Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: asyikarea51 on April 20, 2009, 11:17:36 am

Title: Missing muzzleflash (actually more of a question than a bug check)
Post by: asyikarea51 on April 20, 2009, 11:17:36 am
Do muzzleflashes in any way contribute to some limit? Been playing around with some flak guns but for some reason their muzzleflashes don't show up.

This using two crude-hack builds, one compiled either before or during RC1, the other based on RC2. I tried the official RC2 but it simply crashed out before any real action could happen.

In later testing, the muzzleflashes would just show up once every few shots...? Using cheats and firing the flak gun from the playership, the muzzleflashes never seem to show at all.

Yet when firing a normal gun the muzzleflashes show up just fine. Fairly sure I got the filename right, "Bmuzzle"...?

( BTW did you people add that error message at startup? You guys actually freaked me out when i was testing multiple builds, I had the r5146-20090406 Wanderer build crash out on me, and when I switched builds I got the warning message and was so scared that my tables had been lost in a freak accident or something, seriously... :wtf: :shaking: )
Title: Re: Missing muzzleflash (actually more of a question than a bug check)
Post by: chief1983 on April 20, 2009, 11:58:44 am
Were you using a feature that's only supported in Wanderer builds?  That would probably cause a regular build to crash or throw a warning because it encountered an unsupported feature.
Title: Re: Missing muzzleflash (actually more of a question than a bug check)
Post by: asyikarea51 on April 20, 2009, 12:24:51 pm
Nope, not with these flak guns. The Wanderer builds have nothing to do with this matter... and I don't even know how to download Wanderer's branch from Tortoise LOL

I tried the Wanderer build only once because I wanted the salvo mode feature; use multiple guns didn't appear to have any effect on the Orion's guns (TrashMan's HTL Orion btw).

But the build crashed out after 8 - 10 seconds in another test mission I made so I deleted it and later found another way to get the triple guns to fire the way I wanted them to, while using back the aforementioned "crude builds"...

Back on topic... I kinda feel my case is a bit "shaky" (hence why more of a question than an actual bug report for Mantis. just more-curious-than-usual at the game's behaviour).

Should I just leave the muzzleflash issue alone? I mean, as long as the flak guns work fine then I shouldn't worry so much about the pretty Kayser muzzleflash...?

(great, now i'm curious about another thing related to flak guns, big explosions and turrets refusing to fire at a specific target type... more self-testing for me to do tomorrow night I guess XD)
Title: Re: Missing muzzleflash (actually more of a question than a bug check)
Post by: chief1983 on April 20, 2009, 02:29:46 pm
If there is something wrong with it we would probably need to know about it, but I haven't heard any complaints about it being broken from Diaspora and they're making heavy use of it I believe.  To get Wanderer's branch, do a new checkout and Tortoise will probably default to the last repo url you used.  Use the repo browser to find /fs2open/branches/wanderer/ instead of /fs2open/trunk/fs2_open/.
Title: Re: Missing muzzleflash (actually more of a question than a bug check)
Post by: asyikarea51 on April 20, 2009, 07:02:59 pm
*early morning blues*

alright, thanks. :)

didn't know about them using flak guns a lot.
Title: Re: Missing muzzleflash (actually more of a question than a bug check)
Post by: chief1983 on April 20, 2009, 11:10:25 pm
Actually I meant muzzle flashes, but they use flak a lot too.