Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Reprobator on November 24, 2009, 02:51:23 pm
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Hi,
After some test with the last nightly it seems that something has gone wrong with the cockpit pof code (the one you set in the ship.tbl, not the show ship one).
I don't know yet when it appears as the way it appears is twisted, i explain :
The cockpit will work if you keep the mission's default ship, there is no problem
But if you change the ship in the ship selection (using a different ship) after loading the mission, the cockpit won't appear.
Did someone noticed it yet too?
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Is it safe to assume the new ship also has a cockpit defined in ships.tbl? Because the mission itself shouldn't have anything to do with whether that works. Try changing your default ship in the ships.tbl to the ship you want, and create a new mission where you don't change the ship. See if it works then. If so, then it may just be related to changing the ship, otherwise it's probably something in the table or the different cockpit.
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I've check this before, i never had problem with them or theirs cockpit, i've made my test with two ships :
I firstly load each one in a different mission where they were pre-selected in the mission by fred, then i just load the mission, don't touch anything but pressing the launch mission button,
the cockpit where there as usual.
After that i reload those mission and select the "other" ship in the two mission, after pressing the launch button, the cockpit weren't there.
I've then tryed with all the ships where i set a cockpit model pof and it behave exactly the same.
In fact it remind me a "bug" i've met sometime ago where, when you use "change ship class" sexp on the player's ship, the cockpit may disapear. i guessed it was because that the sexp was designed to be used on ai.
I don't know if it may be related.
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Ah crap you meant in the pre-mission setup, not FRED. Totally misunderstood. Yeah there have occasionally been issues in the change ship class code. I recently fixed one related to shields being on or off with a creative new ship flag. The code may not be updating the cockpit model from the new ship's config. Not sure what would have changed this recently. How long ago did this work?
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Well that's a really good question, as i'm not on a mission design phase but more in a modeling and mapping phase i've always directly set the ship i wanted to test and hit directly the play mission button.
To be honest i really don't know.
and it'll be quite complicated to test all previous build as i use recent sushi ai table entry
For the sexp swap, it always happened since i tryed it.
Anyway i may make a copy of the mod and then try a selection of build if you have some idea of wich one may make the problem appear, because testing all the builds may take time ;)
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In fact it remind me a "bug" i've met sometime ago where, when you use "change ship class" sexp on the player's ship, the cockpit may disapear. i guessed it was because that the sexp was designed to be used on ai.
No it's cause the SEXP was designed to use a function originally designed for FRED. :p
Seriously though, I believe Wanderer already fixed this bug once for Diaspora so he's definitely the man to ask about this one.
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If nothing else, you could create a very simple test case that reproduces the error too, with just a cockpit pof and a ships tbm that modifies a couple of retail fighters, and a mission with more than one fighter allowed. Then you could test a few older builds and try to get an idea of when it broke. Would help a lot if Wanderer can't look at it soon.
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How's the z-buffering working with the separate cockpits now?
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well it make a long time i didn't have any problem (if you are speaking about collision with cockpit and external object.
Last time i had one was with a post process build, but it'll be corrected.
i'll look for the guilty build this evening and report it here.
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This is what I was referring to:
http://img.photobucket.com/albums/v356/Shodan_AI/troubles1.jpg (http://img.photobucket.com/albums/v356/Shodan_AI/troubles1.jpg)
and
http://img.photobucket.com/albums/v356/Shodan_AI/troubles2.jpg (http://img.photobucket.com/albums/v356/Shodan_AI/troubles2.jpg)
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ahh this one, i use to have the same on one of my cockpit.
I've redone it from 0 and it worked.
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Thing is, if i use this as a actual ship model (i.e. use the cockpit as the ship) then everything works fine.
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i was trying to track the build that cause the side effect, and i've realise that it getting really twisted, as i use to test i could not reproduce the bug even with the same build that has the problem.
In fact, it looks mission dependent too :shaking:
I continue to investigate
I've try with a 3.6.10 buid , it behave the same.
It doesn't seem build dependant but more mission dependant :wtf:
In fact all those i've done since i've moved from fred 3.6.10
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And even more wonkiness:
Your looking back behind my bearcat, notice how the main wings are sticking out at the wrong area. Whatever is going wrong isn't just limited to the cockpit tub, but rather the entire mesh.
(http://img.photobucket.com/albums/v356/Shodan_AI/moreproblems.jpg)
Here's what it should look like:
(http://img.photobucket.com/albums/v356/Shodan_AI/Bearcat-Views.jpg)
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Is that happening in a normal cockpit view, or in the one with external cockpit model?
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External cockpit view.