[freespace2] Questions...

Mark Brody mbrody at stanford.edu
Fri Feb 21 10:24:59 EST 2003


* Taylor Richards (mtrs at bellsouth.net) wrote:
> On Thu, 2003-02-20 at 15:06, Dan Olson wrote:
> > I'll admit I haven't looked into the issue yet, but I was under the
> > impression that the reason the Babylon 5 and other mods did not work
> > correctly is because the cfile code matched files in .vp archives case
> > sensitively.
> 
> No it's the other way around.  I put them (B5 stuff) in VP archives to
> get around the case sensitivity problems.

The table parser seems slightly confused by some entries in TBP 1.1's ships.tbl.  It sometimes throws confusing warnings (labeled "Error:") when it is expecting two floats (i.e. "10, 0.0") and gets them without whitespace between the comma and the second value (i.e. "10,0.0").  This isn't consistent - most of the times it's perfectly happy.  I haven't been able to track this down yet.  The missions still seem to play properly, though, so it can't be that big a deal.

On another note, I've been wondering if there are any plans in the works for some kind of merge with the Freespace 2 Source Code Project folks (http://fs2source.warpcore.org).  They included a earlier version of the Icculus port, but have since added a number of features (texture compression, damage textures, a Win32 OpenGL renderer, more sexps, etc).  Texture compression is based on Direct X, and whoever wrote the OpenGL renderer cannibalized the Icculus OpenGL code to do it, breaking the Linux build in the process.  I poked at it half-heartedly last weekend, and the changes were (for the most part) simple enough that a little work would probably get things running (I got most of it compiling).

Also, many mods are incorporating FS2_open features in their next releases (the B5 folks really want fighter beam weapons, for example).

Might some kind of merge be a useful goal after 1.0?

Mark



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