Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: TrashMan on October 04, 2008, 04:05:23 pm
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So I set up a escort mission trough an asteroid field. Everything OK, I play the missinon when I notice my transports are getting pwned.
Why?
My wingmen are nowhere to be found. I look around only to find them 17000 meters away chasing an invisible, indestructable asteroid. :lol:
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I get invisible asteroids too..
except that they're not 17000 m away. They're the things which are pwning what I'm trying to escort. I see these white brackets which smack into a ship and explode...
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I get a few invisible asteroids as well. They haven't stopped me from finishing a mission. But they are a nuisance. Could this be a glitch with the game, or compatibility with nvidia graphics cards? Do you set your graphics to use direct X or openGL. I remember getting invisible ships when I played a freespace port mission. But that was solved when I upgraded. It was odd. It was firing at me, but my gun and missiles were going straight through.
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I get invisible asteroids too..
except that they're not 17000 m away. They're the things which are pwning what I'm trying to escort. I see these white brackets which smack into a ship and explode...
Oh, it's not 17000 meters away at the start.
But it passes nearby and my wingman with the guard order go chasing it as it slowly moves away.
Order them back is not an option since the player shouldn't have command authority over the fighters. I could probably use a complex SEXP that changes AI orders whenever they move too far back, but as soon as I give the guard order they will chase the next invisible asteroid anyway.
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So this appeared before and by other too?
Is it in Mantis?
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I'm pretty sure this is a known issue with the mediavps that has been fixed in the internal gamma release...
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Then they better hurry releasing the latest media VP's...
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From the Common Issues thread in the support forum:
Invisible asteroids / Missing ship textures.
Enable jpg/tga textures from the Features list in the Launcher (only with fs2_open_3_6_9).
Use a 3.6.10 build.
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Strangely enough, there is no such feature in the launcher.
Guess I'll have to add it in manualyl then.
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Strangely enough, there is no such feature in the launcher.
Guess I'll have to add it in manualyl then.
If the feature isn't in the launcher it may be because you are already using a 3.6.10 build, in which that has been removed from the launcher as it is always switched on by default.
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And yet the invisible asteroids are still there....
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-jpg/tga cannot be the case even though I'm using 3.6.9, as I am certain it was enabled.
On top of that, I had ships with TGA textures (namely blowfish's HTL Aurora), and they showed up fine.
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I just had this happen earlier today when playing a nightly build from two weeks back or so with the 3.6.10 beta VPs. In fact, it made the first mission of Procyon Insurgency nigh-unplayable, since my wingmen decided to gallivant around 15 kilometers away from the convoy that was getting hammered by asteroids. The rest of the asteroids in the mission showed up fine.
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People who are experiencing this please test older builds - because there's no media issue that could cause this in the betas as all asteroid maps are DDS.
So, if this is occuring with the beta MVP content, it's most likely a FSO issue that needs mantising.
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I'm using s2_open_3_6_10r-20080926_r4832.exe and it's happening.
Just how much older builds should we try out?
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Warning: Couldn't open texture 'asterod3'
referenced by model 'ast03.pof'
Warning: Couldn't open texture 'asterod3'
referenced by model 'astb03.pof'
These are probably known issues, but missing textures will cause collision errors for some reason.
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I'll try extracting them, converting them into .pcx or something. Mayhaps that will work.
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That file does exist though. And it (on the source I tore apart from Beta) is not corrupt.
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Err, are you sure about that? In my beta set I have ASTEROD1, 2, 5 and 9, while ast03.pof and astb03.pof do indeed reference ASTEROD3. As far as I can see, Phreak's correct.
(Note - the new asteroids use 1 2 and 5 only, so this was indirectly fixed internally ages ago now, which makes this an easy bugfix indeed. :D )
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Hmmm. You are right. I confused the fact that none of the asteroid POF's use 09 to assume that all were present with an equal.
Rename a copy of ASTROD9 into ASTEROD3?
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I should probably fix the renderer to draw an untextured triangle instead of not rendering if the texture is not found. It would make some errors like that really noticeable if you decide to ignore the debug warnings.