Author Topic: Weapon impact decal test builds  (Read 3431 times)

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Offline m!m

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Re: Weapon impact decal test builds
Good point. I'll add support for specifying if the animation should be looping or not.

 

Online Spoon

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Re: Weapon impact decal test builds
Good point. I'll add support for specifying if the animation should be looping or not.
  :yes:
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Offline DahBlount

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Re: Weapon impact decal test builds
That's good! I can blame the Windows driver since the hardware obviously supports it if Intel works :p
Probably because they're using the default WHQL driver. Intel users playing FSO should probably try to get their drivers from the intel website itself as those always have a bigger feature set than the WHQL drivers.
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<DahBlount> So
<DahBlount> JAD2.2 is like that
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Offline m!m

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Re: Weapon impact decal test builds
I don't know how the Intel driver situation is on Windows but the screenshots by tomimaki look like there is something going wrong with the shaders so I guess that even the non-WHQL drivers won't work properly.

The builds in the first post have been updated and should support specifying whether the animation should loop or not. I have added documentation for that option to the first post.

 
Re: Weapon impact decal test builds
I tried driver from Intel website but no change.

 

Offline m!m

  • 211
Re: Weapon impact decal test builds
I rebased the decal changes onto the latest master and the builds in the first post have been updated. I tried getting the decals to work with nebula environments but unfortunately I have not found a good solution for this which does not require extensive changes to the FSO rendering engine. For this reason, I chose to disable decal rendering when the mission is in a nebula. Obviously that is not the best solution but it is better than delaying this feature until I find a better solution for handling decals in nebulas.

I will open a pull request with these changes shortly so if you want something changed then now would be a good time to let me know :p

 

Offline jr2

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Re: Weapon impact decal test builds
Do slash beams leave glowing decals behind their path now?  ;7

 

Offline m!m

  • 211
Re: Weapon impact decal test builds
No, I haven't changed anything from the last test builds and beams are going to be pretty annoying to implement so it will probably take some time until you can have decals from beams.

 

Online Spoon

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Re: Weapon impact decal test builds
https://pastebin.com/n8xhVCPq
Code: [Select]
ASSERTION: "decal.object.objp->type == OBJ_SHIP" at decals.cpp:393
Only ships are currently supported for decals!

I've been running into this crash when using a weapon that has a decal. Commenting the decal part of the weapon entry out, seems to prevent this crash from happening.
I'm not entirely sure under what exact conditions this crash happens, since I've been using this weapon in other missions before without noticable issues.

Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline m!m

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Re: Weapon impact decal test builds
I don't know how that assertion could ever be hit :confused:

Is this specific to one weapon type or does it happen with all decal enabled weapons?

 

Online Spoon

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Re: Weapon impact decal test builds
I only ever got around to giving this one weapon decals, So I don't have an answer to your question, unfortunately.

Code: [Select]
$Name:                                  Maser Gun Mod IVB
$Alt Name: Maser Gun
+Title:                                 XSTR("Maser Gun Mod IVB (Medium)", -1)
+Description:
XSTR("Effective range: 1400
Damage type: Energy
Damage: 5-30 vs Hull, 5-20 vs Shield
Rate of Fire 0.35 - Cycle | Power usage 0.8", -1)
$end_multi_text
+Tech Title:     XSTR("Maser Gun Mod IVB (Medium)", -1)
+Tech Anim:     none
+Tech Description:
XSTR("Maser weapon technology has been experimented with for years, but never managed to find much popularity. The Maser atracts nearby ether in its flight path, increasing the amount of energy it will discharge on the target. Making the weapon destructive at long range but weak when used at point blank range.", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: 2_laserglow03
@Laser Glow: glowLaser
@Laser Color: 20, 150, 45
@Laser Color2: 255, 255, 255
@Laser Length: 5
@Laser Head Radius: 0.2
@Laser Tail Radius: 0.2
$Mass:                                  0.05
$Velocity:                              800
$Fire Wait:                             0.35
$Damage:                                5
$Damage Time: 1.25
+Attenuation Damage: 30
$Damage Type:                          Energy
$Armor Factor: 1.0
$Shield Factor: 0.67
$Subsystem Factor: 1.0
$Lifetime:                  1.75
$Energy Consumed: 0.8
$Cargo Size: 0         
$Homing:                                NO
$LaunchSnd:                            339                 
$ImpactSnd:                            87
$FlyBySnd: 263
$Flags:                                ( "player allowed" "cycle" "Particle Spew" )
$Icon:                                  wi_mazer
$Anim:                                  wa_mazer
$Impact Effect: MazerImpact
$Muzzleflash: Gmuzzle
$Pspew:
+Type: Helix
+Count: 1
+Time: 20
+Vel: 0.35
+Radius: 0.3
+Life: 1.0
+Scale: 10
+Rotation Rate: 1
+Bitmap: particle_green
$FOF: 0.001
+FOF Spread Rate: 0.015
+FOF Reset Rate: 0.15
+Max FOF: 1.5
$Impact Decal: Burnmark
 +Radius: 4
 +Lifetime: (4.0 4.0)

Code: [Select]
#Decals

$Decal: Burnmark
+Diffuse: capflash


#End


I can reproduce the crash fairly easily on further testing. It basically always seem to happen when this weapon is being fired into a ship that has just exploded. I recorded a webm:
https://www.dropbox.com/s/ma9g6cg1ueu69gy/Fs2_open_Wings_of_Dawn-EX15-SSE%202018-11-07%2018-55-25-91.webm?dl=0
The crash happens when the vid stops. As far as I can tell, it doesn't really seem to matter what ship type is being destroyed. Can also reproduce with a fighter for example.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline m!m

  • 211
Re: Weapon impact decal test builds
Ok, I was guessing that it had something to do with how the engine handles debris.

I'll have to do some research to determine when and how the engine changes the object types of ships that are exploding. The easiest solution would be to simply check the object type but I would like to have a better solution that fixes the root cause.

 

Offline m!m

  • 211
Re: Weapon impact decal test builds
I have submitted a small pull request which will track the original object type and mark decals as invalid if the object type changes. This will also output a log message when this happens which may make finding the actual source of this bug easier.