BSFCE / SMCE Download/Main Topic

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Arcalane
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BSFCE / SMCE Download/Main Topic

Post by Arcalane »

DO NOT POST THIS LINK OUTSIDE OF THIS SPECIFIC FORUM (SHIPMAKER'S HALL) OR OUTSIDE OF THE IRC CHANNEL.

Additionally, do NOT post ANY ships made with this outside of the Shipmaker's Hall. We have to keep this project QUIET. Understand?

~~

Lost your resavers? Redownload them here! or here

Lost your configs?
http://filesmelt.com/Filehosting2/downl ... onfigs.rar
Remember to change the path to BSF exe in smconfig ini (its relative).

Getting 'Error defining an external function'? Put this dll into your BSF dir:
http://filesmelt.com/Filehosting2/downl ... PI%202.dll

Custom sprites folder:
http://filesmelt.com/Filehosting2/downl ... prites.rar

~~

New release: CE-27-10-2008-R1

BSFCE:
- Multi-hinged rotation is now possible, thanks to Mtheminja!
- Added 11 new sections

SMCE:
- Fixed: Effect setting copy properly when sections are flipped/cloned/mirrored/group cloned
- Fixed: Modules change their angle when group rotating
- Fixed: Mouse/key scrolling through sections doesn't crash/freeze shipmaker
- Minor interface fixes/changes
- Added effect editing mode
- Added 11 new sections
- F6 resets fading counters for all sections
- Ctrl + M clears mirroring status for all sections. So when you mirror something, press Ctrl+M, then press M, everything will be mirrored again. Useful double symmetry (build one quarter of your ship, mirror, rotate everything 90 degrees, clear mirroring status, mirror again)

Effect editing mode

You can toggle it by pressing F5 ('EFFECT MODE' label will appear on the topbar). In effect mode, some keyboard keys change so that its easier to edit effects.

[ and ] - change effect alpha
PgUp and PgUp - cycle through section effects
Shift + C - change effect blending mode
Shift + arrow keys - change effect x and y offset
I and K /+Shift - change effect x and y scale
W and S - change Fade speed, hold ctrl for bigger increments
E and D - change Hi limit, hold ctrl to change Hi delay
R and F - change Lo limit, hold ctrl to change Lo delay

http://filesmelt.com/Filehosting2/downl ... 008-R1.rar
Last edited by Arcalane on Mon Nov 17, 2008 1:38 am, edited 8 times in total.
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Kaelis
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Post by Kaelis »

Okay, heres a tiiiiiiny little question for ya, Arcalane.

Why the fuck did you delete the whole changelog?!
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Arcalane
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Post by Arcalane »

Because I'm a twit and forgot about them when I was cleaning it up. Perhaps we should have maintained changelists in the help files too, eh? :P
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BoVinE
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Post by BoVinE »

Yea, but you told me to delete those as they were taking up too much space. :?
Forgetting internet deadlines since 2003
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Arcalane
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Post by Arcalane »

Are you sure that was me? :|
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Kaelis
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Post by Kaelis »

I told you it would be a good idea to get rid of changelog from BSF and then you told Bovine to remove it when he was remaking the help file.

I think =P
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Arcalane
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Post by Arcalane »

Aha! So I was partially right! :mrgreen:

Code: Select all

[Tuesday 28th] [20:04:52] <Arcalane> I blame Kaelis for not keeping backup changelogs. All in favour?
[Tuesday 28th] [20:05:16] <BoVinE> Sort of
[Tuesday 28th] [20:05:28] <BoVinE> but yes because it'll piss him off :P
[Tuesday 28th] [20:05:43] <Arcalane> XD
[Tuesday 28th] [20:06:31] <BoVinE> you are keeping backup versions though, right?
[Tuesday 28th] [20:06:52] <Arcalane> oh yeah
[Tuesday 28th] [20:07:08] <Arcalane> I have a 300mb archive of earlier versions and sources .-.
[Tuesday 28th] [20:07:12] <Arcalane> or something
[Tuesday 28th] [20:07:21] <BoVinE> awesome
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Arcalane
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Post by Arcalane »

Odds and Sods;

Patchnotes To Do:
-Fix Twin Railgun and Twin Blaster to use dual shot mechanics. This may be harder for twin beams, so those are being left alone for now.
-Code in the Particle Cannon.
-Code in the Machinegun/s.
-Find a launcher sprite for the HV Rocket.
-Up the detail on the HV Rocket's animation to even out the ratio of frames for smoother rotation and thruster appearance.
-Find sounds and a turret for the Tesla Cannon.
-Code in the Tesla Cannon.
-Add some new sounds that cycerin plans on making.
-Introduce a new concept - semi-random firing sounds! This should help cut down on the deafening sounds caused by multiple launches of a single weapon, and make weapons like the machinegun more interesting.
-Add sound variation to Flash Bolter explosions.
Last edited by Arcalane on Tue Nov 11, 2008 11:32 am, edited 2 times in total.
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Post by Lord-General Thunder »

Arcalane wrote:Odds and Sods;

Patchnotes:
-Fix Twin Railgun and Twin Blaster to use dual shot mechanics. This may be harder for twin beams, so those are being left alone for now.
So, uh... Does this mean that you *did* that, or that you're *doing* that? :?
[img]http://i30.photobucket.com/albums/c348/DraTuicichNovae/BLANKcopy-6.jpg[/img]
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Post by Arcalane »

It doesn't say Fixed. That should be a clue. ;)
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Post by Kaelis »

New release: BSFCE-26-11-2008-R1

Current version of BSFCE: 1.70
Current version of SMCE: 1.60



Advanced features like rotsections, turretsections, links etc have received only basic testing. Expect bugs.



Major additions/changes:
- Overhauled rotsection code
- Turretsections: rotsections with their angle controlled by selected turret
- Weapon linking: ability to set weapons to be controlled by other weapons
- Weapon and module depthing: weapons and modules that derive depth from their parent, like doodads
- Direct Control mode: ability to directly control a ship and its weapons with keyboard and mouse
- Custom sprite import for sections, doodads, weapons and weapon bullets
- Section picker, section groups and arranging section groups in SM
- Color buttons and new functionality regarding coloring sections
- Section hiding in SM

Minor additions/changes:
- Fine move/rotate
- Section and doodad rotate and flip with V/X+mousewheel/click
- Doodad size is independent of parent section
- Rotating thruster modules with l/j
- 0 alpha for section is now available
- Weapon/module transparency
- No-glow and no-shimmer settings for sections
- Option to reparent children of a section to another section
- Remirror option
- Section depth after inserting new section is set to below parent, instead of below everything
- Section button arrow up/ctrl+mousewheel up now goes forward through the section list, arrow down/mousewheel down goes backward
- New/changed saving/loading options
- Ability to hide gui in SM
- Setting for depthed bridge rendering
- Setting for default SM background
- Added path to BSF .exe in ini
- Performance optimizations
- Removed 'upload to db' button, added an option in file menu instead
- Renamed View menu to Tools to reflect new options
- Added 4 new sections (picked by Seraph) and 4 new doodads

Fixes:
- Fixed: weapons parented to core persist when a new ship is opened/made
- Fixed: weapon color not carrying over to the new weapon when cloned/mirrored
- Fixed: black gui areas
- Fixed: section mouse scroll crashes SM when in edit/eff tab
- Fixed: space inserts sections when mouse is over gui
- Fixed: home key does not recenter on the core properly
- Fixed: weapons/doodads/modules not moving to parents position when being cloned
- Fixed: new ship file menu option not working
- Fixed: ship spawner paths not saved properly to sb4 and shp (you do not need to put apostrophes in ship path anymore)
- Fixed: sb4 with more than 4000 lines (800 sections mirrored) won't load
- Fixed: ship preferences button not updating on load



Overhauled rotsections
You won't notice any major changes, except for less bugs, and the fact that rotsections don't have to be above their children anymore.



Turretsections
Turretsections are just like rotsections (including children rotating along with their parent), but instead of rotating by themselves, they are driven by a weapon.

To set a driver for selected section, right click on a weapon and pick 'Set Driver'. To clear the driver, right click on a section and pick 'Clear Driver'. Orange arrows will indicate drivers.

For the turretsections to work properly, their drivers cannot be parented to them. So if you want a proper turret, its best to move the driver to be at the same coordinates as turretsection, and hide underneath the turretsection (with weapon depthing) or make it invisible (0 alpha), give it alot hp, and disable shooting (there is an edit field for that).



Weapon linking
Allows you to link weapons, so that children have the same angle as their link parent, and shoot at the same time (and only then) with optional delay (Link delay edit field). The link parent will behave as a normal weapon. When the link parent is destroyed, link children get back to normal weapon behavior. There can be only one link parent for a weapon, but one weapon can have multiple link children.

To pick a link parent for selected weapon, right click on the weapon you want to be the link parent and select Set Link. Select Clear Link to clear the link (its link parent) from the weapon under mouse. If you want weapons on a turretsection that work like barrels, just link them to the driver.



Weapon and module depthing
Depthed weapons/modules behave just like doodads as far as depth is concerned - they render on top of their parent section, but below eveyrything thats above their parent section. Weapons/modules parented to the core cannot be depthed.

Press W to toggle depthing on a selected weapon/module.



Direct Controll mode
In DC mode, you can control how your ship moves and how do its weapons shoot (taking all their parameters like arc range or reload into account) with keyboard and keys.

For ship movement, arrow keys, wsad keys, and mouse are used. There are 4 DC modes.
Mode 1 - ship rotates to face mouse, ws / up and down move ship forward (where its facing) and backward, ad / left right strafe the ship to its (relative to the ship) left/right
Mode 2 - ship rotates to face mouse, wsad / up down left right move the ship in relevant direction relative to the screen
Mode 3 - ship does not rotate to face mouse, ws / up down move ship forward/backward, ad strafe ship to its left/right, left and right rotate ship
Mode 4 - Ship does not rotate to face mouse, wsad / up down left right move the ship in relevant direction relative to the screen AND rotate it to face that direction

To enter DC mode, select a ship and press ctrl+C. To toggle through every mode keep pressing ctrl+C. To immediately exit out of DC mode (without having to toggle through them) press C.

There is also a setting in SM in ship preferences to disable DC on that specific ship.

If you want to control ships weapons, you have to assign them to DC groups in SM via appropriate edit field. Each group corresponds to certain keyboard key or mouse button which will trigger weapons belonging to those groups. Weapons assigned to a DC group will rotate to face the mouse when the ship they belong to is in DC mode, outside of DC mode they will behave like normal weapons.



Custom sprite import
You can import your own sprites for use as sections, doodads, weapons or bullet sprites. These sprites must be in the form of .png or .gif files, and need to be located in Custom sprites directory residing in the program directory. Their names should be short (around 12 characters for sections and doodads, excluding file extension). Every single sprite must have a unique name. Section, doodad and weapon sprites all need a 1pix black border, which will be used as transparency color. All sprites will be imported with their origin set to ceil(width/2), ceil(height/2), where the top left pixel is 0,0. The default gray fill color for sections is 47,47,47 (R, G, B), and the white for outline is just pure 255,255,255 white.

Note that all custom sprite paths for current ship are saved with the sb4 and shp. If you move a sprite out of the directory it was in when youve built the ship, there will be problems with loading that ship in BSF/SM. The only way to change paths in a saved sb4 is to open it up in a text editing app and change them manually (theyre relative to Custom sprites directory). Paths saved in shp cannot be changed, youll need to resave the ship.

To import a section or doodad and insert it directly onto the grid in SM, just drag and drop the files onto the SM window. If you drag a gif, you will be presented with an option to make it either a section or a doodad. For other section import options, refer to 'Section picker and section groups' section.

To set a custom sprite for a weapon or its bullets, use the appropriate edit field. You will be presented with open file dialog, press cancel to go back to default sprites. Note that you won't be able to see how bullet sprites look like until you run the game and load the ship with modified weapon.

Due to changes required for custom sprite import, template strings with sections, doodads and weapons that have custom sprite no longer work flawlessly (the sprite name part is dependent on the current session of SM). This includes ships that were using template strings for 'hacked' section/doodad sprites (sections with stock doodad sprites or doodads with stock section sprites should work, though). You may also need to resave ships made with older versions of SMCE.



Section groups
All sections in SM are now distributed between four groups, which can be arranged any way you like. There is also a section picker available, to help with choosing sections.

1, 2, 3 and 4 keys are used to change currently active groups, but only when those keys are set to 'group' mode. To change 1234 keys mode, press tilde ( ~ ) or go into Tools/'1234 keys mode'. There is a '1234mode' setting in smconfig.ini that governs what mode should be set as default one when SM starts, 0 for normal (insert), 1 for group.

When you change active groups, the set of sections available for insertion will change to reflect that. Section button arrows and section mousewheel/key scroll will now scroll through that set of sections. The section button on the sidebar will also change (it remembers the position of last selected section from relevant group).

You can save and open section groups using relevant options in Tools menu. This will save a separate sprite ini. When you open a sprite ini, all sections that are currently on the grid will stay as they are. Only the groups will change.

You can change what doodads are loaded by editing the ini directly as well.

By default, sm loads smsprites.ini (included with the download).



Section picker
To activate section picker, press Z. Press Z again to deactivate it. Section picker will show all sections from current group. If there are more section in current group than the section picker can show, you can scroll through them with mousewheel while the mouse is over the section picker, or by moving the mouse to top/bottom edge. To insert a section, simply click it.

You can import custom sections to the end of current group by dragging and dropping a file onto the section picker.



Section group arrange
To manage section groups inside SM (you can do that by directly editing the inis, too), go into Tools/Group Arrange. The normal SM gui will be replaced by all four sections groups shown like sections pickers. They are scrolled like section picker as well.

You can select sections by clicking them. Ctrl+click selects multiple, shift+click selects block. Delete removes selected sections from the group. You can move selected sections in their group or between groups by simply dragging them. A yellow line will indicate to what position they will be moved.

You can import custom sections into a specific group and specific position by dragging and dropping files into place while group arrange is active. Imported sections will be inserted directly after the section which was under mouse when they were dropped.



Color buttons
There are now color buttons on the sidebar, which behave much like color keys.

First three buttons are for teamcolors, with the ability to change them, they work just like in BSF in that aspect. Next 9 buttons are for the 9 custom colors.

To change the color of selected object (or set it to team color), press the buttons. To change one of the colors, right click on it. You can also ctrl+click on one of the button, to select it as the color which new sections will start with.

If you ctrl+right click on a button, you will be presented with four options:
Fill - assigns the color to all sections that have the same color as currently selected section
Sample - color picker, samples the color from currently selected section
C Mode - toggles through assign and cycle C modes. In cycle mode, C key behaves normally. In assign mode, C key will set the color of selected object to the color that is currently selected as default insertion color (the one picked with ctrl+click)
Save colors - saves colors to smconfig.ini, excluding team colors (by default the ini is no longer modified, you have to specifically pick this option to save your colors)



Section hiding
You can hide sections to increase performance and possibly help with selection in dense areas.

For the hide/unhide options to work, core must not be selected. To hide section under mouse (or selected section, if theres no section under mouse), press H. To temporarily unhide all sections, press U, press again to hide them again. To unhide all sections, press shift+U.

To hide sections in a rectangular area defined by mouse, press ctrl+H where you want the area start, then press lmb where you want the area to end. Ctrl+U is for rectangular unhide.

You can also hold Y and press left/right mouse button to hide/unhide sections in an area around mouse. While Y is pressed, a circle will be drawn to show how big the area is. You can change the radius in smconfig.ini, 'mousehradius' setting.

Do not use group flip or group rotate with hidden sections!



Other changes/features:

Fine move/rotate - by default, objects will be moved/rotated by the step defined in smconfig.ini by rotnormalstep (default 5) and movnormalstep (default 1). If you press End key or Tools/'Mov/Rot step' you will toggle fine mov/rot mode, which will move/rotate objects by steps defined by rotfinestep and movfinestep.

Section and doodad rotate and flip with V/X+mousewheel/click - You can rotate selected sections and doodads by holding V (15 degrees by default) or X (5 degrees) and rotating the mousewheel. You can flip them by pressing lmb and rmb when V is pressed. For V/X rotate steps, there is a setting in smconfig.ini, called rotxstep and roystep respectively.

Weapon/module transparency - You can set weapon and module transparency now with [ and ] keys. There is an edit field for that, as well.

No-glow and no-shimmer settings for sections - There are separate edit fields for disabling glow and shimmer for sections. Shimmer is a slight change in color brightness for all sections, normally barely noticeable, but becomes an issue when trying to perfectly match turret bases with weapon sprites. Theres alos a 'Shimmer' setting in BSF ini for globally disabling shimmer for all sections.

Option to reparent children of a section to another section - Right click on a target section and pick 'Reparent children' to reparent all children from selected section to section under mouse.

Remirror option - Remirror deletes the entire lower half of the ship and mirrors everything again. Press ctrl+M to perform remirroring. Mirror status clearing has been moved to shift+M.

New/changed saving/loading options - Encryption for sb4 has been removed to speed up saving/loading. To load encrypted sb4 (so saved with an older version of SMCE) press shift+O, or File/'Open encrypted .sb4". You can also save sb4 separately now (not saving the .shp) by pressing shift+S or File/'Save .sb4'

Ability to hide gui in SM - You can hide GUI to gain some performance by pressing F12 or Tools/'Hide Gui'.

Setting for depthed bridge rendering - There is an smconfig.ini setting for rendering bridge sprite above core, but below everything else (so just like in BSF), 'renderbridge'. 1 for old rendering method, 0 for the new one.

Setting for default SM background - Theres a setting 'background' for loading a custom background on SM startup. Path must be absolute (C:\Program Files\Battleships Forever\background.bmp, for example).

Added path to BSF .exe in ini - Used when saving with 'Save + launch sandbox' options, 'bsfexe', path is relative to the directory SM resides in.
Last edited by Kaelis on Thu Nov 27, 2008 8:27 am, edited 3 times in total.
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Post by Kaelis »

Arcalane wrote:INFO REMOVED BECAUSE KAELIS DIDN'T DO ANY FUCKING BUG TESTING WHATSOEVER
Kaelis did alot of fucking bugtesting, and everything works fine on his end. He checked all the paths, too. Arcalane couldve just deleted the link instead of the whole thing, too.
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Anna
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Post by Anna »

Long story short, for everyone else: While the last release works fine for Kaelis, it is apparently horribly bug-riddled for everyone else, so the download is down for now, until fixes have been done.

The BSFCE team would like to thank you for your patience and understanding.

If you are impatient and otherwise not understanding of this situation, we direct you to the back room, which has all the tools you need in order to go fuck yourself.
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Arcalane
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Post by Arcalane »

Anna wrote:Long story short, for everyone else: While the last release works fine for Kaelis, it is apparently horribly bug-riddled for everyone else, so the download is down for now, until fixes have been done.
Go figure. :|

I had the post backed up anyway y'know.
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Kaelis
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Post by Kaelis »

New release: BSFCE-26-11-2008-R2

http://filesmelt.com/Filehosting2/downl ... 008-R2.rar

Current version of BSFCE: 1.701
Current version of SMCE: 1.601



Fixes:
- Fixed: custom ships not loading in sandbox
- Fixed: modules generating errors when saving a ship, preventing .shp from being saved
- Fixed: hit mask for ship prefs button
- Fixed: typos with 'control'
- Fixed: tachyon particles generating errors
- Multiple fixes to weapons
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