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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

Yeah, its not nice to call furry a furry

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"Losing your temper is sign of worries or panic"
-Shogun Tokugawa

Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi

Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.

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Old Post 10-11-2002 03:48 PM
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RangerOne
Guest

Registered: Not Yet
Location:
Posts: N/A

i found auroraicon01 in ships.tbl but it isnt in the interface dir. it was neither in 1.0 nor in 1.1. i still downloaded the patch a second time - no auroraicon01 file.

am i stupid or something? where do i get it from?

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Old Post 10-11-2002 04:07 PM
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RangerOne
I'm New! Laugh At Me!

Registered: Mar 2002
Location: Germany
Posts: 17

i found auroraicon01 in ships.tbl but it isnt in the interface dir. it was neither in 1.0 nor in 1.1. i still downloaded the patch a second time - no auroraicon01 file.

am i stupid or something? where do i get it from?

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Old Post 10-11-2002 04:07 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

grrr, fine!
**zips up entire interface directory and uploads it**
[url=http://freespace.volitionwatch.com/blackwater/interface.zip]here[/url]

you all did go to [url=http://koti.mbnet.fi/~fury/]mr. furry's site to get the patch[/url]

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Old Post 10-11-2002 05:28 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

grrr, fine!
**zips up entire interface directory and uploads it**
[url=http://freespace.volitionwatch.com/blackwater/interface.zip]here[/url]

you all did go to [url=http://koti.mbnet.fi/~fury/]mr. furry's site to get the patch[/url]

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Old Post 10-11-2002 05:28 PM
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Bri_Dog
Face

Registered: May 2002
Location: Sigma 957
Posts: 162

Ok, well using your tables I get through the briefings, but it crashes to the desktop as soon as the mission starts.

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Old Post 10-11-2002 06:41 PM
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RangerOne
I'm New! Laugh At Me!

Registered: Mar 2002
Location: Germany
Posts: 17

ok, i tried one of my own missions and it worked well ... so far. the game crashes when i open the weapon loadout screen (because of the loadout pictures of the ships - i think)...
fire sounds for fighter beams arn't implemented, are they?

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Old Post 10-11-2002 08:25 PM
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RangerOne
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ok, i tried one of my own missions and it worked well ... so far. the game crashes when i open the weapon loadout screen (because of the loadout pictures of the ships - i think)...
fire sounds for fighter beams arn't implemented, are they?

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Old Post 10-11-2002 08:25 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

the sounds were, then they wern't, then they were again but a lot better, then they didn't again, it's my next big part to get working properly once I can get this working for everybody

the problem is that most beams are
a.) fired from turrets
b.) last more than one frame
so basicly I have had to move all (well a lot) the data that got stored in the turret and the beam it'self and moved it into the fireing ship's data structure, so far this has proven most dificult in setting the sound becase it has to get created when it's fired, but I can't get the location for the sound to come from until much later in the code, were I can't realy get to the data in the ship,
I'm going to try setting it to the location of the ship then later changeing it to were it's suposed to be.

ok let me see the debug spew for these new crashes

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Old Post 10-12-2002 02:29 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

the sounds were, then they wern't, then they were again but a lot better, then they didn't again, it's my next big part to get working properly once I can get this working for everybody

the problem is that most beams are
a.) fired from turrets
b.) last more than one frame
so basicly I have had to move all (well a lot) the data that got stored in the turret and the beam it'self and moved it into the fireing ship's data structure, so far this has proven most dificult in setting the sound becase it has to get created when it's fired, but I can't get the location for the sound to come from until much later in the code, were I can't realy get to the data in the ship,
I'm going to try setting it to the location of the ship then later changeing it to were it's suposed to be.

ok let me see the debug spew for these new crashes

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Old Post 10-12-2002 02:29 AM
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RangerOne
I'm New! Laugh At Me!

Registered: Mar 2002
Location: Germany
Posts: 17

when i enter the loadout screen, the debug spew ends like this:

quote:
ANI iconSD4.ani with size24x24 (25.0% wasted)
ANI iconKayser.ani with size24x24 (25.0% wasted)
ANI iconTempest.ani with size24x24 (25.0% wasted)
ANI iconEMPulse.ani with size24x24 (25.0% wasted)
ANI iconTrebuchet.ani with size24x24 (25.0% wasted)
Couldn't open '2_nialtop01.pcx'
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0


didn't find 2_nialtop01.pcx in tbls or in any directory ... maybe i still have the wrong version

some little questions:
1) why does the massage 'stop' appear over and over again in the upper left corner of the screen when the beams are fired?
2) when the beam passes in front of a ship, the ship is displayed in front of the beam/it seems that the beam passes behind the ship - why does that happen? (i'll add an screenshot later)

Last edited by RangerOne on 10-12-2002 at 10:06 AM

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Old Post 10-12-2002 10:02 AM
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RangerOne
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Location:
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when i enter the loadout screen, the debug spew ends like this:

quote:
ANI iconSD4.ani with size24x24 (25.0% wasted)
ANI iconKayser.ani with size24x24 (25.0% wasted)
ANI iconTempest.ani with size24x24 (25.0% wasted)
ANI iconEMPulse.ani with size24x24 (25.0% wasted)
ANI iconTrebuchet.ani with size24x24 (25.0% wasted)
Couldn't open '2_nialtop01.pcx'
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0


didn't find 2_nialtop01.pcx in tbls or in any directory ... maybe i still have the wrong version

some little questions:
1) why does the massage 'stop' appear over and over again in the upper left corner of the screen when the beams are fired?
2) when the beam passes in front of a ship, the ship is displayed in front of the beam/it seems that the beam passes behind the ship - why does that happen? (i'll add an screenshot later)

Last edited by RangerOne on 10-12-2002 at 10:06 AM

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Old Post 10-12-2002 10:02 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

"stoped" is a debug mesage to see if my "weapon has stoped" thing is working, wich it isn't. it's for getting (mostly) fighter beams to have a warmup and warm down, but it has other aplications too

the second item is a small bug in the Zbias of the beam, I'm gona get around to seting it to 0 for the player ship eventualy

I uploaded a new revision, I don't know what if anything is diferent in the EXE, but I 'think' I fixed the tables

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Old Post 10-12-2002 06:09 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

"stoped" is a debug mesage to see if my "weapon has stoped" thing is working, wich it isn't. it's for getting (mostly) fighter beams to have a warmup and warm down, but it has other aplications too

the second item is a small bug in the Zbias of the beam, I'm gona get around to seting it to 0 for the player ship eventualy

I uploaded a new revision, I don't know what if anything is diferent in the EXE, but I 'think' I fixed the tables

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Bobboau, bringing you products that work ......... In theory

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Old Post 10-12-2002 06:09 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

I'm uploading a new version with better fighter beam sound suport, not quite perfict yet though

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Old Post 10-12-2002 09:28 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

I'm uploading a new version with better fighter beam sound suport, not quite perfict yet though

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Bobboau, bringing you products that work ......... In theory

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Old Post 10-12-2002 09:28 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

update: fixed a bug were fighter beam sounds didn't stop if you killed the ship fireing them
and fixed a bug in the final mission were a sexep looked to see if alpha 1 was looking at it'self

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Old Post 10-13-2002 06:25 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

update: fixed a bug were fighter beam sounds didn't stop if you killed the ship fireing them
and fixed a bug in the final mission were a sexep looked to see if alpha 1 was looking at it'self

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Old Post 10-13-2002 06:25 AM
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-Norbert-
Murdock

Registered: Jun 2002
Location: Vienna - Austria - Earth - Solar System - Milky Way
Posts: 120

I installed all the latest stuff (patch and the things from this thred).
When I start FS3.exe, I get a crash (even before the intro). In the Degub window stands:

quote:
Couldn't open 'cursor.pcx'
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Sun, Oct 13, 2002 at 12:36PM
----
----
----


Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0



P.S. Should the dlls be in the FS2-, in the datafolder or anywhere else?
I put tem in the FS2 folder.

Last edited by -Norbert- on 10-13-2002 at 10:28 AM

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Old Post 10-13-2002 10:13 AM
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-Norbert-
Murdock

Registered: Jun 2002
Location:
Posts: 239

I installed all the latest stuff (patch and the things from this thred).
When I start FS3.exe, I get a crash (even before the intro). In the Degub window stands:

quote:
Couldn't open 'cursor.pcx'
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Sun, Oct 13, 2002 at 12:36PM
----
----
----


Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Direct3D activate: 0
Direct3D activate: 0
Direct3D activate: 0



P.S. Should the dlls be in the FS2-, in the datafolder or anywhere else?
I put tem in the FS2 folder.

Last edited by -Norbert- on 10-13-2002 at 10:28 AM

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Old Post 10-13-2002 10:13 AM
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