Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: IceFire on December 12, 2002, 08:12:37 pm

Title: Thruster Bug
Post by: IceFire on December 12, 2002, 08:12:37 pm
I'm submitting this bug to the system...but I thought I would ask here to see if anyone else noticed it.

Using FS2 Retail (http://freespace.volitionwatch.com/icefire/warlock_normalFS2.jpg)
Using FS2 Open3.3 (http://freespace.volitionwatch.com/icefire/warlock_openFS2.jpg)

This is not a model specific bug as I've seen in on a number of TBP models and as far as I can see...they do not have these problems in the retail version.  So something has changed to the thruster rendering or something to do this.  Its not a major critical error, but it doesn't look so great really.
Title: Thruster Bug
Post by: Bobboau on December 12, 2002, 08:17:30 pm
I made changes to the rendering code that gavethrusters diferent brightness based on there direction, but if anything it sould have made them smaller than expected...
Title: Thruster Bug
Post by: Spicious on December 12, 2002, 11:12:27 pm
It might be because the normals for the thrusters are aren't -1
Title: Thruster Bug
Post by: Fury on December 12, 2002, 11:20:57 pm
Holy crap, the Warlock in the second picture probably hit her afterburners. :D
"Ramming speed!"

Back to reality, that does not look good indeed if it is not supposed to look like that. :)
Title: Afterburners?
Post by: Star Dragon on December 13, 2002, 07:01:32 am
IF a warlock HAS afterburners then...:shaking:  I'd rather not think about it... he he..

   IF that effect could be toned down a little though that would be wicked cool. Seeing a cap ship put the hammer down for some reason "dive dive dive, hit your afterburners pilot!" :eek:

BTW nice Warlock...
Title: Thruster Bug
Post by: diamondgeezer on December 13, 2002, 07:28:17 am
:wtf:

Can one adjust a cap ship's engine glows in game? Apart from being on or off, I mean - can you alter the intensity of the thruster glows?
Title: Thruster Bug
Post by: IceFire on December 13, 2002, 08:07:02 am
There are no afterburners.  Capital ship AI doesn't really know what to do.  That Warlock is just at maximum speed...even when its not at maximum speed and its just sitting dead the glow is still huge.  Not quite that big but big.
Title: Thruster Bug
Post by: Fury on December 13, 2002, 08:20:07 am
No no no, the Warlock does not have afterburners. No capships should have, unless source code modifications makes it to work.

I said afterburners because it looks like the Warlock hits her afterburners. :)
Title: Thruster Bug
Post by: phreak on December 13, 2002, 02:32:46 pm
major problem for inferno.  might want to do something about this.

in picture one here, there are three ships.  no thruster glows seen
(http://fs2source.warpcore.org/ogl/ships1.jpg)


in picture two, the rearmost ship's glow starts to be seen, engulfing most of the ship
(http://fs2source.warpcore.org/ogl/ships2.jpg)



in picture three, the glow blocks the majority of the screen
(http://fs2source.warpcore.org/ogl/ships3.jpg)
Title: Thruster Bug
Post by: DTP on December 13, 2002, 07:19:08 pm
looks to me as something with a to big glow radius maybe paired with FS2´s lesser clipping calculations. even 3dmax has its issues with light and clip, but there you can put CPU time to work to get it right, which is a choice we do not have regarding real-time rendering.

what progs do you use, PCS ?. if so scale-props ?

i´m thinking about conversion scale factor and such. I have 1 set for scale, meaning no scale. 0 will give you Zero divide error :).
Title: Thruster Bug
Post by: Bobboau on December 13, 2002, 07:56:55 pm
is this bug seen in any origonal POFs
Title: Thruster Bug
Post by: phreak on December 13, 2002, 07:58:17 pm
only in fs2 open
Title: Thruster Bug
Post by: Goober5000 on December 13, 2002, 08:12:23 pm
Wow, the ship went supernova! :lol:
Title: Thruster Bug
Post by: IceFire on December 13, 2002, 09:20:07 pm
Quote
Originally posted by Bobboau
is this bug seen in any origonal POFs

I think its more based on the values of the thrusters.  Whatever it is over a certain level and it makes them huge.

Another TBP ship completely whites out the entire screen.
Title: Thruster Bug
Post by: LAM3O on December 14, 2002, 12:35:58 am
wow what a great bug, if only you could control it and use it as an explosion effect, imagine a cap ship blowing up and seeing what phreak posted, all happening in a second.
Title: Thruster Bug
Post by: Deepblue on December 14, 2002, 01:35:56 am
I'm with LAM30 on this. That would make a cool explosion ani. Now to find someone with the software to do it...
Title: Thruster Bug
Post by: phreak on December 14, 2002, 08:50:21 am
actually i used RT's special pause.  all i did was rotate to the right a few degrees
Title: Thruster Bug
Post by: Fetty on December 14, 2002, 09:10:11 am
but what wouldnt hurt actualy would be variable capship thrusters if u know what i mean
Title: Thruster Bug
Post by: IceFire on December 14, 2002, 09:53:25 am
Love those nebulas....who did those? :D :D :D :D :D

No really...nice arrangement.
Title: Thruster Bug
Post by: SKYNET-011 on December 24, 2002, 10:19:23 am
How can you SEE those nebulas through the thruster glow?:confused:
Title: Thruster Bug
Post by: phreak on December 24, 2002, 02:41:36 pm
pic #1
Title: Thruster Bug
Post by: SKYNET-011 on December 24, 2002, 03:34:56 pm
Oops. Scrolled down to fast.:rolleyes:
Title: Thruster Bug
Post by: Edwin on December 27, 2002, 03:15:24 pm
That'd be a cool weapon.

Captain: "Helm, aim for that planet.  Full afterburners NOW!"....
Title: Thruster Bug
Post by: Goober5000 on December 27, 2002, 04:14:31 pm
:lol:

It happens with beam charge-ups, too.
Title: Thruster Bug
Post by: Sesquipedalian on December 27, 2002, 05:47:38 pm
And shield hit anis. (See bugzilla entry #52)
Title: Thruster Bug
Post by: Woomeister on December 27, 2002, 05:55:32 pm
:lol:
First time I've seen those pics. I think the Asarte is doing that as someone set it's normals to -50

I'll change that now...
Title: Thruster Bug
Post by: Sesquipedalian on December 27, 2002, 06:09:30 pm
No, I'm getting it with my models' thrusters too, and they didn't do it formerly.
Title: Thruster Bug
Post by: phreak on December 27, 2002, 06:24:03 pm
anyone: find where this is and put a vm_vec_normalize() in there.
Title: Thruster Bug
Post by: Goober5000 on December 27, 2002, 06:43:26 pm
Been looking; I think this might have been introduced when Bobboau added the new glowpoint stuff, but I can't find where that is.
Title: Thruster Bug
Post by: DTP on December 28, 2002, 10:23:58 am
same thought Goober5000, same thought.

/code/physics/physics.cpp

pi->side_thrust = 0.0f;   //to glow broighter when the ship is moveing in the right direction -Bobboau


hmm. :).


this might be it. but really, i havent checked. if so.
Title: Thruster Bug
Post by: LtNarol on December 28, 2002, 10:57:28 am
I ran into the same problems testing the capital ships for Exposition, the engine glows on an Evangelist light carrier took up the entire screen when i was 500 meters away until i zoomed out for a full 2 minutes.  That was with FS2_open 3.3
Title: Thruster Bug
Post by: Sesquipedalian on December 28, 2002, 04:00:12 pm
By repeated tests, I've found that the oversized thruster glows appear to be situationally dependent.  Depending on what the ship is doing, the thrusters get larger or not.  E.g. I had a corvette sitting idle, and its glows were bugger than ususal, but not too big.  Then when it started moving around to jump out, they got huge.  The description attached to that line from bobbaou's code seems to fit in with my situation.  Maybe.
Title: Thruster Bug
Post by: IceFire on December 28, 2002, 10:56:58 pm
Quote
Originally posted by Sesquipedalian
By repeated tests, I've found that the oversized thruster glows appear to be situationally dependent.  Depending on what the ship is doing, the thrusters get larger or not.  E.g. I had a corvette sitting idle, and its glows were bugger than ususal, but not too big.  Then when it started moving around to jump out, they got huge.  The description attached to that line from bobbaou's code seems to fit in with my situation.  Maybe.

Well...that probably has something to do with scaling.  FS2 normally changes the size of the thruster based on what the ship is doing.  Its just far less pronounced (small glow, medium small glow VS big glow, big freaking huge giant massive behemoth of a glow wiping out the entire screen in white glowness!) :D
Title: Thruster Bug
Post by: Sesquipedalian on December 28, 2002, 11:02:59 pm
Mm.  Sounds reasonable.
Title: Thruster Bug
Post by: Bobboau on December 28, 2002, 11:07:31 pm
the changes made were to the thruster glow rendering code, wich is directly below the glow point code, there was a bit done when adding the sliding code too, but the only thing that would affect the glows would be in the rendering code.
someone see if you can get this to happen on a player ship, player ships have debug text generated for the thrusters for just such a bug.
Title: Thruster Bug
Post by: Goober5000 on December 29, 2002, 01:42:27 am
Hmm... flyable Orions, anyone? :D
Title: Thruster Bug
Post by: Nico on January 05, 2003, 09:35:37 am
so, what's up with that? I'm just back from a "whoa, space is all white!!!" mission ( what you get whe you have a few capships scattered on the mission field :p )
Title: Thruster Bug
Post by: Goober5000 on January 05, 2003, 12:13:01 pm
Yeah, someone please fix this. :p I posted a debug build in the 3.4 thread for testing if necessary.
Title: Thruster Bug
Post by: Goober5000 on January 07, 2003, 05:07:14 pm
*crickets chirp*
Title: Thruster Bug
Post by: Goober5000 on January 07, 2003, 05:38:25 pm
empty post
Title: Thruster Bug
Post by: SKYNET-011 on January 07, 2003, 06:44:53 pm
Quote
Originally posted by Goober5000
Hmm... flyable Orions, anyone? :D


Screw that, flyable GARGANTS!

Or Hatshepsut. :D
Title: Thruster Bug
Post by: Goober5000 on January 08, 2003, 08:34:15 pm
Okay, I nailed the file and the time period - the bug was introduced in the 2.4 version of modelinterp.cpp...

now all I gotta figure out is what exactly the bug is
Title: Thruster Bug
Post by: Bobboau on January 08, 2003, 09:41:47 pm
I have yet to ever have this happen to me, try normalizeing the thruster's normal and see if that fixes it
Title: Thruster Bug
Post by: Goober5000 on January 08, 2003, 09:43:32 pm
the thruster bug?

hmm... that's probably how you let it slip through then ;)

anyway, you added it - between 2.3 and 2.4, so I'm checking to see exactly what went wrong

EDIT: In the Bugzilla report, it says that the bug seems to only show up on MOD vessels.
Title: Thruster Bug
Post by: Goober5000 on January 08, 2003, 11:42:51 pm
Zapped it. :) It did indeed require vector normalization.  See the new thread.