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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002561 | FSSCP | models | public | 2012-01-11 13:20 | 2012-01-13 05:42 | ||||
Reporter | Nuke | ||||||||
Assigned To | The_E | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 3.6.13 | ||||||||
Target Version | Fixed in Version | 3.6.13 | |||||||
Summary | 0002561: rotating weapon models no longer rotate | ||||||||
Description | using 3.6.13 revision 8161 primary weapon model rotation does not work. also checked 3.6.14 rc2 and the bug is not in that build. | ||||||||
Steps To Reproduce | launch under a mod that uses the feature, such as nukemod http://nukedspace.fsmods.net/nukemod.7z 42 megs. if you need something smaller let me know. load mission scanning crates select a ship with gatling guns (which is like all of them, but the phoenix has guns visible from the cockpit) fire weapon note lack of spinieness | ||||||||
Additional Information | models have the $gun_rotation submodel property on spinning subobject and relevant table settings are set to: $External Model File: phalanx.pof $Submodel Rotation Speed: 52.36 $Submodel Rotation Acceleration: 50 | ||||||||
Tags | No tags attached. | ||||||||
Attached Files |
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The_E (administrator) 2012-01-13 05:42 |
The issue here was that the models all had "$gun_rotation" in their submodel properties, while the engine was looking for "$gun_rotation:", for some obscure reason. Fix committed rev 8195 |
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Date Modified | Username | Field | Change |
---|---|---|---|
2012-01-11 13:20 | Nuke | New Issue | |
2012-01-13 05:33 | The_E | Assigned To | => The_E |
2012-01-13 05:33 | The_E | Status | new => assigned |
2012-01-13 05:42 | The_E | Note Added: 0013031 | |
2012-01-13 05:42 | The_E | Status | assigned => resolved |
2012-01-13 05:42 | The_E | Fixed in Version | => 3.6.13 |
2012-01-13 05:42 | The_E | Resolution | open => fixed |