Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on February 28, 2005, 10:23:30 pm
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Yeah, it's got several bad bugs that need fixing.
Weren't you starting work on a brand new version at some point? When's that coming out?
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what bugs would you be refering to
yes, don't know
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1) Paths sometimes don't display in the correct place
2) Certain path lines are colored black, and there seems to be no way to change the background from its default black
3) You can't tab between text boxes
4) PCS tends to crash after I've loaded several models (I can't edit more than about 3 without restarting it)
5) And there's one other that Galemp mentioned that I forget right now. I'll have to ask him again.
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6) Smoothing is buggy
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7) Can't delte individual glow points (forced to delete whole bank).
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ok start assemblingly a general "issues" thread in the SCP forum, and make it sticky please, and i'll look into each one of these as im writing PCS2
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Thread split and moved.
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1) Glowpoints can't be imported.
2) Sometime, when you have a model opend and the glowpoint-section is active, and you open a new model, the glowpoint-entries are somehow drag to the new model. Not sure they will be saved though, but at least the view doesn't update, switching the editor-part (i.e. to specials) does not help everytime.
3) One strange thing (happens very often to me) but I didn't heard other peoples talking about it : On some models, mostly those I made a poftocob in PCS before, and then saving the model file again (normally as a LOD to the original model) there seems to be the *.bmp-extension stuck to the texturefile.
Must be related to a truespace bug too I guess. Problem is, that truespace seems to create a XXXXX.bmp.bmp texture-file, and so PCS will keep one bmp-extension that you will have to delete manually. But as I said, I'm not sure this is a truespace or a PCS-Problem. I can send you some test cob-files and pof-files showing this error. (Happens with all TS-Versions and all PCS-Versions btw).
4) The only reason, I still use modelview in some points is that it's viewer is a little more sharper/thinner (turret-firing-lines i.e.) and you can set the view automatically to side, top etc. and to wireframe (maybe wireframe is already in PCS ?)
5) A small failure into the subobjects-import function. Non random-subobjects wont get their pof-data imported (maybe because you hardcoded standard-subobjects).
Example : Name of the subobject : NAV
Pofdata :
$special=subsystem
$name=navigation
The pofdata will not be included by importing from another pof. A radar-dish i.e. can be important without any problems.
6) I'm getting very often a "Stack overflow protection error". I have to admit, the models were this happens are either a litte messed up, or do have very much detail and are converted to a very small object, then I usually get this error. Sometimes I can outrun this, by making the model bigger in truespace and use a lower scaling-factor in PCS, but it helps not all the time.
7) deleted
8) Either the viewer or the editing-window blocks a part of the other programm (I mean viewer or editor again) But I wouldn't call that a bug, I hope that you will implement both into one window in PCS2 (same for the autopathing-function ;7 )
Sorry, long buglist, but I work very much with this programm, so that's what I noticed most :) But don't think that I'm complaining, it is still a great software, and I'm able to make my pofs as long as I know what I have to look out for (but I have to switch between 3 programms :) )
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The rendering window needs to be much-better optimized than it currently is; it drags my system to a near-halt every time I use it. It doesn't tie up much memory, just most of my processor cycles. Despite the massive memory requirements of Modelview, I often find myself using it rather than PCS to get model coordinates. The issues with the glowpoints tab and the lack of tabbing between fields is also quite annoying.
@ Starman: 7) isn't a bug, that's a known issue involving Truespace's format. Not many programs will correctly display a face with concave edges, i.e. you should be able to draw a line from any one point to any second one on a given face without going outside the faces boundary. Truespace also lets you get away with non-connecting edges on a face, such as your box, which I'm guessing looks a little like this:
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| ------ |
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| ------ |
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That's never going to actually work outside of Truespace, no matter how you treat it. To get that to render correctly, you'll need to break the "face" into at least 4, like this:
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|/------\|
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I feared so. No matter, it did work the last 3 years with triangulation, guess it will do it for the future too.
But thanks for the explanation, maybe I will try this breaking up on some model (that's actually what the triangulation makes), it could save me some extra faces.
(I deleted that part from list above) :)
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any chance you can get the render window to display dds textures? also any new autogen features would be aprecieated :D
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Originally posted by StratComm
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[/b]
Woo, hypercubes! :D
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I've noticed a problem similar to that reported with the glowpoints, but with adding engine glows. Often if I'm adding thruster points, and I switch to some added to a different subsystem or a different bank, it'll drag data from the previous set and can destroy alot of fine-tuning. It'd also help if PCS rendered the thuster-points, perhaps in the same visual manner as MODview.
There's also the well-known issue of displaying subsystems on the wrong side or the model, mirrored down the central axis.
I'd also like to see PCS less rigid when it comes to texture sources. I keep all of my active FS stuff on my E drive, which is a partition dedicated to Win98. I also have PCS installed on my C drive for use in WinXP, but it won't read any textures. I'd like to be able to tell it that it should look on a different drive.
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Originally posted by Goober5000
Woo, hypercubes! :D
Eh, best I could do in ASCII and with short notice :p
Oh, another thing. If you've got over 12 glows in a bank, the game renders them corrupt. Either that needs to be fixed in the game itself, or PCS2 should have a hard cap of 12 glows per bank.
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Starman01:
6) Not a bug, error that occurs when input model file fails data constraints
many of these bugs will be fixed in pcs2 just by the fact that im completely writing the core from scratch and that pcs2 has it's own internal model format - no more having to write a BSP compiler every time we want to support a new model format, we only have to do the (fairly easy) translation between that format and the internal format
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Originally posted by Starman01
3) One strange thing (happens very often to me) but I didn't heard other peoples talking about it : On some models, mostly those I made a poftocob in PCS before, and then saving the model file again (normally as a LOD to the original model) there seems to be the *.bmp-extension stuck to the texturefile.
Must be related to a truespace bug too I guess. Problem is, that truespace seems to create a XXXXX.bmp.bmp texture-file, and so PCS will keep one bmp-extension that you will have to delete manually. But as I said, I'm not sure this is a truespace or a PCS-Problem. I can send you some test cob-files and pof-files showing this error. (Happens with all TS-Versions and all PCS-Versions btw).
Yeah, I too get this now and then. Never considered it to be a real bug though.
And Yes, view controls like in Modelview (top view, front view, rotate left, rotate right etc.) would be a nice improvement. Maybe you could also make it possible specify in the options how much degrees the model is rotated per click?
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Tab support would be nice, if not a priortity
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Originally posted by Roanoke
Tab support would be nice, if not a priortity
Good one :yes:
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Originally posted by Roanoke
Tab support would be nice, if not a priortity
switching from pure win32 code to wxWidgets should automatically provide that at no extra programming cost to me
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Importing global data from a model with glowpoints or trying to import glowpoint data freezes up PCS.
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I've been getting the problem for awhile now. Didn't realize it till I used PCS on a different computer. I tried reinstalling it a number of times. 1.3.42 version.
(http://freespaceserver.cjb.net/bsg/BSG Developement/3dsmax models/PcsBug.jpg)
(http://freespaceserver.cjb.net/bsg/BSG Developement/3dsmax models/PcsBug2.jpg)
There is an area that is not visable or clickable. It disables important buttons for me. Its thesame for ALL tabs.
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that's a problem with windows
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My particular windows... or Windows Xp period? Any ideas on how to fix this?
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probably some quirk in yours it seems
but it's probably symptomatic of an underlying bug in windows
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What's your DPI? I've seen similar behavior in Windows when the fonts get scaled up but window sizes are fixed.
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120dpi. I run at a resolution of 1680x1050. I'll lower it and see what happens.
EDIT: Yup that did it. Thanks Strat. Now I have to deal with very small windows elements (fonts, windows, icons). I'm too lazy to jump into "appeance" and fix everything to the way I'm used to. I think thats why I just increased the DPI in the first place. Oh well.
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Unstickied.
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smoothing.
It's a while that I don't convert and test so I still have to use the lastest version of both pcs and fso, then I don't know if it has been already fixed. In case, excuse me
here's the prob:
when you use autofacet and spec is enabled in fso, the edges of the polys are somewhat highlighted, the result is weird whenever you have rounded surfaces.
The problem doesn't seem to happen without spec (so I don't know if it is related to fso and not to pcs)
The problem doesn't happen if you use cob2fs2 and smoothing (full smoothing)
IIRC the problem, as reported by omniscaper when he converted the galaxy, doesn't happen with styxx's plugin
as said, I don't know if it is related to fso or pcs, but whatever is the cause, it doesn't happen with full smoothing and cob2fs2, so imho you should at least enable smoothing to the avaiable shaders
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sounds like it's a problem with the way im figuring smoothing from the truespace file
i never said i understood smoothing
btw im working on PCS2 today
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GO KAZAN!!:)
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Let us edit all the header info, even if it's something that might not be the best thing to be messing with. The MOI settings are a notably missing component from PCS, as has been noted before, but things like max_radius are also things I need to edit from time to time. Especially with Styxx's converter, as it seems to miscalculate all of those things.
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Another bug: in submodel data, when one selects a rotation on the z axis, the system saves it as the Y axis, and visa versa. That's not to say the the next time you load a model, what you saved as Y, will now be Z, PCS just has its settings flipped. Open the model in MODview and the Y and Z will be different than what you saved as in PCS. It's kinda like the way subsystems are displayed on the opposite side that they are on.