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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
ok now we're moving but no glow and no ai. I installed the files from your first post. if those arn't them then what is?
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(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
Last edited by Edwin on 10-15-2002 at 12:28 AM
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10-15-2002 12:27 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
there are no thruster glows at all on the starfurry (other than the normal four comeing out the back)?
if so was there an aurora.pof in the zip and if so were did you put it?
can you find the directional controls in the conrol config,
if so did setting them have any effect as far as moveing your ship,
if so did you look at you're own ship with the exterior vews,
if so did you see a bunch of numbers in coloms blocking up the view (this is debug stuff I should probly remove, like the stoped thing)
I have been uploading all my changes to the same file, everytime I say I updated something you should download the file an install it again, to save pain you could just unzip everything to the root directory and the files will overide the ones in the data directory
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10-15-2002 01:58 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
there are no thruster glows at all on the starfurry (other than the normal four comeing out the back)?
if so was there an aurora.pof in the zip and if so were did you put it?
can you find the directional controls in the conrol config,
if so did setting them have any effect as far as moveing your ship,
if so did you look at you're own ship with the exterior vews,
if so did you see a bunch of numbers in coloms blocking up the view (this is debug stuff I should probly remove, like the stoped thing)
I have been uploading all my changes to the same file, everytime I say I updated something you should download the file an install it again, to save pain you could just unzip everything to the root directory and the files will overide the ones in the data directory
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Bobboau, bringing you products that work ......... In theory
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10-15-2002 01:58 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
http://freespace.volitionwatch.com/blackwater/TBPopen.zip is the zip
and

see these are the new control config items
NOTE: by default the slideing keys only have the sift-pad keys
and here are shots of the new thruster code
first at rest

going down

going to the left

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Last edited by Bobboau on 10-15-2002 at 02:49 AM
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10-15-2002 02:47 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
http://freespace.volitionwatch.com/blackwater/TBPopen.zip is the zip
and

see these are the new control config items
NOTE: by default the slideing keys only have the sift-pad keys
and here are shots of the new thruster code
first at rest

going down

going to the left

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Bobboau, bringing you products that work ......... In theory
Last edited by Bobboau on 10-15-2002 at 02:49 AM
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10-15-2002 02:47 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
So...with this enhancement...do all of the thrusters glow all of the time or only when in use? And either way, is there any special code referenced?
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10-15-2002 03:17 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
So...with this enhancement...do all of the thrusters glow all of the time or only when in use? And either way, is there any special code referenced?
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Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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10-15-2002 03:17 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
well there always on like the normal thursters, they just get a lot brighter when you hit the slide button, like the normal thrusters would when you hit the farward thrust, the way the code is set up all you have to do is place the thrusters, the rendering code will figure out wich direction they are pointing and how bright they should be,
as you can see in the first pic, all the thrusters are at there minimal size,
but when I slide down the glows that are pointing up grow brighter,
in the next pic when I slide to the left the glows on the right side brighten up,
the way it is set up you can have thrusters that point part way between all to the side and all to the back and it will brigten it a little bit when you slide and a little bit when you go forward
there is nothing new that the modeler must take into acount
should they be totaly off when not in use?
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10-15-2002 03:33 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
well there always on like the normal thursters, they just get a lot brighter when you hit the slide button, like the normal thrusters would when you hit the farward thrust, the way the code is set up all you have to do is place the thrusters, the rendering code will figure out wich direction they are pointing and how bright they should be,
as you can see in the first pic, all the thrusters are at there minimal size,
but when I slide down the glows that are pointing up grow brighter,
in the next pic when I slide to the left the glows on the right side brighten up,
the way it is set up you can have thrusters that point part way between all to the side and all to the back and it will brigten it a little bit when you slide and a little bit when you go forward
there is nothing new that the modeler must take into acount
should they be totaly off when not in use?
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10-15-2002 03:33 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Niiiiiiice! 
quote: should they be totaly off when not in use?
If I remember correctly, in B5 slide thrusters were off unless in use. So this would be better of course, but it is already good enough! 
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[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]
Last edited by Mr. Fury on 10-15-2002 at 07:51 AM
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10-15-2002 07:48 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Niiiiiiice! 
quote: should they be totaly off when not in use?
If I remember correctly, in B5 slide thrusters were off unless in use. So this would be better of course, but it is already good enough! 
__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]
Last edited by Mr. Fury on 10-15-2002 at 07:51 AM
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10-15-2002 07:48 AM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
Whoa! Nice job indeed, Bobboau. I need to try that.
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Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
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10-15-2002 03:14 PM |
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DaBrain
I'm New! Laugh At Me!
Registered: Oct 2002
Location:
Posts: 5 |
Wow great work, but I have a problem.
I have v1.1 and a new pilot and everthing seems to be ok (only the Lod missing), but after the briefings when the game starts
I only see the game a second then it crashes along with the debug spew without any error message.
This ist the last part of fs.log:
=================== ENDING LOAD ================
Real count = 3706, Estimated count = 1111
================================================
ANI demo_ani1.ani with size 200x200 (21.9% wasted)
ANI demo_ani3.ani with size 200x200 (21.9% wasted)
Failed to load "cb1-1.wav"Failed to load "cb1-2.wav"Failed to load "cb1-3.wav"No cached palette file
Frame 0 too long!!: frametime = 77.669 (77.669)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.559 (0.559)
Got event GS_EVENT_WEAPON_SELECT_HELP in state GS_STATE_TRAINING_PAUSED
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
chatbox_closed
ANI auroraicon01 with size 28x28 (12.5% wasted)
ANI 2_auroravid01.ani with size 368x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_auroravid01.ani
ship_select_common_init
ANI iconSD4 with size 24x24 (25.0% wasted)
ANI iconKayser with size 24x24 (25.0% wasted)
ANI 2_SD4.ani with size 304x304 (40.6% wasted)
ANI 2_Kayser.ani with size 304x304 (40.6% wasted)
weapon_select_common_init
common_flash_button_init
leaveing common_select_initANI bicon-BABYLON with size 96x96 (25.0% wasted)
ANI bicon-TACcarrier with size 39x39 (39.1% wasted)
ANI bicon-TACfighter with size 20x20 (37.5% wasted)
ANI icons-bomberW with size 75x75 (41.4% wasted)
ANI bicon-tinashi with size 62x62 (3.1% wasted)
ANI bicon-tloth with size 102x102 (20.3% wasted)
ANI bicon-EA with size 49x49 (23.4% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bicon-tinashi with size 62x62 (3.1% wasted)
ANI bicon-tinashi.ani with size 62x62 (3.1% wasted)
ANI bicon-TACfighter with size 20x20 (37.5% wasted)
ANI bicon-TACfighter.ani with size 20x20 (37.5% wasted)
Frame 0 too long!!: frametime = 2.799 (2.799)
Frame 0 too long!!: frametime = 0.862 (0.862)
Loading model 'unknownship.pof'
Frame 0 too long!!: frametime = 0.558 (0.558)
Got event GS_EVENT_ENTER_GAME in state GS_STATE_BRIEFING
Entering game at time = 138.972
moveing beams before colisions
got a beam to move before colisions
moveing all beams after colisions
about to render all beams
should have rendered all beams
Frame 1 too long!!: frametime = 0.294 (0.294)
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10-15-2002 04:28 PM |
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DaBrain
I'm New! Laugh At Me!
Registered: Oct 2002
Location:
Posts: 5 |
Wow great work, but I have a problem.
I have v1.1 and a new pilot and everthing seems to be ok (only the Lod missing), but after the briefings when the game starts
I only see the game a second then it crashes along with the debug spew without any error message.
This ist the last part of fs.log:
=================== ENDING LOAD ================
Real count = 3706, Estimated count = 1111
================================================
ANI demo_ani1.ani with size 200x200 (21.9% wasted)
ANI demo_ani3.ani with size 200x200 (21.9% wasted)
Failed to load "cb1-1.wav"Failed to load "cb1-2.wav"Failed to load "cb1-3.wav"No cached palette file
Frame 0 too long!!: frametime = 77.669 (77.669)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.559 (0.559)
Got event GS_EVENT_WEAPON_SELECT_HELP in state GS_STATE_TRAINING_PAUSED
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
chatbox_closed
ANI auroraicon01 with size 28x28 (12.5% wasted)
ANI 2_auroravid01.ani with size 368x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_auroravid01.ani
ship_select_common_init
ANI iconSD4 with size 24x24 (25.0% wasted)
ANI iconKayser with size 24x24 (25.0% wasted)
ANI 2_SD4.ani with size 304x304 (40.6% wasted)
ANI 2_Kayser.ani with size 304x304 (40.6% wasted)
weapon_select_common_init
common_flash_button_init
leaveing common_select_initANI bicon-BABYLON with size 96x96 (25.0% wasted)
ANI bicon-TACcarrier with size 39x39 (39.1% wasted)
ANI bicon-TACfighter with size 20x20 (37.5% wasted)
ANI icons-bomberW with size 75x75 (41.4% wasted)
ANI bicon-tinashi with size 62x62 (3.1% wasted)
ANI bicon-tloth with size 102x102 (20.3% wasted)
ANI bicon-EA with size 49x49 (23.4% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bicon-tinashi with size 62x62 (3.1% wasted)
ANI bicon-tinashi.ani with size 62x62 (3.1% wasted)
ANI bicon-TACfighter with size 20x20 (37.5% wasted)
ANI bicon-TACfighter.ani with size 20x20 (37.5% wasted)
Frame 0 too long!!: frametime = 2.799 (2.799)
Frame 0 too long!!: frametime = 0.862 (0.862)
Loading model 'unknownship.pof'
Frame 0 too long!!: frametime = 0.558 (0.558)
Got event GS_EVENT_ENTER_GAME in state GS_STATE_BRIEFING
Entering game at time = 138.972
moveing beams before colisions
got a beam to move before colisions
moveing all beams after colisions
about to render all beams
should have rendered all beams
Frame 1 too long!!: frametime = 0.294 (0.294)
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10-15-2002 04:28 PM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
still no glow and no AI usage.
__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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10-15-2002 05:44 PM |
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RangerOne
Guest
Registered: Not Yet
Location:
Posts: N/A |
Bobboau, are you sure that you've uploaded your changes? There is no POF in the ZIP and hitting the sliding buttons has no effect... but looks great on pics
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10-15-2002 09:25 PM |
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RangerOne
I'm New! Laugh At Me!
Registered: Mar 2002
Location: Germany
Posts: 17 |
Bobboau, are you sure that you've uploaded your changes? There is no POF in the ZIP and hitting the sliding buttons has no effect... but looks great on pics
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10-15-2002 09:25 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
actualy it looks like it wasn't uploading properly...
try now
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10-15-2002 11:01 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
actualy it looks like it wasn't uploading properly...
try now
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10-15-2002 11:01 PM |
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JohnDoors
I'm New! Laugh At Me!
Registered: Aug 2002
Location: Mandeville, Louisiana
Posts: 2 |
can you explain why I might be getting this?
Assert: buffer_size > 0
File: D:\Games\projects\freespace2_public\code\PcxUtils\
pcxutils.cpp
Line: 223
Call stack:
------------------------------------------------------------------
FRED3.EXE 005b6a18()
FRED3.EXE 005b7b88()
FRED3.EXE 004c97be()
FRED3.EXE 0044b39f()
FRED3.EXE 0043478e()
FRED3.EXE 004345b6()
MFC42D.DLL 5f426b79()
MFC42D.DLL 5f4631c8()
MFC42D.DLL 5f4632c0()
MFC42D.DLL 5f46332d()
MFC42D.DLL 5f4632f4()
FRED3.EXE 00448c61()
MFC42D.DLL 5f42f293()
MFC42D.DLL 5f42ebe8()
MFC42D.DLL 5f42c789()
------------------------------------------------------------------
it tells me that assertion failed, and it happens halfway through loading the mission.
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Last edited by JohnDoors on 10-16-2002 at 01:28 AM
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10-16-2002 01:26 AM |
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