Profile | Register | Calendar | FAQ | Search | Home 

VWBB : Powered by vBulletin version 2.2.6 VWBB > FreeSpace Watch > FreeSpace 1/2 MODs Discussion > Questions of the source
  Last Thread   Next Thread
Author
Thread Post New Thread    Post A Reply
Mewgen1
Murdock

Registered: Oct 2001
Location:
Posts: 66

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

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 05:05 AM
Mewgen1 is offline Click Here to See the Profile for Mewgen1 Click here to Send Mewgen1 a Private Message Find more posts by Mewgen1 Add Mewgen1 to your buddy list Edit/Delete Message Reply w/Quote
Mewgen1
Murdock

Registered: Oct 2001
Location: Stevensville, MT
Posts: 142

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

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 05:05 AM
Mewgen1 is offline Click Here to See the Profile for Mewgen1 Click here to Send Mewgen1 a Private Message Find more posts by Mewgen1 Add Mewgen1 to your buddy list Edit/Delete Message Reply w/Quote
Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 31

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.

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 08:33 AM
Eternal One is offline Click Here to See the Profile for Eternal One Click here to Send Eternal One a Private Message Find more posts by Eternal One Add Eternal One to your buddy list Edit/Delete Message Reply w/Quote
Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397

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.

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 08:33 AM
Eternal One is offline Click Here to See the Profile for Eternal One Click here to Send Eternal One a Private Message Find more posts by Eternal One Add Eternal One to your buddy list Edit/Delete Message Reply w/Quote
EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

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.

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 09:07 AM
EdrickV is offline Click Here to See the Profile for EdrickV Click here to Send EdrickV a Private Message Visit EdrickV's homepage! Find more posts by EdrickV Add EdrickV to your buddy list Edit/Delete Message Reply w/Quote
EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

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.

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 09:07 AM
EdrickV is offline Click Here to See the Profile for EdrickV Click here to Send EdrickV a Private Message Visit EdrickV's homepage! Find more posts by EdrickV Add EdrickV to your buddy list Edit/Delete Message Reply w/Quote
aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

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 )

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

Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 10:47 AM
aldo_14 is offline Click Here to See the Profile for aldo_14 Click here to Send aldo_14 a Private Message Visit aldo_14's homepage! Find more posts by aldo_14 Add aldo_14 to your buddy list Edit/Delete Message Reply w/Quote
aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

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 )

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

Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 10:47 AM
aldo_14 is offline Click Here to See the Profile for aldo_14 Click here to Send aldo_14 a Private Message Visit aldo_14's homepage! Find more posts by aldo_14 Add aldo_14 to your buddy list Edit/Delete Message Reply w/Quote
Mewgen1
Murdock

Registered: Oct 2001
Location:
Posts: 66

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

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 02:15 PM
Mewgen1 is offline Click Here to See the Profile for Mewgen1 Click here to Send Mewgen1 a Private Message Find more posts by Mewgen1 Add Mewgen1 to your buddy list Edit/Delete Message Reply w/Quote
Mewgen1
Murdock

Registered: Oct 2001
Location: Stevensville, MT
Posts: 142

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

Report this post to a moderator | IP: Logged

Old Post 04-26-2002 02:15 PM
Mewgen1 is offline Click Here to See the Profile for Mewgen1 Click here to Send Mewgen1 a Private Message Find more posts by Mewgen1 Add Mewgen1 to your buddy list Edit/Delete Message Reply w/Quote
All times are EST. The time now is 11:25 PM. Post New Thread    Post A Reply
  Last Thread   Next Thread
Show Printable Version | Subscribe to this Thread

Forum Jump:
Rate This Thread:

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are ON
[IMG] code is ON
 
Contact Us - Volition Watch >
Powered by: vBulletin Version 2.2.6 - Copyright ©2000-2002, Jelsoft Enterprises Limited.