Author Topic: Cockpits redux (Stable branch)  (Read 24921 times)

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Offline WMCoolmon

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Re: Cockpits redux (Stable branch)
I just went back and tested this with the TerranCockpit, and it seems to work with a Myrmidon, can anyone give me a specific combination of model, ship, and table entry that does not work for them? (Preferably with retail, but if it requires a mod, that's fine as well)
-C

 

Offline Tolwyn

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Re: Cockpits redux (Stable branch)
I put the tbm into data\tables, vp into FS2 root folder and now the feature works as it should!
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Offline WMCoolmon

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Re: Cockpits redux (Stable branch)
Alright, unless anybody has any more bugs to report, I'm going to consider this fixed, then.
-C

 
Re: Cockpits redux (Stable branch)
Why is my cockpit showing up as transparent? I checked the orignal texture and i didn't use alpha channels.

It's only the cockpit and not the hull.


And I'm still getting that studdering, but no only in-game, but also in F3 tech view and in the load out screens.
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Offline WMCoolmon

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Re: Cockpits redux (Stable branch)
The stuttering is most likely because this build is based on the stable branch, not taylor's Xt builds.

Can you send me a copy of the cockpit and mission (whatever I need to replicate the effect from retail or retail+mediaVPs)?
-C

 
Re: Cockpits redux (Stable branch)
I can give you the basics here, it should be hopefully enough to present the issue at hand (the window frame will be missing).  I think you'll get the necessary table entries from Saga's prologue *crosses fingers*  (If you absolutely need everything then here: http://scoobydoo.freespacemods.net/Finished_Mods/Additional-12-25-07.rar )

The mission is pretty generic

http://scoobydoo.freespacemods.net/Problems/transparent.rar

Edit: for the lagging, I believe you are correct there. The stable builds I don't think ever been lag-free.
« Last Edit: February 26, 2008, 12:48:58 am by Scooby_Doo »
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Offline Swifty

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Re: Cockpits redux (Stable branch)
I think I managed to replicate your error, albeit, a tad differently. While I wasn't able to replicate the nebula's appearing in the cockpit, I discovered that if you fly close enough to an object, the object will actually clip through the cockpit. I first tried it out in WC Saga and and then tried it out in vanilla FS2.

I've posted videos of the bug here:
FS2 bug at 0:06 and 0:22
WCS bug at 0:23 and 0:38

It's also a nice demonstration of the new slewing and TrackIR features we have in the pipeline. It works really well with the cockpits BTW. ;)

My hunch is that it's a z-ordering problem coupled with the fact that ships don't actually have to collide with the cockpit model. I honestly don't really know until I actually take a look at the code.

EDIT: After taking a look at the screenshot you posted, I think the bug I posted is much more different than I thought. I thought it was just the 2D bitmaps being drawn over the 3D stuff but after looking at the ghostly pilot in your screenie, it's definitely involving opacity.
« Last Edit: February 28, 2008, 06:31:50 am by Swifty »

 

Offline Tolwyn

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Re: Cockpits redux (Stable branch)
Now all we need is the ability to map HUD elements onto the cockpit model. Is this doable in the not so distant future? ;)
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Tolwyn’s reputation for risk taking with other people’s lives was considered  to understate the facts. The admiral’s willingness to sacrifice anyone or anything to achieve his objectives had long been lauded in the popular press. He was “the man who got things done”.- Colonel Blair

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Offline chief1983

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Re: Cockpits redux (Stable branch)
I think that's something the Render to Texture stuff in the scripting area is working on.  Regardless, I'd hope that we have an easy way to switch between cockpit models and standard HUD in mission, via a keypress or something like most other flight sims.  I just never want to see cockpits forced on the user, you know?
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Offline Colonol Dekker

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Re: Cockpits redux (Stable branch)
Speaking of which- are there plans to add a toggle to the launcher for that? The Erinyes leaves little room for "peripheral" vision. ;)
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Offline Swifty

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Re: Cockpits redux (Stable branch)
I think that's something the Render to Texture stuff in the scripting area is working on.  Regardless, I'd hope that we have an easy way to switch between cockpit models and standard HUD in mission, via a keypress or something like most other flight sims.  I just never want to see cockpits forced on the user, you know?
I guess the best way is to add another toggleable command flag to Viewer_mode indicating cockpit mode or floating head doctor mode. In this case, if the mod has defined gauges and instruments in the panels of the cockpit and disabled all or a subset of the HUD gauges, the modder will still have to take into account that the traditional floaty HUD layout will be rendered at the player's discretion. Maybe we can add a flag to ships.tbl indicating which views that the modder can allow.
« Last Edit: February 28, 2008, 07:16:37 pm by Swifty »

 
Re: Cockpits redux (Stable branch)
Strange how it looks good for yours. Could this be a driver issue?  As for the ships appearing inside your cockpit, I believe that already occurs with the in-mesh cockpits.
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Offline Swifty

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Re: Cockpits redux (Stable branch)
Strange how it looks good for yours. Could this be a driver issue?  As for the ships appearing inside your cockpit, I believe that already occurs with the in-mesh cockpits.
Well, I did fix the muzzleflash bug seen in the Viper MkII video in my build. It's not committed into SVN yet. Try your cockpit with it and see if the problem is fixed. Make sure you make a backup copy of your pilot.

http://wwwcsif.cs.ucdavis.edu/~chos/fs2_open_3_6_9.zip

BTW, slewing works differently now. Instead of holding down Free Look View (Pad0) and using the flight controls to look around, you'll have to assign keys to the new free look commands in the Misc tab of the Configuration screen.

 
Re: Cockpits redux (Stable branch)
Nope it still does it.... should I post the cob file?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

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Offline Swifty

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Re: Cockpits redux (Stable branch)
Before you do, try out some of the other cockpits in this thread like Vasudan Admiral's and see if you get the same problem. Does the transparent cockpit problem persist only in WC Saga? Does it appear in different missions?

 
Re: Cockpits redux (Stable branch)
A Ha found the cause, well at least fixed it.  I had to rebuild the two DDS files.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline karajorma

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Re: Cockpits redux (Stable branch)
I think that's something the Render to Texture stuff in the scripting area is working on.  Regardless, I'd hope that we have an easy way to switch between cockpit models and standard HUD in mission, via a keypress or something like most other flight sims.  I just never want to see cockpits forced on the user, you know?
I guess the best way is to add another toggleable command flag to Viewer_mode indicating cockpit mode or floating head doctor mode. In this case, if the mod has defined gauges and instruments in the panels of the cockpit and disabled all or a subset of the HUD gauges, the modder will still have to take into account that the traditional floaty HUD layout will be rendered at the player's discretion. Maybe we can add a flag to ships.tbl indicating which views that the modder can allow.

We'll probably need a new packet for multiplayer to sync up the players to the host as there would otherwise be an enormous advantage for those who switch off their cockpits.
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Offline chief1983

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Re: Cockpits redux (Stable branch)
Well, some flight sims offer the ability to lock cockpits forced on, to be more simlike, but games like the old Star Wars series just let you switch out if you wanted to, no penalty or anything.  Except then, I think you actually lost some instrumentation, but nothing that really mattered in the heat of the battle anyway.  We could enable something like forced cockpits, but I would say just let everyone turn their cockpits off if they want, I would probably not want the cockpit on except for eyecandy or showing it off anyway, or possibly for an immersion factor in a campaign.  But in multi I usually want every edge I can get, lowered detail for higher framerate, no cockpit rendering, etc.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Tolwyn

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Re: Cockpits redux (Stable branch)
Well, we would rather prefer to enforce cockpit usage than to use standard FS2 hud. Ever heard the word 'immersion'? :)
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Tolwyn’s reputation for risk taking with other people’s lives was considered  to understate the facts. The admiral’s willingness to sacrifice anyone or anything to achieve his objectives had long been lauded in the popular press. He was “the man who got things done”.- Colonel Blair

No errors, no random CTDs, just pure fun and proof of why getting hit with missiles is a bad thing.
-WC Saga's beta tester


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Offline chief1983

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Re: Cockpits redux (Stable branch)
Ok, I suppose for a mod that would make sense, I just don't think I ever want to see FSO matches where it's required.  And usually immersion is left up to the player, unless it's a really hardcore flight sim, like IL-2 or something.  And even then the server can control whether or not it's up to the player.  Like I said, I like immersion for campaigns and all but not really for multi, it's all about being competitive usually.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays