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-- FS2 buglist / to do list (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=6043)


Posted by aldo_14 on 04-25-2002 12:04 PM:

FS2 buglist / to do list

Just though - it may be a good idea to get both a list of known bugs and things we want to do with the source code set up, and allow people to say what they will try.

Simply to avoid conflict or duplication of work, even if some of it remains impossible.

So if you can thing of a known bug or problem with Fs2, post it please

Off the top of my head (and not having played Fs2 for a while);

-Wingmen crashing into each other, enemy into other ships (ai)
-Bounding box / collision with large ships - albeit more an optimising feature to speed up the collision detection than a bug IIRC
- The afore mentioned tbl limits (not really a bug, just an annoyance)
........

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Posted by aldo_14 on 04-25-2002 12:04 PM:

FS2 buglist / to do list

Just though - it may be a good idea to get both a list of known bugs and things we want to do with the source code set up, and allow people to say what they will try.

Simply to avoid conflict or duplication of work, even if some of it remains impossible.

So if you can thing of a known bug or problem with Fs2, post it please

Off the top of my head (and not having played Fs2 for a while);

-Wingmen crashing into each other, enemy into other ships (ai)
-Bounding box / collision with large ships - albeit more an optimising feature to speed up the collision detection than a bug IIRC
- The afore mentioned tbl limits (not really a bug, just an annoyance)
........

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

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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902


Posted by venom2506 on 04-25-2002 01:19 PM:

mmh, the self illumination colour stuff. It's not really a bug, but it's already ingame, it just works only with glide ( and most likely only in FS1). Would just be a matter of enabling it for other graphic sets.

the command in fred to launch the mission

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Posted by venom2506 on 04-25-2002 01:19 PM:

mmh, the self illumination colour stuff. It's not really a bug, but it's already ingame, it just works only with glide ( and most likely only in FS1). Would just be a matter of enabling it for other graphic sets.

the command in fred to launch the mission

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Posted by aldo_14 on 04-25-2002 01:24 PM:

quote:
Originally posted by venom2506
mmh, the self illumination colour stuff. It's not really a bug, but it's already ingame, it just works only with glide ( and most likely only in FS1). Would just be a matter of enabling it for other graphic sets.

the command in fred to launch the mission


True - self illumination is a must Hope someone with graphics knowledge can do this....


i might even be able to fix the FREd thing - AFAIK, it's just an unfixed path still pointing to the FS1 launcher.

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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902


Posted by aldo_14 on 04-25-2002 01:24 PM:

quote:
Originally posted by venom2506
mmh, the self illumination colour stuff. It's not really a bug, but it's already ingame, it just works only with glide ( and most likely only in FS1). Would just be a matter of enabling it for other graphic sets.

the command in fred to launch the mission


True - self illumination is a must Hope someone with graphics knowledge can do this....


i might even be able to fix the FREd thing - AFAIK, it's just an unfixed path still pointing to the FS1 launcher.

__________________
VBB Survivor - Mar 2001 to 12 April 2002 - 1107 posts

Hit it 'til it gives up....

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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902


Posted by ltnarol on 04-25-2002 02:19 PM:

some way to make a planet eclipse a star, like wise, perhaps planets that can move in the background with their shadows affecting the lighting ingame? is that possible?

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Posted by EdrickV on 04-25-2002 05:29 PM:

quote:
Originally posted by venom2506
the command in fred to launch the mission


See CFREDView::OnRunFreespace() in FREDView.cpp. The actual line is:
r = CreateProcess("..\\..\\Fs.exe", NULL, NULL, NULL, FALSE, 0, NULL, "..\\..", &si, &pi);

Such an easy fix I could do it myself, if I had VC++ 6.0.

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Posted by EdrickV on 04-25-2002 05:29 PM:

quote:
Originally posted by venom2506
the command in fred to launch the mission


See CFREDView::OnRunFreespace() in FREDView.cpp. The actual line is:
r = CreateProcess("..\\..\\Fs.exe", NULL, NULL, NULL, FALSE, 0, NULL, "..\\..", &si, &pi);

Such an easy fix I could do it myself, if I had VC++ 6.0.

__________________
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 venom2506 on 04-25-2002 05:44 PM:

quote:
Originally posted by EdrickV


See CFREDView::OnRunFreespace() in FREDView.cpp. The actual line is:
r = CreateProcess("..\\..\\Fs.exe", NULL, NULL, NULL, FALSE, 0, NULL, "..\\..", &si, &pi);

Such an easy fix I could do it myself, if I had VC++ 6.0.

her... thinking about it, I think I could do it myself too it's just a matter of adding a 2 after fs, right? her... if I delete the 2 of the fs2.exe, it would work too, no?

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Posted by venom2506 on 04-25-2002 05:44 PM:

quote:
Originally posted by EdrickV


See CFREDView::OnRunFreespace() in FREDView.cpp. The actual line is:
r = CreateProcess("..\\..\\Fs.exe", NULL, NULL, NULL, FALSE, 0, NULL, "..\\..", &si, &pi);

Such an easy fix I could do it myself, if I had VC++ 6.0.

her... thinking about it, I think I could do it myself too it's just a matter of adding a 2 after fs, right? her... if I delete the 2 of the fs2.exe, it would work too, no?

__________________
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Posted by sandwich on 04-25-2002 10:51 PM:

quote:
Originally posted by venom2506
her... thinking about it, I think I could do it myself too it's just a matter of adding a 2 after fs, right? her... if I delete the 2 of the fs2.exe, it would work too, no?


Hah! No need to wait on this one - just make a copy of your FS2.EXE file, called FS.EXE, and leave it in the same directory. Works like a dream. *sigh* And all this time...

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Posted by sandwich on 04-25-2002 10:51 PM:

quote:
Originally posted by venom2506
her... thinking about it, I think I could do it myself too it's just a matter of adding a 2 after fs, right? her... if I delete the 2 of the fs2.exe, it would work too, no?


Hah! No need to wait on this one - just make a copy of your FS2.EXE file, called FS.EXE, and leave it in the same directory. Works like a dream. *sigh* And all this time...

__________________
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"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
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Posted by IceFire on 04-25-2002 10:53 PM:

quote:
some way to make a planet eclipse a star, like wise, perhaps planets that can move in the background with their shadows affecting the lighting ingame? is that possible?

If the table limits get removed or enlarged we can create a host of appropriately scaled planet objects. Perhaps we can even make Rings around some of those planets semi-transparant so that they look more like rings.

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Posted by BabProj Team on 04-25-2002 10:53 PM:

quote:
some way to make a planet eclipse a star, like wise, perhaps planets that can move in the background with their shadows affecting the lighting ingame? is that possible?

If the table limits get removed or enlarged we can create a host of appropriately scaled planet objects. Perhaps we can even make Rings around some of those planets semi-transparant so that they look more like rings.

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Posted by A176 on 04-25-2002 11:06 PM:

Netcode.


Posted by Alikchi on 04-26-2002 12:20 AM:

quote:
Originally posted by IceFire

If the table limits get removed or enlarged



Already done.


Posted by Alikchi on 04-26-2002 12:20 AM:

quote:
Originally posted by IceFire

If the table limits get removed or enlarged



Already done.


Posted by EdrickV on 04-26-2002 12:41 AM:

quote:
If the table limits get removed or enlarged we can create a host of appropriately scaled planet objects. Perhaps we can even make Rings around some of those planets semi-transparant so that they look more like rings.


We probably won't be able to completely remove limits on table files, but we ought to be able to raise them enough so it doesn't matter.

Edit: Seems I was a bit late. (Too much time in another window looking at code.) I think I figured out why the error SEXP doesn't work though. It's supposed to do int3 but:
// No debug version of Int3
#define Int3() do { } while (0)

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Posted by EdrickV on 04-26-2002 12:41 AM:

quote:
If the table limits get removed or enlarged we can create a host of appropriately scaled planet objects. Perhaps we can even make Rings around some of those planets semi-transparant so that they look more like rings.


We probably won't be able to completely remove limits on table files, but we ought to be able to raise them enough so it doesn't matter.

Edit: Seems I was a bit late. (Too much time in another window looking at code.) I think I figured out why the error SEXP doesn't work though. It's supposed to do int3 but:
// No debug version of Int3
#define Int3() do { } while (0)

__________________
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.


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