Author Topic: PCS2 Release Candidate 1  (Read 15945 times)

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Offline Kazan

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Re: PCS2 Release Candidate 1
yeah that build, and your models shouldn't crash it anymore
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Offline chief1983

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Re: PCS2 Release Candidate 1
Ok, it does spit out the error message saying that the model has bsp compilation errors, but it still generates the pof.  Does that mean it just generated a pof without BSP info, or is it using some other recover method to generate a hacked tree or something like Bob was talking about?
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Offline Kazan

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Re: PCS2 Release Candidate 1
it's generating the pof without the bad geometry section - so it'll be missing polygons
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Offline Starman01

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Re: PCS2 Release Candidate 1
I haven't had much time sofar to play with PCS2, but now that I'm more active and back again, I would also like to learn it (and help you fixing the bugs :) ).

But first off, I have quite some problems with the programm itself. I can open nearly all my cobfiles (by simply using file/open) and they render good in the PCS windows.

However, do I see this right that for creating the pof I simply have to say "File/save" ?? Because when I do that, PCS2 crashes with every model I try, and I only get the windows error message, nothing specific at all.

Any help appreciated (especially since I have a model to convert, and PCS1 can't handel it :) )
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Offline Kazan

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Re: PCS2 Release Candidate 1
check the date on the build you're using and post it

and yes

open cob, save as pof
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Offline Starman01

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Re: PCS2 Release Candidate 1
OK, I also had the 18/10 build installed. With the 22/10 build it works. Thanks :)
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Offline Oddgrim

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Re: PCS2 Release Candidate 1
nice  :yes:
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Offline Vasudan Admiral

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Re: PCS2 Release Candidate 1
I'm getting a crash when saving ships such as the loki or the media VP orion to cob. It runs through all the subobjects and crashes when the status bar reads 'saving cob'. I've tried erasing all the pof data by global importing a cargo containers data, but that doesn't help.
The only hint I may have found is that it only seems to be crashing on ships with lods/debris - it's worked on a couple of simple test ships that lack them.

I'll put this in the PCS mantis as well for redundancy. :)
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Offline Bobboau

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Re: PCS2 Release Candidate 1
ok, as soon as school let out work decided to consume all free time, I'm hoping to get a day for work on this soon, I'd like people to start compiling for me a bunch of models with known problems. if you can post them publicly do so, I will try to make all models work even if they have 'bad' geometry (even though bad geometry will require less efficient trees). things I'm looking for are missing polys and collision holes, if you could maybe mark where collision holes show up in a picture it would make testing faster. also I will be getting back to working with mantis.
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Offline Vasudan Admiral

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Re: PCS2 Release Candidate 1
AFAIK Scooby and some of the SWC devs have had problems, but I've still not had any collision mesh problems with the latest build that I can remember.
(The ones I can remember were because I was using an older build by accident.)
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Re: PCS2 Release Candidate 1
I think I figured out my collision issues.  Not sure if it really solves the problem or just bandages it.  The newer build taylor (1207) fixes it.
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Re: PCS2 Release Candidate 1
I take that back somewhat.... I've found other issues.  When trying to convert one of my models, one that I had already converted earlier with pcs1, pcs2 locks up and practically freezes the entire computer. 
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"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 chief1983

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Re: PCS2 Release Candidate 1
The lockup issues were supposed to have been fixed, it was at least handling them gracefully now I thought.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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 Goober5000

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Re: PCS2 Release Candidate 1
The bounding box problems were creating such a headache that I committed a workaround to CVS.  That's probably why the models work in the 12/07 build but not in the earlier ones.  But the workaround is only for that one particular problem, and is not guaranteed to fix other bugs with the same underlying cause.

 

Offline Kazan

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Re: PCS2 Release Candidate 1
on that note: we know what the problem is thanks to goob noticing it.. i just need to pull myself away from vanguard long enough :P
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Offline Bobboau

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Re: PCS2 Release Candidate 1
was it actually swapping the bounding boxes? I haven't had time to look at it since last night, but what I read I wasn't sure if it was just showing as reversed or if it was actually reversed.
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Offline Kazan

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Re: PCS2 Release Candidate 1
actually reversing because goob says they'd swap each load&save
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Re: PCS2 Release Candidate 1
I just noticed why it does this to mean.  When you want to paste values into a text box in pcs2, like subsystem properties, not only does that text box have to be active (obviously), but the mouse has to be over the text box.  If it's not it won't get pasted. 
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 Bobboau

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Re: PCS2 Release Candidate 1
well it doesn't need to be over the text box, just not over the renderer.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: PCS2 Release Candidate 1
Ahhh yup, you are correct.  I was jumping back and forth betwen the subsystem properties and the subsystems (pcs1 forgot to put the subsystem properties in the turret objects).


Ok kinda stuck in a situation.  I've imported launch paths from one of my models to another.  But I need to rebuild the paths.  Autogen will delete all existing paths.  Possibly an append would be helpful (either on import or auto-gen) Sweet it saved it.
« Last Edit: December 18, 2007, 02:48:09 am by Scooby_Doo »
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!"