Author Topic: give me something to do  (Read 10862 times)

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Offline Sticks

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Quote
Originally posted by Lightspeed
My most hated bug is targetting boxes and particle trails getting misaligned if the object moves to the edges of my FOV.

When I get the object back into my reticle they will be aligned again.


This definately should no longer be happening. What's your graphics card? Does this happen with this latest build?
"Napalm is good as a quickfire solution, literally..." -- cngn

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Offline Bobboau

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is it off by more than 1 pixel?
are you useing non-standard modes?

yes, same link, the thing I'm most worried about is this causeing ships to not fire enough, it seems a little over 1/4th of the shots that should get fired fired are not getting fired, but these numberrs could be wrong (it could be trying every frame untill it can fire, wich would cause a 1% miss rate to seem 25 times bigger than it realy is)
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Offline Trivial Psychic

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Here's something I wouldn't mind seeing fixed... that dock swapping thing I posted in Mantis, where a docked object will suddenly swap to another dockpoint of the ship its docked to, just prior to moving away.  It only seems to happen if a ship (not the object) was previously docked to something else.  I included a test mission demonstrating this with my bug report.

Later!
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Offline diamondgeezer

Tried your new build, Bob - the glowmaps don't work (spec maps do, I think) and nebula backgrounds are a bit fuxored (look like they've been filtered with a half pixelate, half blur effect). Laser shots seem OK. Can't comment on the actual firing-through-the-hull bug as I'm a bit busy with Reci testing at them mo. Oh, and the splash screen doesn't disappear until I press Esc, and the intro movie doesn't play. Seems like you've been tinkering with most of RT's code :) Seems slightly happier than previous builds in terms of loading, if you're interested

 

Offline Bobboau

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the movie code was comented out for me as it doesn't want to compile anymore, offical builds won't have this problem.

as of a day or two ago, anything and everything needs a comand line to run, even glow maps (-glow personaly I think this one right here is stupid, but that was the decision)

I had it only go into the 3d laser function if you were in OGL mode (wich is what needs this, and it's only a temporary measure, when we get a proper 3d laser effect both OGL and dx will use it)

by nebula backgrounds, do you mean sky boxes or the normal FS2 background effects

the splash screen thing worries me, as I have no idea why it would be doing that
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DEUTERONOMY 22:11
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Offline Trivial Psychic

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Just tested out the latest build and noticed the problems with glowmap and apparently shinemaps in the techroom.  Then, I remembered that I had downloaded a new Launcher from RT's sig, and noticed that it had a newer creation date than the 3.3 I was using.  After un-RARing it and loading it up, it came up as v3.4, with flags to activate glow and spec.  I then realized that new builds such as Bob's test build here, probably has spec and glow off by default.  So I loaded up Bob's build again and tested it out with both of these boxes checked, and voila, glowmaps.  Now, it isn't perfect, as certain textures seem to be way to dark, though on some Shivan capships like the Sath, it looks realy cool with the glowmaps on.  I'm thinking that the remaining texture problems are related to certain shinemaps not being employed properly in this build.  Just for a hoot, I added in a custom -shine flag, just incase RT left it out by accident, but I got an I-didn't-understand-what-that-flag-means message, so the solution wasn't that simple.  Here's a screenshot.  Notice that some of the textures are rendered properly, but others are not... glowmaps working though.



On the positive side, plus-points to the team for fixing the position problem in the techroom, so we can now see all of the Colossus, and others.  Haven't tried this build ingame though.

[Edit]
Well, Bob beat me to it with the new flags, but that still doesn't explain the shinemap problem (if that is the problem).  I didn't have any problem of the loadscreen hanging.
[/Edit]
Later!
« Last Edit: February 15, 2004, 02:36:43 pm by 1268 »
The Trivial Psychic Strikes Again!

 

Offline Bobboau

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you know that might be from something I did to fix a lighting bug
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DEUTERONOMY 22:11
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Offline Bobboau

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found what was causeing that, fixed, I'll have an update in a second.
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DEUTERONOMY 22:11
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Offline Bobboau

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umm... it's updateed
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DEUTERONOMY 22:11
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Offline karajorma

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I've noticed that I can't actually turn off the -spec option permanently once I've turned it on. If I turn it off in the launcher it's checked again next time I run the launcher.

 No reason why I should want to admittedly but it's a bit odd.
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Offline Taristin

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If it's in the launcher, it's RT's coding... I recon. But you know that...
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Offline RandomTiger

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Turns off OK for me, could you give me the complete command line?

 

Offline Trivial Psychic

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Quote
Originally posted by Bobboau
umm... it's updateed

Actually, the exe you have up has the same size and creation time as the exe you posted earlier (says 12:35pm).  Are you sure you updated it?

Later!
The Trivial Psychic Strikes Again!

 

Offline Flipside

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Slight problem with what looks like the render order for turrets :-






Flipside :D

And yes, I know the axis is off centre, that can be fixed moderately easily later ;)

 

Offline Bobboau

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I can't tell what the hell is going on there, what is your hardware and what settings are you useing
Bobboau, bringing you products that work... in theory
learn to use PCS
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Flipside

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Hardware :-

Athlon XP1700+
GeForce MX440
768 Megoram
Windows XP home.

using -htl -jpgtga -spec -glow

What is happening can only properly be shown in a video, but it's almost as though the hull of the ship has rendering priority over the barrels of the turret, so the turret is not drawn if the hull is in the background, for example, on the last picture, the barrel 'exist' when the base is behind it, and when space is behind it, but isn't drawn when the hull of the ship is behind it.

Trust me, if you think it looks confusing there, it scared the living bejeebers out of me in-game, since I was strafing along the ship and suddenly this barrel leapt out of nowhere ;)

I'll try it with a conventional ship and see what result I get :)

Same result, the best bet is to fly along the top of a Deimos you will see it as soon as the hull mesh is behind one of the barrels.
« Last Edit: February 15, 2004, 05:37:44 pm by 394 »

 

Offline Sticks

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I don't know who put in ambient lighting, but in HTL it's goofed up. Some parts of the ship have it while other parts of the ship just don't.

Also, specular is always on in HTL as well, even if the flag isn't there.

As a side note, the Launcher 4.0 flags scroll box is not properly redrawn when focus is shifted to another window or it is minimized.
« Last Edit: February 15, 2004, 05:52:39 pm by 1354 »
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

SCP: Templum sanctus ingeniosus

 

Offline Taristin

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...Your turret barrels glow blue? Coolness. *steals idea*
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Offline Bobboau

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is the exe up still doing that?
I must have put up the wrong exe
I just reuploaded it, and placed a link to it in the first post
« Last Edit: February 15, 2004, 05:54:41 pm by 57 »
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!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Sticks

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I think you did.
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

SCP: Templum sanctus ingeniosus