Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuclear1 on March 22, 2006, 03:47:46 pm

Title: Fade in/out SEXPs
Post by: Nuclear1 on March 22, 2006, 03:47:46 pm
Hey all. I know this had been Mantis'd (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000862), but this is becoming a rather irritating bug recently. It seems that fade in/out only works when the camera is in the cockpit with the HUD on, and nowhere else.

For an upcoming project, I'm making rather frequent use of cutscene SEXPs, and it really ruins the effect of a fade-out to simply wait several seconds for an instant black/red/white screen instead of the gradual fade that is intended.

Any help on this would be appreciated. If it matters, I'm using the January 9th FRED and FSO build.
Title: Re: Fade in/out SEXPs
Post by: CP5670 on March 22, 2006, 03:57:58 pm
It seems I'm the only person here who these sexps are working for. :confused: I haven't had any issues with them at all.

Try loading this in the current 3/06 build and see if it works for you:
http://home.comcast.net/~cp5670/movie.fs2

(it's just some stupid thing I have been screwing around with, but it uses the fade sexps)
Title: Re: Fade in/out SEXPs
Post by: Nuclear1 on March 22, 2006, 04:07:17 pm
Same error, unfortunately.
Title: Re: Fade in/out SEXPs
Post by: CP5670 on March 22, 2006, 04:09:51 pm
Maybe there is some command line flag or graphics setting that's breaking it? I can't think of any other reason it would work for me but not anyone else.
Title: Re: Fade in/out SEXPs
Post by: Nuclear1 on March 22, 2006, 04:16:42 pm
Perhaps we should compare flags then.

I use: -spec -glow -jpgtga -mipmap -2dpoof -missile_lighting -targetinfo -rearm_timer -3dwarp -disablemotiondebris -warp_flash -snd_preload -ambient_factor 76 -spec_static 0.8 -spec_exp 11 -spec_point 0.6

Direct3D8, 640x320 32-bit
Title: Re: Fade in/out SEXPs
Post by: taylor on March 22, 2006, 04:26:36 pm
Nope, it was just a code issue.  The values were being evaluated every frame, before you even got into the mission.  So basically the timers were running out while you were still on the loading screen.  A simple check to make sure that you are actually in mission before allowing it to process makes the fade-in/fade-out stuff work properly with CP5670's mission for me.
Title: Re: Fade in/out SEXPs
Post by: CP5670 on March 22, 2006, 04:27:48 pm
-spec -glow -jpgtga -dualscanlines -targetinfo -ballistic_gauge -rearm_timer -2d_poof -3dwarp -snd_preload -fps -allslev -ambient_factor 90 -ogl_spec 80 and OpenGL 2048x1536x32

It might have something to do with D3D, which currently has a few bugs. Does the fade effect work in OGL mode?

[edit] never mind, looks like taylor found the problem.
Title: Re: Fade in/out SEXPs
Post by: Nuclear1 on March 22, 2006, 04:33:31 pm
A simple check to make sure that you are actually in mission before allowing it to process makes the fade-in/fade-out stuff work properly with CP5670's mission for me.

Sure, I'll give this a check later tonight. Would this also correct fade-outs during or at the end of a cutscene as well?
Title: Re: Fade in/out SEXPs
Post by: taylor on March 22, 2006, 04:36:12 pm
Maybe not, now it's working for me regarless of my change. :wtf:

That is an issue either way, but I'm not sure why it's working for me all of a sudden.  I'll keep working on it and see what else I can come up with.

Would this also correct fade-outs during or at the end of a cutscene as well?
I would assume so, but it would be nice to have more missions to test with so that I can be sure (hint, hint :)).
Title: Re: Fade in/out SEXPs
Post by: Nuclear1 on March 22, 2006, 08:40:16 pm
Alright, awesome, I just downloaded the March 6th build and fades work perfectly. Subtitles, on the other hand, are proving to be irritating.

But yes, I've tested two missions so far and they both work for me.