View Issue Details

IDProjectCategoryView StatusLast Update
0001430FSSCPgraphicspublic2008-03-30 11:49
ReporterWoolie Wool Assigned Totaylor  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionduplicate 
Product Version3.6.10 
Summary0001430: Muzzle flashes don't stick to guns, appear in your face during maneuvers (very annoying)
DescriptionWhen a ship fires with muzzle flashes and changes velocity (speed or direction), the muzzle flashes do not. As a consequence, during acceleration or hard maneuvers, the muzzle flashes drift from the gun points, often being drawn in the view of the player, which is very distracting.

This won't crash the game, but it is very irritating to the player, which is why I have marked it "minor" instead of "crash" or "feature".
TagsNo tags attached.

Relationships

duplicate of 0000752 resolvedWMCoolmon muzzelflash effect moves forward of the firing point as speed increases 

Activities

phreak

2007-08-02 04:31

developer   ~0008323

It was like this in retail, well sort of. In retail muzzle flashes only appeared on turrets. In actuality, the muzzle flashes would move at the same velocity (speed + direction) of the firing ship when fired. However, to keep the behavior like that of turrets, muzzleflashes fired from primary weapons were given no speed and just hanged in space.

Wanderer

2007-08-03 12:18

developer   ~0008333

One solution for this is to make muzzleflash animations very short (3 to 5 frames at 30 fps).

Woolie Wool

2007-08-07 07:04

reporter   ~0008348

That's not a real solution.

Nuke

2007-08-09 12:52

reporter   ~0008360

this is the same bug as 0000752, theres more information in that report.

Wanderer

2007-08-09 17:58

developer   ~0008361

Just a minor note though. Some people might prefer muzzleflashes that wont stick with the ship. That is ballistic weapons or missiles where the muzzleflash could be used to represent the propellant exhaust and/or debris from the weapon launch.

Nuke

2007-08-10 07:23

reporter   ~0008363

thats not the problem though. the problem is that the position of the flash moves forward in proportion with the ships velocity, rather than apearing in the same place all the time. muzzel flashes can be created as forward or as far back along the gun normal as you like, sence you have control over its z-position. the offset value should be fixed and always be the same no matter your velocity.

if you want laggy blown back flash particles, or blasting forward particles for a sabot effect, then you would need another tag for each blob. +blob_vel: which would specify how fast the flash moves relative to the gunpoint. you could probibly get a wider arangement of effects this way.

Issue History

Date Modified Username Field Change
2007-06-29 21:20 Woolie Wool New Issue
2007-08-02 04:31 phreak Note Added: 0008323
2007-08-03 12:18 Wanderer Note Added: 0008333
2007-08-07 07:04 Woolie Wool Note Added: 0008348
2007-08-09 12:52 Nuke Note Added: 0008360
2007-08-09 17:58 Wanderer Note Added: 0008361
2007-08-10 07:23 Nuke Note Added: 0008363
2008-03-30 11:48 taylor Relationship added duplicate of 0000752
2008-03-30 11:49 taylor Duplicate ID 0 => 752
2008-03-30 11:49 taylor Status new => resolved
2008-03-30 11:49 taylor Resolution open => duplicate
2008-03-30 11:49 taylor Assigned To => taylor