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
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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.
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I thought it was retail behavior. :nervous:
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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 )
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Isn't this because the centre point (or somesuch) of the colossus model is so far back from the centre of the model?
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Maybe. I could have sworn though that the Colossus warped normally with the 3610 MVP and exe.
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From retail through MVP 3.6.12, I always remembered seeing it magically appear half-way through, and then proceed forward.
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Orions and some other ships do this as well.
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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.
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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.
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...which means any potential HTL Colossus would have the same problem.
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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.
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The center point is offset in the Colly, this has been brought up in IRC multiple times.
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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.
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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?
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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?
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Yeah, that would be exactly what I'm looking for. You do make it sound quite simple, which is good if that's true.
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Moved because this really has nothing to do with the FSU.
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Er. I would have thought that this would go to FSSCP board, since it isn't really a technical difficulty.
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Yeah, given that this would be a fix that only SCP coders could pull off without breaking anything.
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Or just provide a fixed Colly model that doesn't have the stupid centerpoint. If your mod needs fixed data, then fix it :P
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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.
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It also allows Collosus to manouver like it should during Bearbaiting.
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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.
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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.
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I think the Colossus's centerpoint is fine where it is. I just want its warp animation to be unbroken.