Author Topic: Warp in/out animation problem  (Read 23428 times)

0 Members and 1 Guest are viewing this topic.

Offline Sololop

  • 28
Re: Warp in/out animation problem
Haven't had much time for freespace lately, I'll post the debug log file sometime this weekend probably.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Warp in/out animation problem
You don't have to play just start the game and exit.  Would take about 30 seconds. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Sololop

  • 28
Re: Warp in/out animation problem
Okay, here it is.




[attachment stolen by Slimey Goober]

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Warp in/out animation problem
640x480 with 16 bit color?  640x4800 shouldn't hurt but you should be using 32 bit color. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Sololop

  • 28
Re: Warp in/out animation problem
16 bit? Oops. Thought I changed it. Guess not. Im using 640x480 because thats just what I'm used too.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Warp in/out animation problem
I know this is a really old bump.

Can anyone who was experiencing this issue try the latest Knightly build and see if it's been fixed?

Also Mantis registrations are working again so if you are still experiencing the issue please add the information to this report http://scp.indiegames.us/mantis/view.php?id=1866
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Sololop

  • 28
Re: Warp in/out animation problem
I experienced this way back when I was using Windows XP. I am now solely using Mac OSX, so I cannot check to see if it still exists. However, I copied the FS folder from my old XP Partition to OSX, and have not had any issues. I assume it was just a problem with my Windows itself, and not FSO. Currently, I am running the newest MediaVPs with zero problems, on any settings.

 
Re: Warp in/out animation problem
Sorry to bump up an ancient thread, but I still experience this issue. I've tried 3.6.10 and 3.6.12 executables, and the glitch is in both. In my case, it is Mac-specific. Using the exact same Freespace 2 directory on Windows XP (on the same computer) does not demonstrate the issue. It happens with all ships, and only with MediaVPS enabled.

 
Re: Warp in/out animation problem
Sorry to bump up an ancient thread, but I still experience this issue. I've tried 3.6.10 and 3.6.12 executables, and the glitch is in both. In my case, it is Mac-specific. Using the exact same Freespace 2 directory on Windows XP (on the same computer) does not demonstrate the issue. It happens with all ships, and only with MediaVPS enabled.

Apologies for bumping, but my experiences are identical to Gordon's, with the exception that I have recently upgraded to the 3.6.12 mediavps.  But the problem persists!  I've searched these forums for a fix, but have come up empty.  I've been able to ignore it for the longest time, but I'm playing Vassago's Dirge right now and it is just so unbelievably out of place to see the ships pass right through the warp plane amidst all the other graphical awesomeness that occurs in that campaign :)  I can post additional information, if it helps.  Thanks in advance!

  

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Warp in/out animation problem
Please post an fs2_open.log. Instructions on how to do this can be found in the FSO FAQ.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Warp in/out animation problem
Please post an fs2_open.log. Instructions on how to do this can be found in the FSO FAQ.

Lol, you probably always have this phrase on your clipboard :P  I did see that earlier, actually, but missed the part about creating log files if the problem isn't listed.

Anyway, you can take your pick from the either the standard or improved log files I've created (the latter is compressed...hope tarball is OK).  Both involve me jumping out as soon as I enter the second mission in the standard FS2 campaign, using the 3.6.12 MediaVPs.  Again, my ship just flies right through the warp plane with the engine glow being disabled once completely through, but model disappearance doesn't occur until roughly a second later.

Specs:
OS:  Mac OS X 10.6.4
Processor:  2.6 GHz Intel Core 2 Duo
RAM:  4 GB 667 MHz DDR2 SDRAM
Graphics Chipset:  NVIDIA GeForce 8600M GT

Thanks for your help!

[attachment deleted by admin]

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Warp in/out animation problem
This is strange.

I know that a bug like that affected all warpouts at some point, which got fixed prior to the .12 release. Can you check other warpouts to see if the problem appears there as well? Can you provide screenshots showing the problem?

Also, can you try a nightly build to see if the problem appears there as well?

In addition, there's no need to provide the "improved" log until one of us specifically requests it.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Warp in/out animation problem
Oh, does it ever happen with other warpouts.  Near as I can tell, all classes of ships are affected.  It does kind of spoil the immersion when the awe-inspiring Ravana warps out, only to do, well, this:



You can also see some Manticores back there; the fact that they're facing the "wrong way" leads me to believe that they have already passed the warp plane.

Here's one more taken a few seconds later, for kicks.  The Ravana is completely through, but still visible.



Is a nightly build the same thing as the 3.6.13 version?  I'll look around for it.

EDIT:  All right, I found the nightly build thread, downloaded v3.6.13 Revision 6449 for OS X, and played the first mission of Vassago's Dirge again.  Same issues.
« Last Edit: September 10, 2010, 06:23:12 pm by qphysFTW »

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Warp in/out animation problem
This is very strange. We may need to get one of our Mac devs to take a look at this, as the same effects work as normal on Windows at least.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Warp in/out animation problem
I appreciate it.  Looking forward to a fix!

 
Re: Warp in/out animation problem
OK, so I've been playing a bit more over the past week, and I've discovered something that I think might be related to the warp animation issue.  It's a graphics glitch that occurs whenever a large model such as a cruiser is destroyed (it probably affects all models, but isn't noticeable for fighters).  Instead of breaking into fragments as the explosion occurs, it looks as if the model is multiplied and several full ship models will go off in different directions as dictated by the physics of the explosion.  The full models will eventually disappear and be replaced by debris, but this occurs many seconds after the pretty smoke clouds and shockwaves.  Since both issues are graphics glitches that involve model disappearance, I'm willing to bet my left arm that they have similar origins.  I'll work on getting screenshots and log files this week.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Warp in/out animation problem
And you would be wrong. The debris-ification of destroyed models works by running a plane through the model from the midpoint to the endpoints, and gradually revealing the debris pieces. If you know how to implement a better way, please consider working on the SCP.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Warp in/out animation problem
* FUBAR-BDHR scratches head at E's comment

I've never seen an effect like he's describing when ships blow up.  Yea you get a couple of partial ships and then the debris spit out from them but several whole ships that turn into debris?  That's not right.

Of course a screen shot of these ships would help avoid any confusion.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Warp in/out animation problem
I do remember seeing it in action on several capship explosions....
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Warp in/out animation problem
I used to get that problem myself, quite some time ago.  I think that it was when I had an nVidia card.  Switching to an ATI card solved the issue... along with many others, as I increased my VRAM side by a factor of 8.
The Trivial Psychic Strikes Again!