Author Topic: mediaVP 3.6.6 beta  (Read 12599 times)

0 Members and 4 Guests are viewing this topic.

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Quote
Originally posted by Trivial Psychic
I've also noticed a problem with the Orion related to its position somehow.  Basically, when one is warping in, the warp vortex is open for a few seconds before the nose emerges, and the vortex closes before the back end has exited the node.  The warp effect kinda closes on the back end of the ship.  I'm not sure what needs to be done to fix that.


Now see, I said when I released it that if you found a bug you were supposed to tell me.  :rolleyes:  I have a feeling I know what's causing this, but I'll have to run a few tests to make sure.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
I didn't get the chance to test this until yesterday.
The Trivial Psychic Strikes Again!

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Hah!  I was right.  The fix will be committed with the rest of the changes.  I'd tell you how to do it, but unless you feel comfortable with a hex editor you probably shouldn't mess with it.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Jeryko

  • 26
I'm assuming this problem was fixed?
JBX-Phoenix

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
I'd imagine so; that's the #1 problem with the media VP's as they stand now.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Jeryko

  • 26
Well, that fixed it, but now I'm getting another error...

bug report
JBX-Phoenix

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
That tells us essentially nothing.  Have you run that bug through a debug build?
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Quote
Originally posted by StratComm
I'd tell you how to do it, but unless you feel comfortable with a hex editor you probably shouldn't mess with it.

Sorry, that one just went over my head.  That doesn't mean you're gonna put a hex on my machine does it? :nervous:
The Trivial Psychic Strikes Again!

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Funny, funny :p

Of course, it's late and my sarcasm detector is broken.  If you are being serious, a hex editor is a program that lets you edit the raw binary data of a file (represented in "hex", hexadecimal or base 16 in part because representing an entire file graphically in 1's and 0's would be rediculous).  The correct value isn't hard to find or to replace, but it's not something that I'd recommend to the casual gamer as it requires an understanding of binary in general, floating-point numbers, the POF specification, and endian-ness of data in a file.

I'm glad you pointed out the bug though, because it brought up another consequence of a bug in the max->pof converter.

*Goes to pester Styxx*
« Last Edit: March 30, 2005, 01:42:13 am by 570 »
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Quote
Originally posted by StratComm
I'm glad you pointed out the bug though, because it brought up another consequence of a bug in the max->pof converter.

Just doing my part... a little on the late side, as usual. :nervous:
The Trivial Psychic Strikes Again!

 

Offline Jeryko

  • 26
Does this help?  I ran it through C20050318_d which is a debug build.

***

Warning: Couldn't open texture 'Shornetd'
referenced by model 'New_Qutrob.pof'

File:e:\cvs\fs2_open\code\model\modelread.cpp
Line: 2653

Call stack:
------------------------------------------------------------------
    fs2_open_C20050318_d.exe 0081bfa9()
    fs2_open_C20050318_d.exe 0081e512()
    fs2_open_C20050318_d.exe 0081539e()
    fs2_open_C20050318_d.exe 00697236()
    fs2_open_C20050318_d.exe 00684044()
    fs2_open_C20050318_d.exe 00684246()
    fs2_open_C20050318_d.exe 006910d3()
    fs2_open_C20050318_d.exe 00827e8d()
    fs2_open_C20050318_d.exe 0068fb7c()
    fs2_open_C20050318_d.exe 008284ac()
    fs2_open_C20050318_d.exe 006931a6()
    fs2_open_C20050318_d.exe 0069339c()
    fs2_open_C20050318_d.exe 00aa0eb7()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------
JBX-Phoenix

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Try it without aseffects.  This is an actual bug that should be fixed, but it's not something that should be affecting the singleplayer campaign.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Jeryko

  • 26
Nope, it still occurs, though, when using the debug build, it doesn't even give me that error report anymore (as opposed to having that aseffects in.)
JBX-Phoenix

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Which means it's not the same error.  The texture that the debug message is referencing is one for a new missile model that Lightspeed made for the Shivans, but it shouldn't be getting used anywhere.  Unless he referenced it for the unknown megabomb.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Quote
Originally posted by Jeryko
Well, that fixed it, but now I'm getting another error...

bug report


I closed that bug, because it's a duplicate of something we told you was a duplicate.

And that bug was fixed.

So, just telling us the same bug (we fixed) is still happening to you because you're media is a tadd old, isn't much use on Mantis.

And that bug is the example of how not to post a bug. No summary, no build name, no list of mediaVP's, no system specs.

All of those are needed for the coders to fix something.

EDIT: OK, I read the rest of the thread. Any errors you're getting are media related, and best fixed by you, by making sure you only have the mediaaVP's from this thread, and no old ones. If it still happens then, it's a bug in the MediaVP, and best reported in this thread.
« Last Edit: March 30, 2005, 11:02:35 am by 936 »
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Quote
Originally posted by Jeryko
Does this help?  I ran it through C20050318_d which is a debug build.
***
Warning: Couldn't open texture 'Shornetd'
referenced by model 'New_Qutrob.pof'


A friend of mine had that problem.  We fixed the problem by loading the missile model into MODview and changed the texture name that LOD3 references, to the same texture as LOD2.
The Trivial Psychic Strikes Again!

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
- Fixed the shornetd bug
- Added interface art
- Added the Sobek
- Looked at the Ares
- Looked at the Orion
- Checked on the Orff nametag. "It's all green!" (Cookie to anyone who gets that quote.) If you're seeing 'GTC Orff', check out your local directory tree.

Edit: Note to self - remember to update readme.
« Last Edit: March 31, 2005, 02:15:17 am by 374 »
-C

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
I was looking though the textures for the Qutrob, and I was then noticing that with these textures, the missile is rather hard to see, and thought about adding a glowmap.  I took a look at the actual textures and realized that they were FS2 stock textures supertile1, renamed.  It occured to me that if I used the actual stock texture, it could reduce the number of textures the game might need to render.  I also thought that perhaps Lightspeed's improved maps might make it better, but I remembered that he removed the color from the sections of the texture that correspond to the glow on the glowmaps.  It then got me thinking:  Is it possible to have a glowmap on a missile?
The Trivial Psychic Strikes Again!

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
I think so. It should be easy enough to try with 3D missile models in the techroom.
-C

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Quote
Originally posted by WMCoolmon
- Looked at the Ares
- Looked at the Orion


I note you didn't add the Ares; what's wrong with it?  I know the glowpoints got knocked off of it (thanks Modelview :doubt: ) but otherwise I thought it was stable.

EDIT: I checked some things on the Sobek and Ares and there's a new version up for both.  The Ares fix is minor (glowpoints) but the old Sobek potentially has issues with warp-in.
« Last Edit: March 31, 2005, 11:31:10 am by 570 »
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM