Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kolgena on September 29, 2010, 10:08:12 pm

Title: Colossus Warp-in
Post by: Kolgena on September 29, 2010, 10:08:12 pm
I never really noticed until now, but JAD is making it obvious that something is wrong with the way the Colossus warps in. It will open a warp hole, then magically materialize the front half of the ship, which continues to move normally out of the rift.

Has anyone else observed this behavior? It happens on both 3.6.12 and Anti6 builds, so I'm guessing it's likely to be an MVP issue rather than an SCP issue.
Title: Re: Colossus Warp-in
Post by: Qent on September 30, 2010, 02:04:13 am
I thought it was retail behavior. :nervous:
Title: Re: Colossus Warp-in
Post by: T-LoW on September 30, 2010, 02:56:23 am
Hm... I created a warp-in mission and there it warps in all the way normal. But I think I remember that bug...

btw. wouldn't it be cool if a ship of that size would get a different vortex-animation? More curly/chaotic and so on? ;)

(you could expand this like: one vortex for fighters/bombers, one for cruisers/corvettes, one for capships/destroyers and one for dreadnoughts... but thats not the topic here :p )
Title: Re: Colossus Warp-in
Post by: TacOne on September 30, 2010, 07:05:03 am
Isn't this because the centre point (or somesuch) of the colossus model is so far back from the centre of the model?
Title: Re: Colossus Warp-in
Post by: Kolgena on September 30, 2010, 09:18:18 am
Maybe. I could have sworn though that the Colossus warped normally with the 3610 MVP and exe.
Title: Re: Colossus Warp-in
Post by: ChaosityZ on September 30, 2010, 12:46:58 pm
From retail through MVP 3.6.12, I always remembered seeing it magically appear half-way through, and then proceed forward.
Title: Re: Colossus Warp-in
Post by: Shivan Hunter on September 30, 2010, 08:51:59 pm
Orions and some other ships do this as well.
Title: Re: Colossus Warp-in
Post by: Kolgena on September 30, 2010, 09:11:59 pm
So I'm going to guess that it's really hard to fix this behavior, since it hasn't been fixed for what seems to be quite a while.
Title: Re: Colossus Warp-in
Post by: Zacam on October 01, 2010, 01:50:19 am
Aside from a texture DDS application, the Colossus model in the MediaVPs is the Retail model.

Nothing behaviourally has been changed due to the immense likely hood of breaking important campaign missions from doing so.
Title: Re: Colossus Warp-in
Post by: sigtau on October 01, 2010, 06:42:44 am
...which means any potential HTL Colossus would have the same problem.
Title: Re: Colossus Warp-in
Post by: Kolgena on October 01, 2010, 08:56:55 am
Is it actually because the centerpoint is too far back?

So there isn't a way to make ships spawn a proper distance behind the rift and become visible as it passes through? I mean, it sounds like all capital ships spawn with their centers the same distance behind the warp hole, and become gradually visible as they move through a certain point.
Title: Re: Colossus Warp-in
Post by: sigtau on October 01, 2010, 06:36:11 pm
The center point is offset in the Colly, this has been brought up in IRC multiple times.
Title: Re: Colossus Warp-in
Post by: Trivial Psychic on October 01, 2010, 07:27:27 pm
Perhaps, if/when the Colossus is finally Hi-Polified, the media VPs could include two copies, one with the original center, and the other with a corrected one.  The missions in the media VPs could be corrected so that the change doesn't effect them (by changing the warpin locations) but retaining one with the original position and the default-named table entry so that existing campaigns will still work.
Title: Re: Colossus Warp-in
Post by: Kolgena on October 01, 2010, 07:36:38 pm
The center point is offset in the Colly, this has been brought up in IRC multiple times.

I know this. I'm just wondering if the warp-in bug can be fixed while keeping a gimped centerpoint. I don't think the two are necessarily mutually inclusive. (Besides, who wants to lose the baseball bat? I just want to see a baseball bat that warps in properly)

So I'm guessing that this is more an issue for the SCP to worry about then?
Title: Re: Colossus Warp-in
Post by: sigtau on October 01, 2010, 07:42:29 pm
Possibly a ship table flag like "colossus warp fix" or something to that effect, that would offset the Colly's warpin centerpoint (but retain the actual center point) by a certain amount so that it does not break missions?
Title: Re: Colossus Warp-in
Post by: Kolgena on October 01, 2010, 07:47:15 pm
Yeah, that would be exactly what I'm looking for. You do make it sound quite simple, which is good if that's true.
Title: Re: Colossus Warp-in
Post by: Galemp on October 01, 2010, 09:45:05 pm
Moved because this really has nothing to do with the FSU.
Title: Re: Colossus Warp-in
Post by: Kolgena on October 01, 2010, 10:34:25 pm
Er. I would have thought that this would go to FSSCP board, since it isn't really a technical difficulty.
Title: Re: Colossus Warp-in
Post by: sigtau on October 02, 2010, 08:15:51 am
Yeah, given that this would be a fix that only SCP coders could pull off without breaking anything.
Title: Re: Colossus Warp-in
Post by: chief1983 on October 04, 2010, 11:24:18 am
Or just provide a fixed Colly model that doesn't have the stupid centerpoint.  If your mod needs fixed data, then fix it :P
Title: Re: Colossus Warp-in
Post by: FUBAR-BDHR on October 04, 2010, 04:17:33 pm
But then doesn't it break the effect :v: wanted of the Colly exploding?  Pretty sure that is why the center point is back that far. 
Title: Re: Colossus Warp-in
Post by: Dragon on October 04, 2010, 04:34:13 pm
It also allows Collosus to manouver like it should during Bearbaiting.
Title: Re: Colossus Warp-in
Post by: Tomo on October 05, 2010, 01:01:52 am
So it's a bug that should be fixed in code then, for all ships to start at (Bounding_box_Z_length)-(Centrepoint_Z) behind the warp-in plane, rather than the current Half_bounding_box_Z

Does anyone know off-hand which way round this is calculated - is the warp plane positioned and then the ship, or vice versa?

This change does have risks, as either the warp plane or the ship will move, so anything relying on pinpoint warp accuracy with ships that aren't centred will need to be retested.

- If the ship is placed first, then the risk is very small as it'll still finish up in the same location.
Title: Re: Colossus Warp-in
Post by: Goober5000 on October 05, 2010, 01:20:31 am
Or just provide a fixed Colly model that doesn't have the stupid centerpoint.  If your mod needs fixed data, then fix it :P
Except that the Hatshepsut also has an offset centerpoint, and it warps in just fine.
Title: Re: Colossus Warp-in
Post by: Kolgena on October 05, 2010, 09:26:38 am
I think the Colossus's centerpoint is fine where it is. I just want its warp animation to be unbroken.