Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DerKuchen on June 25, 2008, 08:59:06 am
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First post and directly violating the rules :nervous:
But I cannot register at the Mantis Website (it doesn't send me any emails), so I post it here:
I created a patch for this proposal (http://scp.indiegames.us/mantis/view.php?id=1700).
This patch adds a "-weapon_choice_3d" command line flag.
-DerKuchen
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yay! is my bug! :D
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....Someone beamz0r him already? xD
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First post and directly violating the rules :nervous:
It violates the rules to report bugs on here when you could report them on Mantis. Fixing bugs is another matter entirely. :p As for the patch, well blowfish said he wanted to take a look at it but I guess if you snooze you lose. :p I'll take a look at the code now.
EDIT : Took a quick glance and it looked fine to me. It's in this build (http://www.hard-light.net/forums/index.php/topic,54805.new.html#new) so people can test.
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Yeah ... looks good. I actually wanted to add an option to use the tech model if it is found but otherwise use the ANI, but that can wait. Good job with this, DerKuchen. And
:welcomeblue:
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Personally, I'd rather it use the ANI first, then the tech model. At least until that bug with the rotation-zoom-centering is fixed.
Erm... wait. Does this deactivate weapon model use when ONLY the ship_select_3D is turned on? That's the big problem, I wanted realtime ships and pre-rendered weapons.
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Personally, I'd rather it use the ANI first, then the tech model. At least until that bug with the rotation-zoom-centering is fixed.
Erm... wait. Does this deactivate weapon model use when ONLY the ship_select_3D is turned on? That's the big problem, I wanted realtime ships and pre-rendered weapons.
Actually, that could be fixed quite easily by just disabling the weird rotation zoom center if the tech model is found. There is probably a better, but more complicated solution, however ... Well, I'll look into this.
EDIT: It seems that for missiles it sort of hack-calculates the center of the model. Would it be acceptable to just autocenter the model, or would this cause problems? Actually, it might be better to set a flag from when rendering the model in the loadout screen. I need feedback on this :confused:
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Why don't you guys use http://scp.indiegames.us.pastebin.com and work out all of these things cooperatively? ;) Swap ideas back and forth; it might make it easier, IDK.
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EDIT: It seems that for missiles it sort of hack-calculates the center of the model. Would it be acceptable to just autocenter the model, or would this cause problems? Actually, it might be better to set a flag from when rendering the model in the loadout screen. I need feedback on this :confused:
It incorrectly hack-calculated the center of the model, which is why the new ones spun on their noses. Fixed.
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Why was it done that way in the first place :wtf:
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Why was it done that way in the first place :wtf:
I think that I copied it from the autocenter hack in the weapon choice screen and then forgot to go back and fix it to be right. :sigh: