Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Kazan on August 05, 2001, 10:05:00 am
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i'm get really close to that all important certification - anyone have any more reports
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"Why Climb it?" - "Because it's there."
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer. (//"http://freespace.volitionwatch.com/babylon")
Alliance Productions (//"http://alliance.sourceforge.net")
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Just 2:
When editing the dockpoints, it seems that whenever I type in 2 seperate points, PCS acts like they're the same point. The second point is automatically changed to the first point I type in and when I try to change point 2 to something different, it changes point 1.
There's a bug in the engine glow section. It takes forever just to get the normal, position, and radius to be saved. Sometimes PCS just saves one or two and excludes the other until I save it enough times.
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A GUI error created in version 0.98.0 - corrected 0.98.2
Current Version 0.98.3 [difference between .2 and .3 is i finally got around to making it spit an error message about not having the objects grouped instead of just letting it hit apvector overflow]
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"Why Climb it?" - "Because it's there."
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer. ("http://freespace.volitionwatch.com/babylon")
Alliance Productions ("http://alliance.sourceforge.net")
[This message has been edited by Kazan (edited 08-05-2001).]
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oh, could you trash that message that warns you that when you load another pof, the current one will be deleted from memory, since anyway when you open PCS the one you edited before is not in memory anymore?
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it's easier just to give the warning and not track if there actually is one loaded..
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there's never any pof loaded when you launch PCS, so I don't see the point of having a warning about something that doesn't exist...
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Open up the (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) Deimos pof file (corvette2t-01.pof). Go to the "Turrets" tab of PCS. Look at the Physical SOBJ Parent and then look at the "note" you have about Multipart turrets (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Regarding the docking point issue. Same (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) pof file. Go to the "Docking" tab of PCS. If you switch to the 2nd docking point, notice the data for the points does not change. (one is Left Dock and one is Right Dock) Also notice that the Position data does not change (either when changing the Point selected or when changing the Dock).
Additional note regarding the "Docking" tab. The Spline Path is the path _index_ for the path associated with that Dock (_not_ the path name). For example, again on the Deimos, Dock0 is associated with Spline Path 1, which has a path index of 1 (but is _named_ $path33 in the Path chunk). Dock1 is associated with Spline Path 2 (which is actually named $path18).
Another bug deals with the "Header" tab. When opening any file that has lights in the header, they are not displayed by this tab. Using the (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) Deimos pof as an example again, it has SEVEN lights. Yet when you look at the "Header" tab in PCS, ZERO lights are listed.
And the last bug I am currently aware of deals with the "Paths" tab. The "Turrets" associated with the path are not properly displayed all the time. If any vertices except for 00 is selected, then the "# of turrets" information gets corrupted. To see this in action, again pull up the (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) Deimos pof file. Go to the "Paths" tab. First select Vertex 00. Now scroll through the Paths. The information is displayed properly. Now select Vertex 01. Now when you scroll through the paths the information is incorrect for the turret section.
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Originally posted by Eth:
Regarding the docking point issue. Same (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) pof file. Go to the "Docking" tab of PCS. If you switch to the 2nd docking point, notice the data for the points does not change.
already told about that, the answer: you don't know how to read coordinates... I suppose you don't know too (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by venom2506:
already told about that, the answer: you don't know how to read coordinates... I suppose you don't know too (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
The docking was an error created in 0.98.0 fixed in 0.98.2
read the earlier messages in the god damned thread before *****ing
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"Why Climb it?" - "Because it's there."
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer. ("http://freespace.volitionwatch.com/babylon")
Alliance Productions ("http://alliance.sourceforge.net")
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Originally posted by Eth:
Open up the (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) Deimos pof file (corvette2t-01.pof). Go to the "Turrets" tab of PCS. Look at the Physical SOBJ Parent and then look at the "note" you have about Multipart turrets (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Another bug deals with the "Header" tab. When opening any file that has lights in the header, they are not displayed by this tab. Using the (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) Deimos pof as an example again, it has SEVEN lights. Yet when you look at the "Header" tab in PCS, ZERO lights are listed.
Both corrected just now.. working on the others
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All but the Path Turret thing has been addressed
um... I'm not sure if im not showing the data correct - i'm pretty sure i am view the POF PATH chunk spec at http://www.descent-freespace.com/ddn/specs/pof/ ("http://www.descent-freespace.com/ddn/specs/pof/")
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"Why Climb it?" - "Because it's there."
-----------------
FreeSpace 2: The Babylon Project Effects Nerd and Programmer. ("http://freespace.volitionwatch.com/babylon")
Alliance Productions ("http://alliance.sourceforge.net")
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Ok go pic up version 0.98.4 -> http://alliance.sourceforge.net/files/Software/AllProFS2Kit.exe ("http://alliance.sourceforge.net/files/Software/AllProFS2Kit.exe")
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Originally posted by venom2506:
there's never any pof loaded when you launch PCS, so I don't see the point of having a warning about something that doesn't exist...
being a lazy programmer
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I've had that file (along with IDTA and a slew of others) for over a year...
But....Ooooops :O
I forgot that the turrets are applied per individual vertex and not to the path as a whole... you are displaying that part of the path chunk correctly (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
That does bring up a suggestion though... when a user selects a different path (than the currently selected one), maybe you could set the selected vertex back to 00 (just a thought). Note your code DOES do this if the vertex selected in the previous path doesn't exist in the newly selected path. Just a consistency and ease of use thing (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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i had thought of that but i use keeping it across for purposes of making 'similar' paths - ie fighterbay paths
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I agree with kazan on that one, but what would be even better would be if there was a way to copy paths.
and it would be nice if you removed that mesage at the begining, but it might be a good idea if there was a "warning you are about to overwright an exsisting file" warning
there seems to be another bug regarding the insg wrighting bit but I may just have used an older vertion.
and I would like an import data button for each section. and maybe a way to save pof data seperatly.
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Bobboau, bringing you products that work.............. in theory
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Originally posted by Bobboau:
and I would like an import data button for each section
that would be neat indeed
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venom2506 (http://terra.sourceforge.net/images/xanim05.gif)
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i suppose i can be bugged for individual importers for version 0.99.9 [leaving something for any bugs in the importers] and i'll remove the generic one.
are you SURE you haven't found any bugs?
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"Why Climb it?" - "Because it's there."
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer. ("http://freespace.volitionwatch.com/babylon")
Alliance Productions ("http://alliance.sourceforge.net")
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That damn GenerateBSP error.
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what damned GenerateBSP error? the stack overflow? that's not a bug - that's a problem with your model