Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: FUBAR-BDHR on September 20, 2008, 06:24:47 pm

Title: Beams looking weird
Post by: FUBAR-BDHR on September 20, 2008, 06:24:47 pm
Never fooled around much with the MediaVPs since I mostly do multiplayer.  For about the last week I've been messing around with them turned on.  When the beams on a cap fire they look strange and kind of square off at the original firing point.  Most notable in any ship that has pointed firing points.  Did some quick searching but didn't see anything usefull.  Attaching screenshot.  Is this an know issue?  Is there a fix?  Are my settings wrong?

(http://fubar4.fubar.org/fubar/fs2/beam.jpg)

BTW: This was with a recent 3.6.10 build with all the graphic option enabled except the disable scale to windows thing.
Title: Re: Beams looking weird
Post by: S-99 on September 20, 2008, 06:53:45 pm
You can find the same bug in the 3.6.9 mvp beta thread. At least in there many were talking about it.
Title: Re: Beams looking weird
Post by: Herra Tohtori on September 20, 2008, 07:31:02 pm
Those particular beam weapons have erroneous entries in the weapons table; mainly it seems that they are missing a beamglow and the tiling factor is way off, although the beam width could also be a bit off by the looks of it.

They'll [have to] be fixed in the final 3.6.10 MVP's...
Title: Re: Beams looking weird
Post by: blowfish on September 20, 2008, 07:43:43 pm
Those particular beam weapons have erroneous entries in the weapons table; mainly it seems that they are missing a beamglow and the tiling factor is way off, although the beam width could also be a bit off by the looks of it.

They'll [have to] be fixed in the final 3.6.10 MVP's...

It seems that type 2 beam tiling is messed up.  It seems to rely on the actual length of the beam, rather than the maximum length of the beam (30km).  So when the beam actually hits a target, it will look like that.  When it misses, or goes through a ship, it looks fine.  This problem is solved by changing it to type 1 tiling, though the tile factors have to be recalculated...
Title: Re: Beams looking weird
Post by: FUBAR-BDHR on September 20, 2008, 07:45:18 pm
OK at least it's not something I'm doing wrong then. 
Title: Re: Beams looking weird
Post by: Wanderer on September 23, 2008, 06:01:09 am
There is no type 2 beam tiling so it defaults back to type 0.
Title: Re: Beams looking weird
Post by: Stormkeeper on September 23, 2008, 10:08:37 am
I've lived with this for a while tho. Because I usually have other things to do other than stare at beams in battle. :p
Title: Re: Beams looking weird
Post by: S-99 on September 23, 2008, 10:33:58 am
It's the scp, they're supposed to be looking good. You're supposed to be watching those beams. And, "don't fly in range of the beams pilot." :lol:
Title: Re: Beams looking weird
Post by: Stormkeeper on September 23, 2008, 11:17:53 am
Ohh, I wacth baems btu onyl if teh besma ar=e freidnly adn it ther no eemey s arunod,
Title: Re: Beams looking weird
Post by: Aardwolf on September 23, 2008, 11:34:57 am
Ohh, I wacth baems btu onyl if teh besma ar=e freidnly adn it ther no eemey s arunod,

We have a new drunkard at HLP, it seems.
Title: Re: Beams looking weird
Post by: Stormkeeper on September 23, 2008, 08:25:23 pm
We have a new drunkard at HLP, it seems.
I don't drink often, and I drunk post even less. I reckon I only have two drunk posts around.

Anyway. As far as I understand it, these beam errors are caused by beam textures, and will be fixed in the next mediaVPs release, correct?
Title: Re: Beams looking weird
Post by: blowfish on September 23, 2008, 08:30:09 pm
We have a new drunkard at HLP, it seems.
I don't drink often, and I drunk post even less. I reckon I only have two drunk posts around.

Anyway. As far as I understand it, these beam errors are caused by beam textures, and will be fixed in the next mediaVPs release, correct?

They are caused by table errors.
Title: Re: Beams looking weird
Post by: Stormkeeper on September 23, 2008, 08:40:33 pm
So simply correcting the table entries will solve the problem?
Title: Re: Beams looking weird
Post by: blowfish on September 23, 2008, 08:46:56 pm
Yeah.  It should...
Title: Re: Beams looking weird
Post by: Stormkeeper on September 23, 2008, 08:55:33 pm
I sense a 'but'.
Title: Re: Beams looking weird
Post by: Excalibur on September 23, 2008, 11:04:16 pm
It's the scp, they're supposed to be looking good. You're supposed to be watching those beams. And, "don't fly in range of the beams pilot." :lol:

And this is what old FS2 Command thinks of that! ;)

COMMAND: Desertion is grounds for a court marshal pilot, return to the battle!
COMMAND: Desertion is grounds for a court marshal pilot, return to the battle!
COMMAND: Desertion is grounds for a court marshal pilot, return to the battle!
COMMAND: Pilot, this is your final warning, return to the field of engagement.

S-99 - Just a few more kilometres...

*S-99 was killed by a colission with Alpha 1.* (trying to get out of range of the BFReds)
Title: Re: Beams looking weird
Post by: S-99 on September 23, 2008, 11:37:32 pm
Ohh, I wacth baems btu onyl if teh besma ar=e freidnly adn it ther no eemey s arunod,
LMFAO!! I guess he had that urge to leave one post on the hlpbb when he was seriously plastered out of his mind :lol:

TRANSLATION for stormkeeper= Ohh, I watch beams, but only if the beams are friendly and if there are no enemys around.

Y yes stormkeeper, in all reality...i'm very sure every single member of the hlpbb does that.
Why is is that drunk people leave some of the most obvious basic mundane comments ever :lol:

*S-99 was killed by a colission with Alpha 1.* (trying to get out of range of the BFReds)

Reminds me of the last mission on fs2. Where the lilith cruiser was firing it's anti-cap beam  and it was just about to shut off. So, me in my ares decided to fly through it. I took major subsystem damage to all systems and went from 90% hull to 5% in an instant. It was rather funny.
Title: Re: Beams looking weird
Post by: EVUL MAN FROM DA SPAZE on September 26, 2008, 11:17:27 am
If you use the newest mediavps and 3.6.9 build everything's allruyt.
Title: Re: Beams looking weird
Post by: Snail on September 26, 2008, 01:22:31 pm
Izzat guest posting or a deleted dude?
Title: Re: Beams looking weird
Post by: eliex on September 26, 2008, 03:55:26 pm
Wow . . . I didn't think that guests could post now  . . . that's pretty cool.
Title: Re: Beams looking weird
Post by: S-99 on September 26, 2008, 06:27:13 pm
Cool, guests can post now. They don't have to lurk absolutely all the time without a membership now i guess.

Ohh, I wacth baems btu onyl if teh besma ar=e freidnly adn it ther no eemey s arunod,
This is tureys table error. When he failed to walk away from the shot table. Tableh erorr fro stromkeepr :yes: