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aldo_14
Hannibal

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

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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Old Post 04-25-2002 12:04 PM
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aldo_14
Hannibal

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

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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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
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Old Post 04-25-2002 12:04 PM
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venom2506
Murdock

Registered: Apr 2001
Location:
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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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Old Post 04-25-2002 01:19 PM
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venom2506
Murdock

Registered: Apr 2001
Location:
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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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Old Post 04-25-2002 01:19 PM
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aldo_14
Hannibal

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

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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Old Post 04-25-2002 01:24 PM
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aldo_14
Hannibal

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

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]
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Old Post 04-25-2002 01:24 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

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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Old Post 04-25-2002 02:19 PM
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EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

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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Old Post 04-25-2002 05:29 PM
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EdrickV
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Registered: Apr 2002
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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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Old Post 04-25-2002 05:29 PM
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venom2506
Murdock

Registered: Apr 2001
Location:
Posts: 495

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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Old Post 04-25-2002 05:44 PM
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venom2506
Murdock

Registered: Apr 2001
Location:
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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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Old Post 04-25-2002 05:44 PM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

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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Old Post 04-25-2002 10:51 PM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

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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"To err is human; to really screw up you need a computer."
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Old Post 04-25-2002 10:51 PM
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IceFire
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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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Old Post 04-25-2002 10:53 PM
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BabProj Team
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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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A176
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Netcode.

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Old Post 04-25-2002 11:06 PM
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Alikchi
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quote:
Originally posted by IceFire

If the table limits get removed or enlarged



Already done.

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Old Post 04-26-2002 12:20 AM
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Alikchi
Murdock

Registered: Apr 2001
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quote:
Originally posted by IceFire

If the table limits get removed or enlarged



Already done.

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Old Post 04-26-2002 12:20 AM
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EdrickV
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Registered: Apr 2002
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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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Last edited by EdrickV on 04-26-2002 at 12:44 AM

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Old Post 04-26-2002 12:41 AM
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EdrickV
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Registered: Apr 2002
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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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Last edited by EdrickV on 04-26-2002 at 12:44 AM

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