Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - WMCoolmon

Pages: [1] 2 3
1
Tmp2 / FTL effect update?
« on: February 10, 2008, 12:09:11 PM »
I've made some improvements to the warp system that makes it much easier to both add and edit new warp types. Are there any improvements that could be made to the BTRL FTL effect? Note that this only concerns the stuff in the stable branch.

For inspiration:
http://fs2source.warpcore.org/temp/wmc/warp_test.zip

You can either use the attached TBM, or load the mission under FS2 retail and press '1', '2', '3', and '4' to cue ships to enter/exit.

2
Tmp2 / Correction request
« on: December 18, 2007, 04:41:43 AM »
A while ago, I came across an this interview on Galactica.com. Partway down the page, one of the responses is:

Quote
Chris Hager: Again, our goal has always been the authentic representation of Viper-Raider combat, and we realized early on that one way to capture that was to simulate the physics of flight in zero gravity. Thanks to some very skilled programmers like Unknown Target [Jordan Pelovitz] who dug through the existing code, we now have that balance.


This is probably just an oversight since UT and Backslash have done far more work with the code since I initially wrote the feature than I have. But the article makes it sound like UT came up with the idea for the initial implementation. I'd appreciate it if the article were updated to make things more clear.

I am not trying to get UT's name kicked off, but I do want to make sure that it doesn't look like I'm trying to steal credit for his work if I mention that I was the one who came up with glide in the first place.

4
Tmp2 / BSG Music Video double feature
« on: June 25, 2007, 04:27:46 AM »

5
Tmp2 / Leaving the team
« on: January 13, 2007, 11:12:36 AM »
Given the lack of interest that I have in finishing the coding for the features that I've assigned (to myself) for BTRL, I've decided that it's best for me to leave the team.

All of the code not in CVS, regarding FTL support, is stored on a computer that I no longer have access to; and I don't think I've made any notes beyond what I've written on the forums. Any questions regarding that, or TrackIR support, can be directed to me via PM, of course.

Other than that, I wish everyone good luck in completing the mod.

6
Tmp2 / FTP Note
« on: December 23, 2006, 03:12:14 AM »
Please don't stick things in the "dev" folder or any subdirectory of it, especially not the D_E_M_O folder, and then post a link on the forums. I just saw somebody do this accidentally on the main forums; it was up for maybe 30 seconds, but it still jolted me to see the full URL to the demo folder up for everybody to see.

Even though nobody should be able to access it outside of an FTP program and with a password, slapping the full URL up will only serve to encourage would-be hackers by giving them a goal to work towards. I just tried to access stuff in the FTP without the password, and fortunately just got access denied errors. But I've been able to access stuff from the dev FTP via HTTP in Firefox, without having to login, so it's not 100% secure.

In addition, there's always the possibility that a thread may be moved between the CLASSIFIED and PRIVATE forums, or even into the public forums by accident.

This friendly reminder brought to you by Centurio...

7
Tmp2 / Prospective recruit, Wanderer
« on: November 07, 2006, 07:06:13 AM »
If anybody on 2D art thinks that they can work with him to get started on the "Heads Up Display" examples (eg Starslayer), and nobody has any exceptions, I'm interested in getting Wanderer (PRIVATE) access so that he/they can get a head start on the HUD stuffs.

I'm a bit concerned about letting someone on the team without having some concrete work done for the project first, but Wanderer has in the past been extremely reliable and done a lot of good work on the wiki.

8
Tmp2 / Debug builds, please
« on: October 10, 2006, 05:57:40 AM »
I would very much appreciate it if people would use debug builds before committing stuff to the FTP. It may not be a big deal, but it's a PITA to click through 6-10 dialogs about LOD mismatches and missing textures every time I go to run a debug build. This is not going to get any better when the demo is released, and normal users are running a debug build, and don't understand exactly what warnings are relevant or not.

9
Tmp2 / CVS/Scripting build
« on: October 02, 2006, 08:26:06 AM »
Mostly, this features an upgrade to the scripting system and the 'new' warp effect (which I haven't tested in awhile, be warned).

Running this build will give you an error about an invalid warp type 'animation'; I've removed it in favor of a warp type 'btrl', this will use ftl.eff and ftl_SW.eff (Assuming it's still working properly)

The main improvement is on the scripting system. I've spent many hours basically rewriting the lowlevel code into something far more capable and far neater than the original incarnation. Of course, virtually none of this is evident from a non-coder perspective. (I'm torn between wondering whether I wasted my time, or satisfaction that I did the job well enough in the first place that I didn't have to completely rewrite everything, and it's still mostly as functional as the old version. :sigh:/:D)

Key changes are:
  • When a function that returns a handle fails, an invalid handle is returned, rather than a nil value. Handles can be checked using the isValid() function; this will also take into account a ship dying et cetera.
  • Most of the get*By* and getNum* functions have been replaced with arrays and the length (#) operator. eg: mn.Ships[1], mn.Ships["Alpha 1"], #mn.Ships
  • Debugging information may actually be useful and give the line number of the error, rather than just bitching at you. (Bitching functionality remains fully functional)
  • Some of the names have been changed; eg "Sound/sd" is now "Audio/ad", in preparation for music functions.


The build can be found in the "Builds" folder of the dev FTP. (C10012006.zip)

10
Tmp2 / Small FTP Prob
« on: June 30, 2006, 05:39:10 AM »
Quote
Warning: Couldn't load bitmap thruster02-01
Warning: Couldn't load bitmap thruster02-01a
Warning: Couldn't load bitmap thruster03-01
Warning: Couldn't load bitmap thruster03-01a


Who is in charge of the species_defs.tbl effects right now? It'd be nice to get rid of these errors and replace them with files that exist...I believe they are referring to the files in the mVPs, but the mod is supposed to be standalone.

12
Tmp2 / Coding thread
« on: April 04, 2006, 10:44:32 AM »
This is a thread for coding requests and priorities discussion for the mod.

Completed:
Gun convergence - WMCoolmon
Maneuvering Thrusters - WMCoolmon

High priority:
Tweak FTL Effect - WMCoolmon, DaBrain

Low priority:
Research/implement a BSG-esque camera-shake
Mouse and Joystick support for freelook
Gun, missileview, and flyby cameras


Unknown priority:
Extend interface functions into scripting
Scripting camera control

13
Tmp2 / FYI
« on: March 19, 2006, 08:58:10 AM »
I have implemented a couple of subobject animation types ("turret firing" and "scripted"), along with a scripting function to trigger them manually. The changes are currently in-testing with SoL models, and will go in CVS whenever they're verified as working.

I dunno if this means anything for models, but it should (hopefully) mean that you can indirectly move the BSG's landing bays via SEXP. (using script-eval-num)

It may mean that turret recoil is possible, but considering they rotate and all, I don't want to get people too excited. The system may not handle it.

14
Tmp2 / Briefing music
« on: March 15, 2006, 07:44:35 AM »
I realized that bsg_brief_02 wouldn't loop very well in briefings, so I made a version that would. Took almost an hour of careful editting, but the result is virtually seemless.

You can download it on the GW ftp @ bsg/dev/bsg_brief_02.ogg

It does cut out the crescendo at the end of the original, so that it would sound right.

15
Tmp2 / April Fool's Joke?
« on: March 04, 2006, 08:02:45 PM »
(nt)

Pages: [1] 2 3