Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starman01 on April 28, 2004, 09:28:52 am
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I have a small thruster-bug in the newer builds. I'm not sure,
but I heard this problem is already known by you guys.
Check the strange light-effects above and below the engines.
The error is not always visible, depends on the view-angle.
(http://www.starman.ag5.de/pics/fehler2.jpg)
Another question, but I'm not sure if this is a bug or a missing
feature. When I have a model with more than one engine-subsystem,
then the thruster-flames will only be shut off when all engines are
destroyed. Isn't it possible, that when a subsystem is destroyed, it's
depending engine-glows are shut down too, while the other engine
still runs ?
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that's not a bug, that's caused by the model intersecting the engine's glow... the engine's glow is a 2D imagine always facing you, so when something intersects it, it gets chopped off. perfectly normal and unavoidable behavior.
The only way to fix it would be to change from using a 2D sprite to using a particle system and slowing down the lesser machines.
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Thats a bug that appeared in FSO ever since HT&L was implemented (AFAIK). The original FS2 engine had a 'feature' (bug) in it that allowed the glows to be displayed correctly.
It will be fixed at some point, but really is more complicated to fix than it seems.
The different engines not shutting down properly is a bug recently submitted into Mantis, should be easily fixed (I hope). No idea when that bug sneaked in, tho :)
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Originally posted by Lightspeed
The different engines not shutting down properly is a bug recently
submitted into Mantis, should be easily fixed (I hope). No idea when that bug sneaked in, tho :)
Has it worked in orginal FS ? I didn't know at the moment :)
Never mind, I have the biggest trust for you guys, that you will be able
to fix both bugs. :). Thanks for the answer btw.
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Speaking of known (and old) engine bugs what about that one that makes beams look like they are going through the model?
If that sounds a little vague, sorry but I am not sure how to describe it right now.
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beams are supposed to go straight through a ship they're destroying.....
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The original FS2 engine could cheat when rendering this because it was in 2D.
Now that we are in 3D a solution to this is surprising difficult.
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I still think it could work if you just checked if the engine points are in direct line of sight (as is checked with the subsystem targetting - box = in sight, diamond = out of sight) - and if they are, render them on top of everything else. If not, render them as they're rendered at the moment. While that might not fix everything, it would certainly eliminate up to 70% of the current situations where it looks messed up.
Not sure if that's doable with the FS2code though, or if it would be a ***** to implement.
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kasperl
beams are supposed to go straight through a ship they're destroying.....
i think he means when a ship is firing its beams, the beam goes through its own hull, example a hecate fires its side terslash at a moloch, and the moloch is just in front you will see the beam going through the Hecates "wing" at the front of the ship, in other words i think the right word is clipping, i remember Nico/venom bringing that up a few times think it was him.
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Originally posted by kasperl
beams are supposed to go straight through a ship they're destroying.....
No, I mean going through some parts of the ship that are firing them.
For example: A Mara is attacking the Aquitaine. The Aquitaine fires one of it's anti-fighter beams at the Mara. The beam goes through part of the Aquitaine and hits the Mara.
Does that example make it a bit more clear? I just thought of it.
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I've also seen this effect when attacking a Sath. If you're under the "wing" sections of the main side body, sometimes you'll be fired on by a turret thats on the topside of these flanks.
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those are bad models, then. it means that someone forked the firing arcs.
IIRC the bug as been discussed, and it might or might not be fixed/fixable. Run a search.
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Treid running a couple searches, didn't find anything. I have seen this happen in the latest version of SCP, so is it not fixable?
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There was a fix discussed, and even a test build released although the code never made it in to the main branch because of code freeze/breaking backwards-compatability. Look for "Turret firing bug" and see if that turns up more results.
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Thanks. That was useful.
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uh, actualy I think that's in