Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on June 30, 2002, 01:07:15 pm

Title: Here we go
Post by: Kazan on June 30, 2002, 01:07:15 pm
Got a new joystick, playing the main campaign, almost time for me to get back to work.

I'm going through the PCS source refressing my memory, put your requests in here.. and I'll need test data
Title: Here we go
Post by: Kazan on June 30, 2002, 01:32:35 pm
now i remember what i idented to do :P

I am going to rewrite the renderer from scratch

i wrote it particularly like TRASH before :P

I put up a POF Constructor Suite CVS and allow other developers to join in.
Title: Re: Here we go
Post by: aldo_14 on June 30, 2002, 01:34:50 pm
Quote
Originally posted by Kazan
Got a new joystick, playing the main campaign, almost time for me to get back to work.

I'm going through the PCS source refressing my memory, put your requests in here.. and I'll need test data


Off the top of my head......(not too many, and nothing too major actually)

 - Crashes upon adding >1 eyepoints.
 - Weapons normals can be other than 0,0,1 - I've got one a ship which seems to work fine with (roughly) 0.5,0,1 normals
 - Figure out the inertia stats.... I've had a peek at the physics, but in notepad (no syntax highlighting), and with my soewhat atrophied knowledge of C, it's hard to tell where it's used (best I can tell - it's used as a multiplicatory factor upon the mass to calculate some sor tof physics, and a default value is used instead of 0, so you get dodgy effects).  Icefire told me Eternal One was looking into this, so i guess you should ask him if you haven;t already been working together on this.
 - Needs a readme ;)
Title: Here we go
Post by: Kazan on June 30, 2002, 04:46:42 pm
you can write a read me :P I shouldn't have to do EVERYTHING


i'll take a look in on the eyepoints

when you changed those weapon normals, did the game actually pay attention, it seemeed to me that it didn't
Title: Here we go
Post by: Kazan on June 30, 2002, 04:56:10 pm
eyebug erradicated

changlog:

Quote

POFHandler.cpp:3494:eyes_temp = new eye_pos[len+1]; //fixed bug 6/03/02, forgot "+1"

was

POFHandler.cpp:3494:eyes_temp = new eye_pos[len];


I was walking off the end of the array
Title: Here we go
Post by: IceFire on June 30, 2002, 06:27:19 pm
Even if you don't figure out the stats/cacluations...put the Moment of Inertia thing in there (I think center of interia has no effect) as an editable field.
Title: Here we go
Post by: Shrike on July 01, 2002, 02:59:00 am
Doesn't anyone put their threads in the right forum anymore? ;)
Title: Here we go
Post by: Raven2001 on July 02, 2002, 05:12:49 pm
Is this about changes to POF files??? If its about that:
- Allow model animations only to occur when a certain action takse place (a barrel rotates when gun is fired; Hangar door opens when a ship enters or exits the Hangar; other stuff....)

Not sure if I'm on topic... :rolleyes:
Title: Here we go
Post by: Nico on July 03, 2002, 02:17:19 am
Quote
Originally posted by Raven2001
Is this about changes to POF files??? If its about that:
- Allow model animations only to occur when a certain action takse place (a barrel rotates when gun is fired; Hangar door opens when a ship enters or exits the Hangar; other stuff....)

Not sure if I'm on topic... :rolleyes:


you're not at all :p
Title: Here we go
Post by: aldo_14 on July 03, 2002, 03:42:36 pm
Quote
Originally posted by Kazan

when you changed those weapon normals, did the game actually pay attention, it seemeed to me that it didn't


Seemed to.... the firepoints were basically at the corners of a box

+________+

+________+

Adjusting the normals made the shots converge a bit - made it easier to hit stuff, in both my and a testers opinion... there could be an ingame limitation on the extents, though (where would that be determined, anyways?  pof parsing? or the firing calcs...damn, need to look at those files...)

It is a pretty extreme case, most ships would have their firpoints in a sensible position (but not mine wahey!)
Title: Here we go
Post by: Bobboau on July 03, 2002, 07:37:42 pm
if this is true you are the only person to have ever gotten it to work