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IDProjectCategoryView StatusLast Update
0001402FSSCPmodular tablespublic2008-10-20 20:58
ReporterARSPR Assigned To 
PriorityhighSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.9 
Summary0001402: No warnings about mising textures in beams (at least)
DescriptionWhile testing DaBrain new media vps I've seen that there are some missing beam textures, but I didn't get any errors.

Then I've forced a test and I can confirm you don't get any warning.

I don't know if this is a bug or if it is a new feature request. In the latest, it would be really nice if the game told you about ALL missing data at least for testing purposes. So I've set the severity as major because for me and just now it's major ;-).
Steps To ReproduceTest with "The Sixth Wonder" SM1-08.fs2.

The Cato has a SGreen beam.

The only xxxxxx-wep.tbms that modify retail weapons.tbl are:

beams1-wep.tbm -----------------------
$Name: SGreen
+nocreate
$BeamInfo:
    +Radius: 80.0 ;; muzzle glow radius in meters
    +Muzzleglow: TbeamAglow ;; muzzle glow bitmap
    $Section: ;; one section of the beam (you can have up to 5)
        +Index: 0
        +Width: 13 ;; width of the section
        +Texture: TerBeam1Core ;; texture for this section
        +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
        +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
        +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
        +Zadd: 8 ;; hehe
        +Tile Factor: 9, 1
        +Translation: -18
    $Section: ;; one section of the beam
        +Index: 1
        +Width: 30 ;; width of the section
        +Texture: TerBeam4CoreHaze ;; texture for this section
        +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
        +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
        +Flicker: 0.07 ;; how much it flickers (0.0 to 1.0)
        +Zadd: 6 ;; hehe
        +Tile Factor: 12, 1
        +Translation: -12
    $Section: ;; one section of the beam
        +Index: 2
        +Width: 40 ;; width of the section
        +Texture: TerBeam2Glow ;; texture for this section
        +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
        +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
        +Flicker: 0.15 ;; how much it flickers (0.0 to 1.0)
        +Zadd: 6 ;; hehe
        +Tile Factor: 12, 1
        +Translation: -10
    $Section: ;; one section of the beam (you can have up to 5)
        +Index: 3
        +Width: 55.0 ;; width of the section
        +Texture: TerBeam1GlowHaze ;; texture for this section
        +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
        +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
        +Flicker: 0.35 ;; how much it flickers (0.0 to 1.0)
        +Zadd: 3 ;; hehe
        +Tile Factor: 12, 1
        +Translation: -6
----------------------------------------

and

mv_adveffects-wep.tbm ---------------------------
$Name: SGreen
+nocreate
$BeamInfo:
    +PCount: 50
    +PRadius: 3.0
      +PAni: particle_green
--------------------------------------------------

Well, then I've removed Particle_green, TBeamAglow, TerBeam1Core, TerBeam4CoreHaze, TerBeam2Glow and TerBeam1GlowHaze from Adveffects\data\effects folder, and I don't get any errors.

(Remember that as I'm testing new media vps, I've unpacked them in folders, which I load through -MOD flag. In this way I can quickly change the "vps" contents).
Additional InformationI haven't tested with Xt builds because they don't give any errors...

I've selected this test with SGreen, because there's no conflictive entries in tbms, so I'm fully sure all the pointed textures are going to be loaded. (Remember the bug 3.6.9. has about tbm loading order).
TagsNo tags attached.

Activities

taylor

2007-05-24 01:50

administrator   ~0008117

I might have fixed this in the Xt builds, since I do remember reworking a bit of that code after 3.6.9 was released. I'll take this one for now, and you can check on it again after I get warnings working again. It should be this weekend, or early next week, when I get the new warning code fully functional.

taylor

2007-06-02 03:23

administrator   ~0008159

Looking at the Xt code base, it does give warnings about missing beam textures. It has all been converted to delayed loading (most of that being done for 3.6.9), so it isn't going to warn you about anything missing until mission load, and then only for beams used in that mission.

But the Xt builds do have an mprintf() as well as a Warning() however, which means it will always output the missing texture name to fs2_open.log too. It will be something like "Could not find a usable beam section...", including the section number and the beam name.

So, if you are just looking for warnings during game startup and not getting them, then that's by design. If this becomes a real problem though, I suppose we could add an "is-it-there" type of test for mods. Something like pofspew, but trying to load all data from tables instead (from weapons.tbl, fireball.tbl, sounds.tbl, music.tbl, species_defs.tbl, etc), so that a mod can easily check if all of that data is in place and valid.

ARSPR

2007-06-04 22:37

reporter   ~0008161

+ I was testing with 3.6.9. which has no delayed warning (see 0001220) and I got no warnings at all.

+ When your Xt has warnings enabled I'll test it. Of course knowing I had delayed loading on in these builds.

+ Your last idea is simply great. It would be superb if you could add a flag like "-check_all_data" which would verify that all your pointed data through tables, pofs or hardcoded are available, just on FS2 loading. If it writes the test results to the log file better than best. Modders are going to love you.

taylor

2008-07-17 16:28

administrator   ~0009460

Not going to work on this.

chief1983

2008-10-09 16:36

administrator   ~0009893

We need someone to go through the Xt code diff and pull out fixes like this soon.

taylor

2008-10-09 19:57

administrator   ~0009906

I think that everything I had in the Xt tree for this has already been committed. I still don't know whether this is really fixed or not though. It should be less of a problem now at least, but I'm not sure that the primary issue is actually gone.

chief1983

2008-10-09 22:23

administrator   ~0009923

Then I guess we just need to hear from them to know if it has been fixed.

Zacam

2008-10-20 20:56

administrator   ~0010068

Ever since the Sir Knighly builds began, there are warnings about missing or too many beam sections or texture not found.

This can be considered as handled by current builds under the scenario of VP testing.

chief1983

2008-10-20 20:58

administrator   ~0010069

Great jaoerb guys :)

Fixed in 3.6.10 nightly builds on.

Issue History

Date Modified Username Field Change
2007-05-24 01:36 ARSPR New Issue
2007-05-24 01:36 ARSPR Status new => assigned
2007-05-24 01:36 ARSPR Assigned To => WMCoolmon
2007-05-24 01:50 taylor Note Added: 0008117
2007-05-24 01:50 taylor Assigned To WMCoolmon => taylor
2007-06-02 03:23 taylor Note Added: 0008159
2007-06-04 22:37 ARSPR Note Added: 0008161
2008-07-17 16:28 taylor Note Added: 0009460
2008-07-17 16:28 taylor Assigned To taylor =>
2008-07-17 16:28 taylor Status assigned => new
2008-10-09 16:36 chief1983 Note Added: 0009893
2008-10-09 16:36 chief1983 Priority normal => high
2008-10-09 16:36 chief1983 Summary No warnings about mising textures in beams (at least) => Fix in Xt: No warnings about mising textures in beams (at least)
2008-10-09 19:57 taylor Note Added: 0009906
2008-10-09 22:23 chief1983 Note Added: 0009923
2008-10-09 22:23 chief1983 Status new => feedback
2008-10-09 22:23 chief1983 Summary Fix in Xt: No warnings about mising textures in beams (at least) => No warnings about mising textures in beams (at least)
2008-10-20 20:56 Zacam Note Added: 0010068
2008-10-20 20:58 chief1983 Note Added: 0010069
2008-10-20 20:58 chief1983 Status feedback => resolved
2008-10-20 20:58 chief1983 Resolution open => fixed