Author Topic: Thruster Bug Fixed  (Read 2279 times)

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Offline Goober5000

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I'm posting this as a new topic, because I'd like some opinions.  I'm a bit ambivalent about the result - it looks almost the same as the original effect.  See for yourselves if you want - I've linked a fixed build below.  Does somebody want to post screenshots and see if there's any difference now?  I'm inclined to just comment back in the original code, if there's not much difference.  Bobboau, why did you change the thruster glow this way in the first place?

http://fs2source.warpcore.org/exes/thrusters_fixed.zip
« Last Edit: January 08, 2003, 11:49:43 pm by 561 »

  

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I'd also like to poiint out th at Goober is using bugzilla the right way :)
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Offline Bobboau

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was it the code that multiplied the size of the glow by it's direction and the thrus for that direction?
well that was to give ships that had thrusters pointing in diferent directions go off in proportion to how fast the are accelerating in a direction and how much the thruster was pointing in that direction
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Offline Goober5000

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Bugzilla is fun. :) :nod:

Yeah, but the problem was, that was what caused the huge glows.

The engine normals on MODded ships all had wildly different values, and the only way to standardize them was to normalize the vector.  But what normalization does is transform the original vector into a unit vector (magnitude 1) that points in the same direction.  Since engine glow strength is determined by magnitude, the vector itself didn't matter.

When the code was all fixed, it became just a fancy way of doing the exact same thing as it originally did. ;) That's why I'm wondering about changing it back.

 

Offline Sesquipedalian

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That exe is giving some wierd graphics problems.


Weird glyph floating on the side of the hull for no apparent reason.  Changeed its image constantly.  Also note corruption of HUD graphics.

Large section of the background inexplicably disappears.

Green Prometheus fire is now blue.
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Offline Goober5000

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Hey, at least the thrusters are fixed! :lol:

Yeah, I noticed that too.  I Bugzilla'd it - it has something to do with the new graphics code.  When Phreak uploaded his new osapi.cpp version, the problems started, and when I updated the codebase with four new files today, they disappeared.  I have yet to rebuild an exe with the rolled-back version of bmpman.cpp.

 

Offline Goober5000

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Here's the latest build, in release form.

http://fs2source.warpcore.org/exes/fs2_open.zip

 

Offline Sesquipedalian

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That's better.
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Offline phreak

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:confused:

the osapi.cpp only did something with opengl mode
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Offline Goober5000

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And I was all confused when the update fixed it.  Something's amiss... :wtf:

 

Offline Nico

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Oh, yeah, completly forgot to say: In bob's release: I have a very strange bug: my new custom explosion, when playing ( so when i've destroyed a ship ), doesn't playe all her frames, instead it plays random PCX from my effect folder, s it looks like a very fast slideshow of the OTT effects... not so cool...
I post that here coz I dunno if it was doing that already before.
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