Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kosh on September 17, 2004, 06:07:51 pm
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(http://web.engr.oregonstate.edu/~plankerj/beamissue.jpg)
I think the picture speaks for itself. It sppearently was not fixed enough. And yes, that is the default beam type.
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Nice RAM usage. :)
Haven't really encountered that bug. You sure tis not just you?
*Hands Kosh gold
That was from earlier. :p
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Where's that beam comin from? I always thot it was supposed to be a beam piercing the enemy's hull completely.
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Ship firing through self?
Or through a friendly?
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I can't tell at all. There isn't a turret there on the demon, and the cain sould have to be firing its aft AAAf completely opposite from its normal to get that angle. I'm guessing it's the latter (firing through ships) since there is a glow on top of the Cain but it isn't coming out of subspace (30m/s speed)
And beams are supposed to pierce the hull of the ship they shoot, but only when the ship being shot enters its deathroll. I doubt that's happening here, since the Cain is at 98% integrity.
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Can you spell out what you noticed, Kosh? The bug isn't entirely self-evident.
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ship fireing through it'self
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I have been experiencing this myself lately. But I'm using models created by Styxx's new plugin. I've yet to rule out model errors. In the past, the slightest intersection within a model makes it permeable by both weapons and other models.
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I have experienced this as well, with default models. With pulse laser turrets.
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It's a well known and well documented bug that's been around since retail, and I don't think it's going to get fixed. There was a sample line-of-sight check put in, but it bugged out default models and so was scrapped.
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actualy goober took it out becase it screwed up TVWP, he never realy elaborated.
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I posted a detailed description both times I removed it, Bobboau, and it has nothing to do with TVWP.
In summary, it cripples the beam capabilities of numerous models, massively throwing off balance in the process. The example I cited was Feint! Parry! Riposte!, though you can see it on practically any mission with beams.
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it wasn't used on just beams it was used on all turret weapons... whatever...
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Originally posted by aldo_14
Ship firing through self?
Or through a friendly?
Through itself.
And that mission only had those two ships in it. :) That is a hard picture to tell. The Cain is shooting it's AAAf beam through itself at the Demon.
And I thought it was fixed. I did notice during the sixth wonder that it took the Collossus forever to take out the hawkwood with just 2 of it's beam cannons shooting at it (this was an older build though).
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Goober: Command line?
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or ships flag.
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you know.....if someone actually went through the main campaigns and balanced out everything so that it works with the bugfix....would you still fix it? even as an optional feature?
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Beams should impact on all surfaces, whether they are friendly or hostile. I remember seeing a hostile warship(Terran one, but that's not important right now) accidentally hit another hostile warship. The beam impacted, but no damage was taken.
[EDIT]It was in a user-made campaign, supposedly Derelict. This still cannot be a FRED issue despite it was present in Derelict.
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I don't remember any missions in the campaign where ships were shooting through their hulls - was your code too conservative Bob? And did you add this 'collision check' on top of the FOV code or did you replace it?
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Turrets were also shooting throught their hulls in Retail, there is little the SCPers to be blamed for, its existance is not their fault.
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TopAce, beams do nearly no damage to allies of the same IFF. Damage was no doubt taken, but it was probably capped at a couple of orders of magnitude less.
And no-one is blaming the SCP for turrets firing through their own hulls. It's not even really a bug on behalf of Volition, merely an oversight for which FOVs were a (rather limited) workaround
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Originally posted by SadisticSid
TopAce, beams do nearly no damage to allies of the same IFF. Damage was no doubt taken, but it was probably capped at a couple of orders of magnitude less.
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The damage they do is negligible for cruisers and even larger ships.
Originally posted by SadisticSid
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And no-one is blaming the SCP for turrets firing through their own hulls. It's not even really a bug on behalf of Volition, merely an oversight for which FOVs were a (rather limited) workaround
Point out where I said the SCP is to be blamed!!
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Originally posted by TopAce
Point out where I said the SCP is to be blamed!!
You said that they were not to be blamed which kind of implies that Sid said they were to blame.
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I don't get the situation. :wtf:
Certainly not important.
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What I thought was odd was that I used to get fried by an anti-cap beam hit, friend or foe. Now, a friendly one just knocks me for a loop.
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I don't want this changed. It is less annoying if you survive an accidentaly friendly beam hit than being destroyed at once.
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I think this image says something about the bug. But didn't retail beams go through objects originally? Is there a flag that prevents beams from penetrating? I already put the "no pierce shield" flag on this shielded box but it even ignores that.
(http://www.penguinbomb.com/omniscaper/Screenshots/BeamBug2.jpg)
In addition what is with the turret AI? The frickin box is right in front of it, yet it insists on aiming at its corners and misses most of the time. See......
(http://www.penguinbomb.com/omniscaper/Screenshots/BeamBug.jpg)
The beam is anti-fighter type 3. And the box is cruise class.
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Ok, now that would be a completely seperate bug. Not quite sure what's happening there. Oh, wait, I do. AAAf beams are supposed to pierce fighters, but larger targets are not supposed to have beams punch through them until they are destroyed. I'm assuming there's something involving the shield code there, since that's not an error you'd normally see. It also may have to do with the targeting code for beams, some will intentionally be inaccurate for balance purposes. If I knew a little more about how that weapon was set up, I might be able to tell more. The beam-pierce code is command-line controlled (which makes no sense to me) so you probably wouldn't see it having any effect there.
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Sorry but i have to ask: Was the original screenshot from the "#Battletest" mission by Me?
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Originally posted by Omniscaper
In addition what is with the turret AI? The frickin box is right in front of it, yet it insists on aiming at its corners and misses most of the time.
That seems to be a universal AI problem. In a certain mission in Silent Threat: Reborn, when an AI bomber was attacking a certain object, it aimed its guns at the very edge of the object and ended up missing half the time. I had to hack the tables so the AI would attack the center of it.
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It was in a user-made campaign, supposedly Derelict. This still cannot be a FRED issue despite it was present in Derelict
I saw it happen too, just today in fact, in another campaign. It has nothing to do with Derelict.
Sorry but i have to ask: Was the original screenshot from the "#Battletest" mission by Me?
Yep. :) It's also were I first discovered how borked OGL was for me (with the white sqaures).
I've also seen a couple of other kind of wierd things happening. I'll make some screenshots when they happen again.
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Originally posted by Omniscaper
I think this image says something about the bug. But didn't retail beams go through objects originally? Is there a flag that prevents beams from penetrating? I already put the "no pierce shield" flag on this shielded box but it even ignores that.
(http://www.penguinbomb.com/omniscaper/Screenshots/BeamBug2.jpg)
In addition what is with the turret AI? The frickin box is right in front of it, yet it insists on aiming at its corners and misses most of the time. See......
(http://www.penguinbomb.com/omniscaper/Screenshots/BeamBug.jpg)
The beam is anti-fighter type 3. And the box is cruise class.
Anti-fighter beams will penetrate anything except capital ships.
Also, you may want to try messing with the Miss factor in the tables. The higher the numbers, the greater the chance of missing and not hitting the target. I'd recommending setting it somewhere close to zero if you dont want it to miss at all :)
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Where can I go to find the list of ALL flags and stuffs for all tbls?
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Karajoma's FAQ has the full description for the weapons and ships.tbls:)
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Originally posted by Omniscaper
In addition what is with the turret AI? The frickin box is right in front of it, yet it insists on aiming at its corners and misses most of the time. See......
interesting thing about the ai code, there is a function that finds a random point on a model, all it does is grab a random point out of the list of points that defines the polygons makeing up the model, this function is use in a bunch of things includeing the code that decides were to aim , so the turret ai can only see the points that makes up your model, and in the situation you have there there is a 75% chance it's going to miss on any of them, if you add a bunch of 'useless' points elsewere on the model it will fix this. most normal models don't have to worry about this issue.
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Originally posted by Singh
Karajoma's FAQ has the full description for the weapons and ships.tbls:)
The VPView FAQ has a list of all the retail flags. For the FS2_Open ones you'll have to look at the wiki I guess.
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Originally posted by Kosh
Through itself.
And that mission only had those two ships in it. :) That is a hard picture to tell. The Cain is shooting it's AAAf beam through itself at the Demon.
And I thought it was fixed. I did notice during the sixth wonder that it took the Collossus forever to take out the hawkwood with just 2 of it's beam cannons shooting at it (this was an older build though).
I'm having the same problem. What build did you use to fix this?
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The build that fixed it was removed as it broke other missions.
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One thing I have been noticing was that it has been getting much worse. Before it would only go through a small piece. Now it is shooting way out of it's firing arc sometimes.
(http://web.engr.oregonstate.edu/~plankerj/screen01.bmp)
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OK... I think its safe to say that the bug is not restricted to my Trek models. I've must have spent a week attempting to fix the problem by making sure my models were free from errors.