Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Sounds good.
How are we looking for this release then?
I think we should be pretty close.
I've not gotten any actual crashs or overruns on it in a long while.
Beyond a few cosmetics, i think all the features work as expected.
Just a few minor things I can think of,
-aimed-over/funkys having 2x momentum than normal.
-web-admin stats-page unformatted.
-server logs / java-chat optionally show [Combat] channel
And I noticed that the gl extentions are very important for the water. With
it turned off, the water looks rather like an ugly quilt...
And I noticed that the gl extentions are very important for the water. With it turned off, the water looks rather like an ugly quilt...
-aimed-over/funkys having 2x momentum than normal.
-web-admin stats-page unformatted.
-server logs / java-chat optionally show [Combat] channel
-fog not working as original
-need to revisit fuel usage
True, true. But then what do you expect when you tell it not to use the graphics library . Just turning shaders off may be a nicer compromise. It will be "interesting" to see how many people can run with the water on fully, I am thinking there is a chance we will need to do a patch to make the water nice for non-shader people.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Playing a bit more with the WeaponGroupSelect, and noticed one
oddity that may need correcting.
Weapons do switch thier origin to them as designed, but that aspect
seems to be very strict.
The shot continues to start at the group-item's core-point, no matter
what amount of redirect/translate I use to start the projectile infront
or above them.
For lasers this is not a hinderance, but any projectile destroys the
object from the inside. If it's a stream of shots, the later one's do
fire onward once the model is gone.
Playing a bit more with the WeaponGroupSelect, and noticed one oddity that may need correcting.
I am guessing this is just an issue for static objects (not objects that move). It's probably because these objects don't have a velocity so moving the shot by a factor of their velocity won't move them at all.
If you are using some sort of aiming weapon, can't you do the translation after the aiming process. e.g. put weapontranslation after (or in) weaponaimedover
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
Playing a bit more with the WeaponGroupSelect, and noticed one oddity that may need correcting.
I am guessing this is just an issue for static objects (not objects that move). It's probably because these objects don't have a velocity so moving the shot by a factor of their velocity won't move them at all.
If you are using some sort of aiming weapon, can't you do the translation after the aiming process. e.g. put weapontranslation after (or in) weaponaimedover
Yah, tried that too.
Declared absolute velocitys of 2.5x, moved it 25 paces above the head,
then auto-aimed, then moved it 15 paces forward.. it still explodes under
thier feet.
I even have weapons composed purely of translated explosions, with zero
projectiles or lasers. All they do when fired by the turrets, is explode the
object. The shot-wave sits at the start point, burning like a blue bonfire..
no, it's clear that the weapongroupselect is stopping all the translate function for that weapon.
Dunno, looks a little strange that accessory code. The
Code:
<accessoryaction type='WeaponRedirect'>
parts will clobber any of the positioning made by the group select. Or am I missing something.
I tried this, and it seems to work. 1) The WeaponGroupSelect moves the shot position to the target 2) The AimedOver aims the shot 3) The Translate moves the aimed shot out of the target 4) Fire some projectiles
The model is placed at 0 elevation, so it may also be a factor.. but
the same results happen for the large flying objects too.
When I set the weapon to fire from it, the projectile version explodes
the model; and the plasma-bolt version refuses to move, staying in
one place on the snow.. which is totally against it's design.
I'll recompile with todays updates and try again. but i'll have to revert
the exe's after, till Death-Stryker packs some betas.
Would it help to host the whole dang thing? it's smaller than the older one now.
Joined: Sat Jun 12, 2004 12:53 am Posts: 2884 Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
Gav - I don't get a ton of time, but can I get 24 hours or so notice before release so I can do a rash test? (Kinda feeling guilty about not being around more for this....)
P
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker
She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
gcamp wrote:
jdog wrote:
Yup, turning off Gl Shaders and the fog is back to its old self.
Yeah, looks like I've messed up the fog in the shader version. I'll have a go at fixing it soon, but I don't really want to mess too much before the release if you think that is ok.
Sure, it can wait till next point release. I just have to remember to turn GL Shaders off to work on fog till it is fixed.
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Gav - I don't get a ton of time, but can I get 24 hours or so notice before release so I can do a rash test? (Kinda feeling guilty about not being around more for this....)
Well this is your 24hr warning . I will be doing the last testing tonight and probably releasing over the course of tomorrow.
No worries about the time, it's not a job.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
The targets I used are solid with a few hitpoints. see data\landscapes\placetest.xml
Not sure why you are killing the target, sounds like you are just not translating enough.
yes, very curious indeed.. you'd thing that 25 points up is far enough
for a 10 point high model.
I won't give up though. If you say it's working for you, then i'll just try
other angles.
edit: very interesting indeed...
apparently, it completely ignores all the translates and redirects..
-Unless!- there is a aimedover/under first..
I made one with 6 twists and redirects.. and it didn't go anywhere.. just exploded the Model.
I inserted an aimedunder at the start of it, and it was zipping everywhere..
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