Test installer for 0.72b1 + custom explosion generator

Test installer for 0.72b1 + custom explosion generator

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Test installer for 0.72b1 + custom explosion generator

Post by jcnossen »

I've made a small explanation of the custom explosion system in the new spring version : http://spring.clan-sy.com/wiki/CustomEx ... Generators

Since you need to be able to test the explosions, here is a test installer for version 0.72b1. (SVN revision 1410)
For a working set of test files for the custom explosions, get http://user.supradigital.org/jcnossen/c ... osions.sdz, which can go directly in your taspring directory. It modifies the armrl, armbull, armllt and armhlt in a very ugly way ;)

It contains the current lobby, so teamcolors will be messed up.
NOiZE also reported blue explosions, which don't happen for me. It would be really great if someone finds a way to overcome that somehow...

For multiplayer tests, I propose you use the test server at compstomp.de

Finally, the ground flashes don't work well when they are big, I know. I plan on making the ground flashes more flexible, probably like I did for the projectiles. Customizable ground flash textures and blending operations are also on my todo, as they probably don't take a lot of time either.
Last edited by jcnossen on 06 Jun 2006, 00:33, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Blue explosions sucks

but besides that

GREAT WORK!!!!!
Theotherguy
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Joined: 11 Jul 2005, 02:01

Post by Theotherguy »

this version crashes out on "ground rendering" for me, and when I don't include the custom explosions the ground is just a big black void and all of my explosions are blue.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

So...err...you put a script wiggy...in the explosions folder...and then link it too a wepon.

Then when the wepon fires the explosions will now be...differently? If so can we FINNALY have mushroom clouds?
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FireCrack
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Post by FireCrack »

Hmm, it would be good if we could express projectile position/speed in cylindrical coordinates, unless we want cube explosions...
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

Theotherguy wrote:this version crashes out on "ground rendering" for me, and when I don't include the custom explosions the ground is just a big black void and all of my explosions are blue.
I think I have the same problem. Mine crashes just after the projectile texture begins (which is right after ground rendering) with the error "pbuffer creation error: wglCreatePbufferARB() failed!"

In WinPBuffer.cpp, line 63,

Code: Select all

	hPBuffer = wglCreatePbufferARB(hMainDC, GetPixelFormat(hMainDC), shadowMapSize, shadowMapSize, pb_attr );

	if( !hPBuffer )
	{
		handleerror(NULL,"pbuffer creation error: wglCreatePbufferARB() failed!",
			"ERROR",MBF_OK|MBF_EXCL);
		return;
	}
wglCreatePbufferARB does not seem to be defined for me.
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Decimator
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Post by Decimator »

How do we go about using two of the same projectile in an explosion? Say I want to use a green dirt and a yellow dirt in addition to the brown dirt?
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Code: Select all

[BulletImpact]
{
	[dirt]
	{
		[properties]
		{
			size=10;
			color=0.2, 0.1, 0.05;
			alphaFalloff=2;
			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;
			pos=-10 r20, 20, -10 r20;
		}
		ground=1;
		count=5;
	}

	[dirt]
	{
		[properties]
		{
			size=10;
			color=1, 0.1, 0.05;
			alphaFalloff=2;
			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;
			pos=-10 r20, 20, -10 r20;
		}
		water=1;
		count=5;
	}
	[groundflash]
	{
		flashSize = 10;
		flashAlpha = 1;
		circleGrowth = 3;
		circleAlpha = 1;
		ttl = 10;
		color = 0.3, 0.3, 0.5;
		water=1;
	}
}
Will produce red dirt on land..

it should be red on water brown on land :P

Also, it would be good to assign a unit type to an explosion. As in....

Code: Select all

	
[EXPLODE]
{
VTOL=custom:PLINK;
DEFAULT=custom:BOOMNESS;
INFANTRY=custom:BLOODYSPRAY!;
}
like the damage section of a weapon
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Zoombie
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Post by Zoombie »

Oh no! The ground Is bleeding!
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Nemo
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Post by Nemo »

smoth wrote: Also, it would be good to assign a unit type to an explosion. As in....

Code: Select all

	
[EXPLODE]
{
VTOL=custom:PLINK;
DEFAULT=custom:BOOMNESS;
INFANTRY=custom:BLOODYSPRAY!;
}
like the damage section of a weapon
I know this is asking for yet more, but this specification would be VERY helpful. For example...a bullet that hits a human and shows blood spray, but hits a tank and just sparks. It would look a bit weird for rounds to hit a human and spray glowing sparks, and just as strange for a tank to spray redish blood particles.

This looks to be fantastic work, many many thanks.

(I get the wglCreatePbufferARB error too though - Windows XP SP2, Celeron 1.8ghz, GeForce mx400 64mb, 768mb ram)
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Try to remove archivecache.txt . At least, it work for me.
colorblind
Spring Developer
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Joined: 14 Mar 2005, 12:32

bug

Post by colorblind »

This .exe crashes on me if I try to start a local game.
The screen goes blank right after the projectile texture message (that's the one after "creating ground shading"), spring closes and I get a windows ERROR popup that says:

"pbuffer creation error: wglCreatePbufferARB() failed!"

The video card is an Nvidia Geforce4 MX 440 with driver version 8.1.9.8.
I've posted a mantis bug report: http://taspring.clan-sy.com/mantis/view.php?id=193
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Hm, I fixed a crash like that on linux a while ago, maybe it's related; I'll take a quick look once I'm home (maybe I forgot to fix it for windows too).
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NOiZE
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Post by NOiZE »

nobody else with blue explosions?
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

No blue explosions, I cannot even get any colors to the explosion :\. nope, my best guess on that was that something went awry with your explosion bmp. that would explain the blue fire.
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

In my report above, I forgot to mention that I have a Geforce4 MX 440 with driver version 8.1.9.8, and an AMD Athlon 2600+.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Damn, smoths error made me realise I made a fundamental mistake in this thing. The TDFParser isn't actually able to read two entries with the same name. They will result in one section with both a ground=1 and a water=1 :/

I'm not sure how to fix this right now, besides modifying my own parser to handle TDFs, which seems a little drastic.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I get the pbuffer bug too. Strange thing is that I don't get it when compiling with MinGW (tho it seems to not call instantiate_fb at all, which can trigger pbuffer loading). Get it both in fullscreen and windowed mode with default settings.

E: pbuffer thing is almost sorted out
Last edited by Tobi on 06 Jun 2006, 21:44, edited 1 time in total.
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FireCrack
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Post by FireCrack »

NOiZE wrote:nobody else with blue explosions?
I have blue boomies too, no idea what causes it...
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

jcnossen wrote:Damn, smoths error made me realise I made a fundamental mistake in this thing. The TDFParser isn't actually able to read two entries with the same name. They will result in one section with both a ground=1 and a water=1 :/

I'm not sure how to fix this right now, besides modifying my own parser to handle TDFs, which seems a little drastic.
Give me 8 dirts(I.E. Dirt1, Dirt2... Dirt8) and I will give unto it the name of hotsex!

Also how do we get the usage of the spherical dome?
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