Author Topic: PhReAky bugs in PhReAk's FSO features  (Read 1402 times)

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Offline Woolie Wool

  • 211
  • Fire main batteries
PhReAky bugs in PhReAk's FSO features
I started 12_5_2003_FS2_open_r with the -phreak parameter enabled, and weird things happened when I switched on wireframe HUD targeting. The models started to move in strange directions obscenely quickly (why is that destroyer traveling straight upward at over 500 m/s when it's not pointing in that direction? Why has it suddenly started moving backwards at a similar speed?) and then disappeared. That's right. You could still shoot them and otherwise interact with them, but you couldn't see them.

Is this why you used a command line parameter for PhReAk's stuff?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
PhReAky bugs in PhReAk's FSO features
I still don't see why we couldn't have just updated the internal matrices after FS recalculated it, it was so much more stable
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

  

Offline phreak

  • Gun Phreak
  • 211
  • -1
PhReAky bugs in PhReAk's FSO features
all it does is add another pair of lines to the scan effect.
Offically approved by Ebola Virus Man :wtf:
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