Author Topic: Zathras 2.5c for dev testing  (Read 11908 times)

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Offline FUBAR-BDHR

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Zathras 2.5c for dev testing
Zathras 2.5c available for dev testing only.  If your just playing the game this is not for you.

To use I suggest extracting into a new directory (something like Zathras2.5) and pointing the mod in the launcher there.  This way you can switch back and forth to confirm any issues with the previous version.  Of course you will need 3.6.16.   

Know issues:

-Multiple warnings from the launcher about invalid flags such as -spec, -normal, -env, -glow.  These were removed and now default to on.  (all of these should be fixed in 3.6.15 r9461 and above)
-Warning about the tech description of the Brakiri 57mm.  This is an old bug that was not caught before.  It is fixed in Zathras but there is no way around the warning as it still reads the 3.4b weapons.tbl first.
-Collision issue with rotating subsystems.  This seems to be code related as the models work with the old collision code. Hopefully fixed in 3.6.15 r9404 and above. 
-Power management issues if the default ship class is used.  This resulted in ships with no shields actually allocating power to shields reducing weapon and engine performance.  Fixed in 3.6.15 r9399 and above,


Changes since 2.2: 
All Centauri ships now have lods and debris as well as some other fixes.  Full list Mantis 510
Fix a docking path issue on the Sharlin.
Fixed quite a few mismatches between number of lods in tables vs actual number model has.

Changes 2.3 to 2.3b
All Narn ships now have lods and debris as well as other fixes.  Full list Mantis 510
Added Zathras-hdg.tbm with extended escort and directive lists.
Fixed issue with Vorchan turret pivots from 2.3

Changes 2.3b to 2.4a
All Minbari ships now have lods and debris as well as other fixes.  Full list Mantis 510
League base, DI Sekhmet and Drakh Fighter now have lods and debrs as well as other fixes.  List in with the Minbari fighters above
Fixed issues with invalid docking points on several ships:  Mantis 911
Incorporated emi_100's normal maps for most of the EA, Narn, Centauri and Minbari ships as well as the league base, DI Sekhmet, and Drakh Fighter.  Basically any ship that is fixed in Mantis 509 or 510.

Changes 2.4a to 2.4b
Fixed issues with debris having 0 and negative radius caused by a bug in PCS2.  This should fix the "Assert: Mc->radius > 0.0f, File: modelcollide.cpp, Line: 1233".
Removed lod maps from ISA ships and fixed some issues on them. 
ISA normal maps added. 

Changes 2.4b to 2.4c
Drakh, Brakiri, Drazi, and Vree ships all have lods and debris and other issues fixed.  Also the normal maps for them have been added.

Changes 2.4c to 2.5a

All Shadow, Vorlon, and several other ships now have lods and debris as well as other issues fixed.  The list can again be found in Mantis 510. 
The normal maps for these ships have also been added.

Changes 2.5a to 2.5b
Additional ships updated with lods, debris and other fixes:  TS Capital, TS Dark Knife, Raider Carrier, Raider Battlewagon, GOD sat, Asteroid base, and EA Orion.
Normal maps for the above ships added as well as for a few other ships I previously missed.
All secondary weapons lods either added or have unneeded maps removed.  Normal maps also added.
Removed use of retail Hornet from 3 weapons.  New Brakiri Meteor Shower model made by user42012 now being used.
 
Changes 2.5b to 2.5c
Fixed radius issues that existed on most of the missiles and a couple of ships
Fixed turret 30 on the Vorlon Dreadnaught and cleaned up turrets 27-29 as well.
Fixed 2 docking points on both the DH carriers.
« Last Edit: January 07, 2013, 12:26:16 am by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Macfie

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Re: Zathras 2.4a for dev testing
The multiple warnings from the launcher are an executable problem and not a Zathras problem.  They can be removed by deleting the invalid flags such as -spec, -normal, -env, -glow from the command line.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline FUBAR-BDHR

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Re: Zathras 2.4a for dev testing
It's being fixed code side and this release is only for development so I'm not worried about it at this point.  All the default flags 3.4b set on should now be handled except for -tbp and -jpgtga. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline wesp5

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Re: Zathras 2.4a for dev testing
Okay, I tested the First Ones campaigns with my patch now:

Guardian of Light: Everything worked fine with no more null vector errors! The Dilgar ships are fixed by Zathras and I turned the EA ships a bit myself.

Dark Children: Everything worked fine until mission 4. There I got some weird graphic effects from the moon surface and then the game crashed with "Assert: Mc->radius > 0.0f, File: modelcollide.cpp, Line: 1233", the log is attached. Update: I think the game crashed when a Sharlin blew up.

Speaking of Dark Children, I don't know if this is caused by the new Zathras or Slashers enhanced effects, but I noticed that normal asteroids will explode very spectacular like spaceships now, which doesn't really make sense. Can the game differentiate between asteroids and spaceships?

Also two general suggestions regarding Zathras:

1) The multitude of info texts should be combined to one big readme which includes all the updates, including the recent ones.
2) The multitude of vp files should be combined, if this doesn't make sense, at least the very small ones could be integrated...

[attachment deleted by a basterd]
« Last Edit: December 13, 2012, 03:07:04 pm by wesp5 »

 

Offline FUBAR-BDHR

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Re: Zathras 2.4a for dev testing
Which revision of 3.6.15 are you using?
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Slasher

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Re: Zathras 2.4a for dev testing

Speaking of Dark Children, I don't know if this is caused by the new Zathras or Slashers enhanced effects, but I noticed that normal asteroids will explode very spectacular like spaceships now, which doesn't really make sense. Can the game differentiate between asteroids and spaceships?


The game should definitely be using a different explosion animation for asteroids and debris fields.  If you get the chance, please disable the effects pack and see if the asteroid explosions look normal.  I'll finally be able to work on this stuff again tomorrow so that will be at the top of my fix-it list.

 

Offline FUBAR-BDHR

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Re: Zathras 2.4a for dev testing
I tracked down the problem causing that assert.  Apparently the latest version of PCS2 up for download is bugged and sets the radius of all debris object to 0  or somewhere close to that.  I should have them all fixed and will probably upload a new version tonight which will also include all ISA ship fixes. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline FUBAR-BDHR

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Re: Zathras 2.4b for dev testing

Speaking of Dark Children, I don't know if this is caused by the new Zathras or Slashers enhanced effects, but I noticed that normal asteroids will explode very spectacular like spaceships now, which doesn't really make sense. Can the game differentiate between asteroids and spaceships?

I haven't changed any effects.  I suggest testing without the enhanced effects.

Quote
Also two general suggestions regarding Zathras:

1) The multitude of info texts should be combined to one big readme which includes all the updates, including the recent ones.
2) The multitude of vp files should be combined, if this doesn't make sense, at least the very small ones could be integrated...

1.  There hasn't been an official release.  I don't plan on updating those until that is going to happen.
2.  You call 9 vps a multitude?  Each VP has a specific purpose.  Zathras.vp contains all the fixes.  Z_multi.vp contains multiplayer.  Nameplates.vp contain nameplates for ships.  The ones named after users contain their contributions and are named that way for tracking purposes.  Also large VP files are bad news.  That is why nameplates are not included in Zathras itself it would start to become too large. 

Also new version is uploading now and should be ready to download in about 40 minutes or so. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline wesp5

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Re: Zathras 2.4b for dev testing
I haven't changed any effects.  I suggest testing without the enhanced effects.

I'll do so this evening.

Quote
1.  There hasn't been an official release.  I don't plan on updating those until that is going to happen.

Okay, but it would help beta-testers too. Right now we would need to go backwards through all the different threads here to see what has changed from 2.0...

Quote
2.  You call 9 vps a multitude?  Each VP has a specific purpose.

The 9 vps are a lot compared to those in the original TBP ;)! I already assumed that some of them are kept so it's easier to change single aspects of the game, but I also had the impression some of them were just done by different people and nobody cared to merge them. For a newcomer like myself this is rather confusing and one even contains only one file, if I am remembering correctly...

 

Offline FUBAR-BDHR

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Re: Zathras 2.4b for dev testing
All the changes since 2.0 are listed in this thread with the exception of 2.1 which I don't even know if I have a list of.

The 3.4b core vp should have been broken up into smaller ones.  That huge file has caused some issues.  This is why you see other mods (and even retail fs2) separated into multiple vp files. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline wesp5

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Re: Zathras 2.4b for dev testing
The 3.4b core vp should have been broken up into smaller ones. That huge file has caused some issues.

I never had a problem with it, I think computers are so fast now that it doesn't really matter :)! Maybe at least the vp with only one file in it can be integrated into Zathras, no ;)?

Anyway, I checked the asteroid explosion and it looks better without Slasher's effects vp so this must be one reason. Still quite a bit too powerful an explosion even without it!

Oh, and I am using the fs2_open_3_6_15d_INF_SSE2-20121113_r9343 build...

 

Offline wesp5

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Re: Zathras 2.4b for dev testing
Update: I can confirm that the "Assert: Mc->radius > 0.0f, File: modelcollide.cpp, Line: 1233" error has been fixed in 2.4b :)!

 

Offline wesp5

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Re: Zathras 2.4b for dev testing
Okay, I don't know where else to post this, but I assume that Slasher intends to have his new effects added to Zathras at one point, so this might be the right place. I finished the Dark Children campaign now without further issues, but the new explosions do not look good at all on Shadow battlecrabs. Not only are they off-centre, it really doesn't fit for them to be that colorful! Maybe a toned down asteroid explosion could be used for Shadow ships as well?

 

Offline FUBAR-BDHR

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Re: Zathras 2.4c for dev testing
2.4c now uploading.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Slasher

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Re: Zathras 2.4c for dev testing
Okay, I don't know where else to post this, but I assume that Slasher intends to have his new effects added to Zathras at one point, so this might be the right place. I finished the Dark Children campaign now without further issues, but the new explosions do not look good at all on Shadow battlecrabs. Not only are they off-centre, it really doesn't fit for them to be that colorful! Maybe a toned down asteroid explosion could be used for Shadow ships as well?

I think the Shadow ships have always used the default ship explosions, unlike asteroids. The Shadow ships should really have their own explosion effect and particle spew, but I'm not sure if both are doable using the current engine.

Also, for the purposes of Zathras 2.4 testing you should have the new effects completely disabled.  I'm still not certain if there's a conflict with the asteroids since I'm getting the grey rock explosion whenever an asteroid is broken up.
« Last Edit: December 19, 2012, 06:20:08 am by Slasher »

 

Offline wesp5

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Re: Zathras 2.4c for dev testing
The Shadow ships should really have their own explosion effect and particle spew, but I'm not sure if both are doable using the current engine.

If this is not possible, is there a way to have them use the asteroid explosion by changing a table or something? I would like to test this and it might look already much better than the current explosion. Or maybe a combo of a small ship explosion with an asteroid explosion would work...

Quote
Also, for the purposes of Zathras 2.4 testing you should have the new effects completely disabled.  I'm still not certain if there's a conflict with the asteroids since I'm getting the grey rock explosion whenever an asteroid is broken up.

I tested it with and without your new effects and now always got the grey rock explosion, I don't know what happened last time. But I still think the new Drazi beam has too much distortion. Just compare the pictures you posted yourself here ;): http://www.hard-light.net/forums/index.php?topic=76693.160

As for testing 2.4c, I made a quick check with one of MAG's missions featuring the Drakh and also with Shadow Dancing which features a lot of the league ships that have been fixed and everything worked fine without errors or something. Good work, FUBAR-BDHR (what does BDHR mean?)!
« Last Edit: December 19, 2012, 02:06:30 pm by wesp5 »

 

Offline Slasher

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Re: Zathras 2.4c for dev testing
FUBAR, I think the coordinates of the Nova's Sensor02 subsystem were changed either in 2.4c or 2.4b.  The old Zathras 2.0 model:



The model in 2.4c:



I didn't notice this until a laser actually hit the Nova where the subsystem used to be:



Forgot to mention that the Nova blows up nice now.   :yes:

 

Offline MatthTheGeek

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Re: Zathras 2.4c for dev testing
Are you lvlshotting 800x450 pictures.

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Offline FUBAR-BDHR

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Re: Zathras 2.4c for dev testing
Haven't touched the nova in ages.  I do remember there being some strange configuration with the antenna.  I'll look into that and see what might be going on. 

Well model hasn't been edited since 2010 so it's nothing recent.  It looks like what has happened here is that the beam hit an invisible .01m cube that is part of the main hull.  All subobjects have to be inside the bounding box of detail0 or they don't get proper collision detection so small invisible cubes are used to extend the bounding box.  Now the ship has the "don't collide invisible" flag so it should not have actually hit that.  I'll check the code and see if there is a reason for it hitting it but if I were you I'd play the lottery. 
« Last Edit: December 19, 2012, 04:59:17 pm by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline FUBAR-BDHR

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Re: Zathras 2.5b for dev testing
Updated to version 2.5b.  All models except for 6 have been updated with lods and debirs.  Remaining on the todo list are the following:

B4:  Basically this model was never completed.  No turrets or subsystems exist except for the rotating sections.  Hopefully we can find someone to finish it or make a new version at some point.
Omega:  I didn't bother with the existing version as an updated version is near completion.
Omega-X:  Waiting to see what happens with the Omega.  Hopefully we can work the new model into this version as well.
KI Lordship:  Multiple issues with turrets and floating subobjects here.   The floating objects are supposed to rotate and appear to not be weapons.  Will take some time to figure out how to make it work if it can be made to work without code changes.
TR Triumviron:  Issues with the turret(s) and making it work.  Probably will require model as well as effect work.
MR Thoughtforce:  Major issues with subsystems and turrets on the model as well as the model being flipped front to back.  Although it has the most problems it's the easiest to fix but will take more time then I wanted to wait before getting this version out for testing.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras