Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on February 15, 2004, 01:41:18 am

Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 01:41:18 am
test me (http://freespace.volitionwatch.com/blackwater/fs2_open_bobboau_test_2-14-04.zip)
I may have fixed the AI bug that makes ships fire through there own hulls, but I am worried about two things
1) does it work at all
2) does it cause exsisting ships to not work corectly
I'm posting this here becase I know a lot of you have hsips that suffer from this problem
realy test this make sure all ships can still fire from all turrets, and see if it does what it's suposed to do
you will aslo find sevral other fixes (subspace, sky boxes, auto-centering, 3d shockwaves, ect)

please respond a lot and quickly.
Title: bug test: turrets fireing through there own hulls
Post by: karajorma on February 15, 2004, 04:11:10 am
Much weirdness. Specularity and glow maps appear to have vanished completely (I have both -spec and -glow turned on from Launcher v4. I'll try with them turnes off next time).

In addition all weapos fire looked curiously 2 dimentional.

Also the intro cutscene no longer plays

The turrets did work but since I don't have any that shoot through the hull I couldn't test for that
Title: bug test: turrets fireing through there own hulls
Post by: Vasudan Admiral on February 15, 2004, 04:28:13 am
gave it a test with a single sath in-mission, and a couple of things i noticed that may or may not be relevant:
here:
(http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/2d-shots.jpg)
that shot is comming almost directly at me.

launcher 3.3 (didn't know 4 was out), and command lines -htl -jpgtga and -fps engaged
system: p4 (2.4Ghz)
512 mb ddr ram
128mb Geforce FX 5200 - non ultra
win XP pro - no updates
clean install of FS other than the media vp and fs open.

spec maps working ok here, and glowmaps looking a little fainter than normal, but still there.
Title: bug test: turrets fireing through there own hulls
Post by: Raptor on February 15, 2004, 10:48:19 am
Well, it looks like one of my SCP prayers have been answered!

Ran  test, Results:
(http://www.angelfire.com/space2/raptorsnest/Compare1.jpg)

Top left two show the change in glow/spec stuff, top one is before, lower one is the test .exe.

Pair on right show a simular thing, with the lower one being the test .exe again.

Turrets did not fire though hull:D:yes:, but it seemed the number of turrets that can fire at one target has been reduced :no::(


Did sort a slight bug I've had with the new weapon effects, where the effect would be overlaid over the firing ship even when it should be (far bottom left). This is with existing .exe.

Also I recently used Lightspeeds Kasyer effect for these turrets, but the particles seemed to be produced off-centre.  The new .exe fixed that.

New .exe did produce strange clipping of turret subobjects when over certain textures (bottom centre).

system specs:
1.1 ghz
128mb RAM
32bit Geforce 5200 pci card
Launcher v3.3

Now just get the number of turrets that can fire at a single target up (original was ~4), to about 8-10, sort out the issuses above, and I will be a very happy man...
Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 11:12:35 am
all I did was add a line of sight check with the turret's ship's main hull, it may be giveing false positives, I'll have to play with it a bit
(does it seem like it doesn't want to fire on ships to the edge of it's FOV?)

the issue with the weapons is being resolved, someone chaged the render method becase OGL couldn't use the old way effectivly, D3D can handle it reaonably well though so it's probly going to be put back for D3D

big problem it would seem that RT's new texture code is causeing problems, hopefuly it isn't anything major, or maybe it's something I did, but this is the first EXE to be put out sence he made major changes to the texture/graphics system.
Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 12:50:24 pm
updated, test more,
_MORE_
Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 04:21:13 pm
people, keep talking to me
tell me if it's better now
Title: bug test: turrets fireing through there own hulls
Post by: RandomTiger on February 15, 2004, 04:25:59 pm
Quote
Originally posted by Bobboau

big problem it would seem that RT's new texture code is causeing problems


Whats the problem?
If its with my code I'll get right onto it.
Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 04:36:47 pm
actualy I thought they were describeing something else, I think the problem as in fact something I had done, but I can't be sure untill someone other thaan myself posts on here.
(I thought it might be someone with a card that needs texture sections)
Title: bug test: turrets fireing through there own hulls
Post by: RandomTiger on February 15, 2004, 04:43:28 pm
I will check up on this
Title: bug test: turrets fireing through there own hulls
Post by: Odyssey on February 15, 2004, 04:53:42 pm
[color=cc9900]What does it do if the target is between the turret and a hull section? Presumably not much, which could cause problems.[/color]
Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 05:15:20 pm
currently it will wait untill the target has moved somewere that wont cause it'self to shoot it'self, I could posably do a check to see if the target is closer than the hit point
Title: bug test: turrets fireing through there own hulls
Post by: RandomTiger on February 15, 2004, 05:17:21 pm
Could this fix effect how the old fs2 missions play?
Title: bug test: turrets fireing through there own hulls
Post by: diamondgeezer on February 15, 2004, 05:34:16 pm
I'll build a simple model to test the build. Standby
Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 06:22:33 pm
Quote
Originally posted by RandomTiger
Could this fix effect how the old fs2 missions play?


that's what I'm realy worried about,
and am asking people to help me determine this
Title: bug test: turrets fireing through there own hulls
Post by: diamondgeezer on February 15, 2004, 07:00:59 pm
You know what, Bob? It seems to work perfectly. I made a hull in the shape of a right angle, with a two-barreled multi part turret on the indside of the angle. It didn't fire at me if I couldn't see the fire points of the barrels. It was even so good as to allow one barrel to fire if the other one was obscured. As far as the targeting code goes: 10 out of 10

Not sure about the textures. They seemed OK on my fighter. The test model was all weird but it had no spec map so I wouldn't take that as important.
Title: bug test: turrets fireing through there own hulls
Post by: karajorma on February 15, 2004, 07:36:02 pm
DG. Do us a favour and upload the model and the mission you stuck it in. I was considering doing that to make the tests easier but you seem to have beaten me to it :)
Title: bug test: turrets fireing through there own hulls
Post by: Bobboau on February 15, 2004, 07:46:24 pm
yeah it works on a point by point basis, it's sort of a last second check.

the problems that I'm realy worried about are in situation like were it gets false positives, it's easy to tell if its shooting were it's not suposed to but its much harder to tell if it's not shooting were it is suposed to. and many V ships have turrets with the fireing point backed up inside the hull of the ship, given that the face would be backfaced I don't think it woud trigger it, but if it does then thaat turret would never fire.
as a bit of safety, I made it not check anything within 2 x the weapons radius
Title: bug test: turrets fireing through there own hulls
Post by: diamondgeezer on February 15, 2004, 10:53:00 pm
Here (http://nodewar.penguinbomb.com/saab/blah/GTD%20Bobboau.pof)'s the POF. I'd uplad the mission and maps too but I'm going to bed as I'm cream crackered. I'm sure you'll cope
Title: bug test: turrets fireing through there own hulls
Post by: Raptor on February 16, 2004, 01:50:07 pm
A few changes as well as new test:

Now have latest Media VP, need to make changes though...
Have Lightspeeds shinemaps

(http://www.angelfire.com/space2/raptorsnest/Compare2.jpg)

It seems that the texturing on third level submodels (ie barrels on multi-part turrets) are not being drawn when they should overlay the primary hull.

Particle spew no longer in line with the shot image,  offset depends on the angle of shot relative to vertical AFAIK- some are in line, others well off.  Would have screenshot but they didn't show up.:sigh:

Shots are overlaid on hull when they shouldn't be (again)

Mapping seems fixed though (sort of).

Oh, and how do I fix this:
(http://www.angelfire.com/space2/raptorsnest/engines.jpg)
Just a BIT much...
true, I'm having trouble with the engine wash from this ship (it's way over-powerd and far reaching) already...