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

Title: Patch for Matnis#1700
Post by: DerKuchen on June 25, 2008, 08:59:06 am
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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Title: Re: Patch for Matnis#1700
Post by: Galemp on June 25, 2008, 09:09:13 am
yay! is my bug! :D
Title: Re: Patch for Matnis#1700
Post by: jr2 on June 25, 2008, 10:24:55 am
....Someone beamz0r him already?  xD
Title: Re: Patch for Matnis#1700
Post by: karajorma on June 25, 2008, 11:11:26 am
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.
Title: Re: Patch for Matnis#1700
Post by: blowfish on June 25, 2008, 12:31:28 pm
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:
Title: Re: Patch for Matnis#1700
Post by: Galemp on June 25, 2008, 12:35:50 pm
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.
Title: Re: Patch for Matnis#1700
Post by: blowfish on June 25, 2008, 12:41:15 pm
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:
Title: Re: Patch for Matnis#1700
Post by: jr2 on June 25, 2008, 09:03:33 pm
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.
Title: Re: Patch for Matnis#1700
Post by: phreak on June 25, 2008, 09:46:21 pm
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.
Title: Re: Patch for Matnis#1700
Post by: blowfish on June 25, 2008, 10:42:35 pm
Why was it done that way in the first place :wtf:
Title: Re: Patch for Matnis#1700
Post by: taylor on June 26, 2008, 04:59:04 am
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: