Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on August 07, 2008, 03:14:30 am
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Updates:
- Fixed bug involving too many goals being assigned to a ship from wing orders
- Fixed bug with debris textures from last build
- Fixed cutscene bars and fade-in, fade-out SEXPs
- Reimplemented debris lifetime and speed controls
New ships.tbl fields:
$Impact Spew:
$Debris:
+Min Lifetime: 600.0
+Max Lifetime: 1000.0
+Min Speed: 0.0
+Max Speed: 0.0
+Min Rotation Speed: 0.0
+Max Rotation Speed: 0.0
(http://fs2source.warpcore.org/temp/wmc/debris05s.jpg) (http://fs2source.warpcore.org/temp/wmc/debris05.jpg)
Screenshots:
Lucifer vs. Orion (http://fs2source.warpcore.org/temp/wmc/debris01.jpg)
Within the Orion (http://fs2source.warpcore.org/temp/wmc/debris02.jpg)
Lucifer's Lair (http://fs2source.warpcore.org/temp/wmc/debris03.jpg)
Wreckage (http://fs2source.warpcore.org/temp/wmc/debris04.jpg)
Link:
C08062008 (http://fs2source.warpcore.org/exes/latest/C08062008.zip)
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Wooo! Good debris again! :D And hey that's an interesting way of creating hulks you have there.
Also, what are the default values these new settings go to if not defined, and what units are they in? It'd help to have a frame of reference for when making changes here. :)
Good stuff indeed. :yes:
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Nice. I sense great potential in these debris changes :)
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Yes, I particularly like the hulks. One area I'm seeing that could use improvement these days, though, is the texture that gets slapped over the previously unseen areas of a debris chunk, that makes it look more like an asteroid instead of the guts of a ship. As everything else gets prettier, those are really starting to look out of place. Has anyone thought about redoing that texture to look more like severed decks within a ships hull?
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Doh! again! I need to play the builds before you release them!
:yes:
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Again, that's kind of confusing. Do you mean you need to play his previous builds, before he releases a new one to toy with? And if so, don't worry about testing each build, just grab his latest one whenever you get a chance.
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Wow. I might try this build out. I always liked the drifting (and blazing?) hulk effect that the later WC games had, it seems more realistic than having a ship always blow-up into bits.
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no, I mean coders a releasing builds before I can have a chance to test them.
See what I mean!
anyway great work :yes:
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See to me, it still sounds like you're trying to say you're the QA they should pass a build by, before they put it on the forums :doubt:
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I am.
:nervous:
:lol:
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So is this committed to to trunk? I can imagine that the WC saga guys have been looking forward to something like this for their mod. In remember once reading once that they were.
Though what happens if AI tries to fly trough debris? I remember loosing the Colossus after destroying the first sathanas because a huge hunk of debris went and collided with the ship. That was a real killer for me, right when I thought I had won the mission.
Don't get me wrong I personally love it and feel it really enhances game, in my perspective. But there are bound to be a few missions suddenly made more challenging. Though I don't really mind redoing a mission. who knows on the other hand it could also make a mission slightly easier ;)
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I'm using the cutscene bars. They look great, but instead of coming on when I turn them on and going off when I turn them on (I have them turned on the entire time) they just pop up whenever my subtitle sexps fire.
The fade out goes full black/white/red instead of gradually fading and fade in doesn't seem to have any effect.
:nervous:
Debris looks awesome. Won't break mission balance as far as I can tell because it's a table option per ship.
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Couple of questions.
Firstly, would it be possibly, to have like a split debris? Where you can define to have half the ship float a little ways off, and it looks like the ship has been split into by the shockwave.
Secondly, Would it be possibly to up the HP on the debris, where when you shoot a hulk it adds momentum to the piece without destroying it, so that when it is hit it goes flying off. It would actually give the illusion that you are blowing off pieces.
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Again, that's kind of confusing. Do you mean you need to play his previous builds, before he releases a new one to toy with? And if so, don't worry about testing each build, just grab his latest one whenever you get a chance.
Yeah, all of these builds build upon one another, so the latest build will have all the features of and some extra bugfixes for the old builds.
So is this committed to to trunk? I can imagine that the WC saga guys have been looking forward to something like this for their mod. In remember once reading once that they were.
Though what happens if AI tries to fly trough debris? I remember loosing the Colossus after destroying the first sathanas because a huge hunk of debris went and collided with the ship. That was a real killer for me, right when I thought I had won the mission.
Don't get me wrong I personally love it and feel it really enhances game, in my perspective. But there are bound to be a few missions suddenly made more challenging. Though I don't really mind redoing a mission. who knows on the other hand it could also make a mission slightly easier ;)
It's not committed to trunk but I expect it to be. This sat in the unstable branch for quite awhile without problem, and it'll let people work on better debris for the MediaVPs and have it take effect in 3.6.10.
If AI tries to fly through debris, it'll be a problem if the AI doesn't have any debris avoidance code. I don't think it does, since it wasn't a big issue in Freespace 2, but I haven't actually checked. It'll be up to the people making the debris to make sure that it doesn't cause any problems. It's not going to change anything as long as the table settings aren't there.
Couple of questions.
Firstly, would it be possibly, to have like a split debris? Where you can define to have half the ship float a little ways off, and it looks like the ship has been split into by the shockwave.
Secondly, Would it be possibly to up the HP on the debris, where when you shoot a hulk it adds momentum to the piece without destroying it, so that when it is hit it goes flying off. It would actually give the illusion that you are blowing off pieces.
The first thing is already in. I guess I didn't mention it in the first post, but in addition to the above settings, I've also been using "$Expl Propagates: NO" to take screenshots. This is because for capital ships, Freespace 2 will split things up, and it looks a bit odd to have spaced-out debris just sitting there. Or at least it did when I was testing, but then again I was expecting to get ship hulks - so it might be something to play with on certain models and with different speed settings.
Second thing is that I've noticed debris seems pretty strong when hit with primaries. However, I haven't tried hitting it with a Tsunami or something. I would guess it'd be pretty easy to add momentum to the piece - rotational momentum might be a *****. I also don't know how well debris would handle collisions with each other or if that's what people would want, and finally, I'd also have to deal with the mass of the object as well. Obviously you don't want a Fenris-sized chunk moving as fast as a fighter-sized chunk when you hit it with something. I could simulate that with radius, but mass would be a lot more accurate and reasonable as well (and possibly seem more intuitively correct, as it would be a proportion of what the original ship did when you hit it.)
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By the way, for the next build I'll probably rename the "Velocity" in the table fields to "Speed" since it's a scalar rather than a vector.
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Odd issue is cropping up in this build...
When you hit the afterburners with a ship locked, you entire screen/HUD shake EXCEPT the target brackets. It gives an extremely odd visual sensation, very distracting.
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Already Mantis'd.
1743 (http://scp.indiegames.us/mantis/view.php?id=1743)
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Already Mantis'd.
1743 (http://scp.indiegames.us/mantis/view.php?id=1743)
Thanks, I forgot to check.
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Hm, do you have any idea what causes the electrical spark effect to make any texture near it to become pure white for a split second? It's annoying to see a white flashing ship when it is about to kick the bucket.
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Hm, do you have any idea what causes the electrical spark effect to make any texture near it to become pure white for a split second? It's annoying to see a white flashing ship when it is about to kick the bucket.
No - is this something specific to my builds? I noticed that there were some arc textures included with the shaders, so I would suspect it's something related to that.
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I tried some other builds and it happens there too. It also happens with both the older and the newer shader .vp as well.
Edit: Appears to only apply to debris. Fighters and capships don't become white.
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I tried some other builds and it happens there too. It also happens with both the older and the newer shader .vp as well.
Edit: Appears to only apply to debris. Fighters and capships don't become white.
Revenant, I have this problem, too. I assume you're using an ATI graphics card, too?
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I tried some other builds and it happens there too. It also happens with both the older and the newer shader .vp as well.
Edit: Appears to only apply to debris. Fighters and capships don't become white.
Revenant, I have this problem, too. I assume you're using an ATI graphics card, too?
i have that with some builds on a nvidia 9600GT.
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I've had something similar occur with a 7600GT. By any chance, does turning the targeting computer affect anything for anybody?
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Luke, you've switched off your targeting computer.
Seriously, how do I remove the targeting computer?
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Alt-T
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I've found a bug that I believe was introduced with the debris system.
While playing JAD3 on the mission where you must destroy the comm node, I've found that the is-subsystem-destroyed-delay SEXP does not work in builds containing the debris changes - I think because the subsystem reaches an integrity of zero but never disappears because the debris chunk is left in place.
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That's sneaky...I'll look into that.
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is-subsystem-destroyed-delay doesn't check the integrity of the subsystem. It merely looks in the log to see if a message about the subsystem was logged. It shouldn't return true even if the ship was destroyed otherwise.
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is-subsystem-destroyed-delay doesn't check the integrity of the subsystem. It merely looks in the log to see if a message about the subsystem was logged. It shouldn't return true even if the ship was destroyed otherwise.
Do you know why 3.6.10 is breaking it then while 3.6.9 didn't?
Mission 4 of JAD3 if you want to check it out. You should be able to destroy the core/crystal of the comm node and have it blow up, but that trigger doesn't work. You end up having to destroy the whole thing.
Only other thing I can think of is the event is tied to the Core subsystem but it shows up in game as Crystal (no core present).
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I'm not saying you're wrong about the symptoms. Just that it couldn't be due to the SEXP not reading the subsystems hitpoints.
Basically I didn't want WMC looking in the wrong place for the problem. The first thing I'd check if I were him (or you) is if a log entry for the destruction of the Crystal subsystem is being written to the log.
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If it's between 3.6.9 and this build, that's pretty vague. If it's between C08052008 (http://www.hard-light.net/forums/index.php/topic,55600.0.html) and this build, it could be the debris stuff. However, it'd be a bit odd if it were.
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K, this is strange and it could be a FRED/SCP bug...
I made a mission in which a transport should undock from an Arcadia and warp out using the hangarbay of a nearby destroyer. It never undocks. It keeps pulling the poor station with it and ramming the destroyer with it to death.
First I tried using SEXP's to give orders. TRansports starts docked, 2 seconds after mission start it gets and AI order to undock and several seconds after that it gets an order to deprat.
That didn't really work, since the transport judt stood there, not moving at all.
Then I tried giving it initial orders to undock (89) and warp out (60) and the station-pulling happened.
It's fin, but ti's also frustrating.
Oh, using other head ani's doesn't seem to work either. I extracted a few from Blue Planet and used them for conversations - the stock ones appear in-game but the new ones don't.
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I can't tell if those have anything to do with the changes I made in this build. I did have to change aspects of the dock/undock code, but that was mostly related to trying to keep things from trying to dock with ships in limbo (However, limbo ships may still be able to dock with things not in limbo...hmmm....)
Do the same things also happen with C09032008?
EDIT: D'oh, just realized that this was 08/06 and not 09/06. Check to see if these happen in Chief's last trunk build (http://www.hard-light.net/forums/index.php/topic,55879.0.html) and put 'em in mantis. I'm not going to work on generic bugs unless they're easy or until I've cleared up the things that I need to take care of involving my code.