View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001430 | FSSCP | graphics | public | 2007-06-29 21:20 | 2008-03-30 11:49 |
Reporter | Woolie Wool | Assigned To | taylor | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | duplicate | ||
Product Version | 3.6.10 | ||||
Summary | 0001430: Muzzle flashes don't stick to guns, appear in your face during maneuvers (very annoying) | ||||
Description | When 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". | ||||
Tags | No tags attached. | ||||
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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. |
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One solution for this is to make muzzleflash animations very short (3 to 5 frames at 30 fps). |
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That's not a real solution. |
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this is the same bug as 0000752, theres more information in that report. |
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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. |
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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. |
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 |