many mods, so that'll need to be checked...... could you increase the memory allocation for models, so you could have more polys?(I'm offline at home, so I've not really looked at the code yet. I'm more interested in modelling than coding in my free time at the mo, anyway )

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Posted by aldo_14 on 04-26-2002 10:47 AM:

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.



I get probs with time-entry delays when i have too many mods, so that'll need to be checked...... could you increase the memory allocation for models, so you could have more polys?(I'm offline at home, so I've not really looked at the code yet. I'm more interested in modelling than coding in my free time at the mo, anyway )

__________________
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Hit it 'til it gives up....

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Posted by Mewgen1 on 04-26-2002 02:15 PM:

quote:
Originally posted by EdrickV


You think the source code isn't that complicated? Try looking through:

code\Graphics\TmapScanTiled256x256.cpp
:>




Holy....

I stand corrected about the complexity of this code.

Please dont make any requests for large changes. Im still new to the world of programming and would prfer to remain here without having to attend a Psycho-thereapist. Im downloading Visual C++ in hopes of having some form of success at this.

My naivette shocks even me.

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.



Okay so im already digging myself in deeper than I thought.

__________________
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


Posted by Mewgen1 on 04-26-2002 02:15 PM:

quote:
Originally posted by EdrickV


You think the source code isn't that complicated? Try looking through:

code\Graphics\TmapScanTiled256x256.cpp
:>




Holy....

I stand corrected about the complexity of this code.

Please dont make any requests for large changes. Im still new to the world of programming and would prfer to remain here without having to attend a Psycho-thereapist. Im downloading Visual C++ in hopes of having some form of success at this.

My naivette shocks even me.

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.



Okay so im already digging myself in deeper than I thought.

__________________
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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