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
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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.
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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...
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It might be because the normals for the thrusters are aren't -1
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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. :)
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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...
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: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?
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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.
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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. :)
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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)
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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 :).
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is this bug seen in any origonal POFs
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only in fs2 open
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Wow, the ship went supernova! :lol:
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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.
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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.
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I'm with LAM30 on this. That would make a cool explosion ani. Now to find someone with the software to do it...
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actually i used RT's special pause. all i did was rotate to the right a few degrees
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but what wouldnt hurt actualy would be variable capship thrusters if u know what i mean
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Love those nebulas....who did those? :D :D :D :D :D
No really...nice arrangement.
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How can you SEE those nebulas through the thruster glow?:confused:
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pic #1
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Oops. Scrolled down to fast.:rolleyes:
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That'd be a cool weapon.
Captain: "Helm, aim for that planet. Full afterburners NOW!"....
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:lol:
It happens with beam charge-ups, too.
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And shield hit anis. (See bugzilla entry #52)
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: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...
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No, I'm getting it with my models' thrusters too, and they didn't do it formerly.
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anyone: find where this is and put a vm_vec_normalize() in there.
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Been looking; I think this might have been introduced when Bobboau added the new glowpoint stuff, but I can't find where that is.
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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.
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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
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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.
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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
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Mm. Sounds reasonable.
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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.
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Hmm... flyable Orions, anyone? :D
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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 )
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Yeah, someone please fix this. :p I posted a debug build in the 3.4 thread for testing if necessary.
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*crickets chirp*
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empty post
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Originally posted by Goober5000
Hmm... flyable Orions, anyone? :D
Screw that, flyable GARGANTS!
Or Hatshepsut. :D
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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
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I have yet to ever have this happen to me, try normalizeing the thruster's normal and see if that fixes it
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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.
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Zapped it. :) It did indeed require vector normalization. See the new thread.