Changes:- Added minor light info functions for scripting (gr.Lights, light handle) - no creation functions yet
- Added drawModel function for scripting (Definitely tested...)
- Fixed BTRL FTL effect and greatly improved it
- Fixed default subspace effect (This may or may not take care of 1759)
Comments:I spent a long time tracking down the bug I did fix, which was a problem involving a capital ship warping out before it had finished slowing down. The Colossus still disappears too soon in my test mission, but I'm at a loss to explain it at this point, given that the warp effect uses the same lifetime and takes a while to disappear afterwards.
There was also a bunch of convoluted code and bad calculations that caused the Colossus to appear out of thin air. Hopefully, this is not a bug that people have designed missions around, because it was pretty damn obvious that something was just not right.
FTL Effect:I made the following changes to the BTRL FTL effect:
- Ships now warp out instantaneously, regardless of speed
- Ships now warp in with their initial velocity, and the AI takes control as soon as the ship appears.
- Added code to support the shockwave and to make the ship disappear at $Warpout time (or appear at $Warpin time)
- Added code to switch off collision detection when the ship disappears.
- Animations for warpout are now paged in with all ships in the mission
- The shockwave effect is automatically loaded from a file using the "-shockwave" suffix. EG, if you specify "$Warpin animation: myeffect", your shockwave file should be "myeffect-shockwave"
- Insane amount of tweaking to how the effect is shaped - it now uses the autocenter code for the ship and expands the polygon out using bounding box maxs and mins. This works well for Freespace 2 ships, not as well for BTRL ships, but I was unable to find a configuration which worked for BTRL ships. Effect radius is based on the longest X or Z bounding box dimensions, unless you manually override it with "$Warp* Radius:"
Supported fields:$Warp* type: Should be "BTRL"
$Warp* Start Sound: Crap, I knew I forgot something
$Warp* End Sound: Ditto.
$Warpout speed: If specified, ship will try to reach this speed before FTLing
$Warp* time: No direct effect
$Warp* radius: Radius of flash effect (Does not affect length or shockwave radius)
$Warp* animation: Controls animation filename for flash across the ship (Shockwave: <animation>-shockwave)
Recommended settings:The following settings will synchronize the shockwave with the middle of the flash in ftl_test
$Name: GTF Apollo
+nocreate
$Warpin type: BTRL
$Warpin time: 0.3667
$Warpin animation: ftl
$Warpout type: BTRL
$Warpout time: 0.3667
$Warpout animation: ftl
Trial package:http://fs2source.warpcore.org/temp/wmc/ftl_test.zipThis is basically the media from BTRL, but with the graphics resized so there isn't a huge empty space off to the right of "ftl.eff". They will need to be redone/stretched to a power-of-2 texture and converted to DDS for final release.
The VP also includes a table that converts all FS2 fighters to the effect, as well as all BTRL demo ships.
Build:http://fs2source.warpcore.org/exes/latest/C09032008.zipYou'll probably want this.
