View Issue Details

IDProjectCategoryView StatusLast Update
0000159FSSCPgraphicspublic2005-03-15 01:32
ReporterJonathan_S47 Assigned Tophreak  
PrioritynormalSeveritytrivialReproducibilityalways
Status resolvedResolutionfixed 
Summary0000159: Muzzle Flash oddity
DescriptionI have been experimenting with Muzzle flashes on weapons and have noticed this bug when they are used on fighter weapons. The Muzzle flash stays in a specific area and does not move. In the screenshots I have included the fighter is not moving.
TagsNo tags attached.

Activities

2004-04-01 20:31

 

M-error3.jpg (84,048 bytes)   
M-error3.jpg (84,048 bytes)   

2004-04-06 23:02

 

M_error4.jpg (32,442 bytes)   
M_error4.jpg (32,442 bytes)   

Jonathan_S47

2004-04-06 23:04

reporter   ~0000698

Last edited: 2004-05-18 19:37

I have uploaded a VP file that has the table entries.

edited on: 05-18-04 15:37

2004-04-15 17:26

 

M_error5-A.jpg (41,598 bytes)   
M_error5-A.jpg (41,598 bytes)   

2004-04-15 17:26

 

M_error5-B.jpg (58,271 bytes)   
M_error5-B.jpg (58,271 bytes)   

2004-05-18 19:35

 

MFlash.zip (42,628 bytes)

redmenace

2004-09-08 20:47

manager   ~0001231

Reminder sent to Jonathan_S47

Is the muzzle flash still goofing up on you? In Reference to fs2_open Bug 159

kasperl

2004-09-09 13:44

developer   ~0001233

Known issue, AFAIK.

Bob should know more about this.

redmenace

2004-09-09 19:33

manager   ~0001234

Reminder sent to Bobboau

Hey Bobboau,

Can you look into this?

Jonathan_S47

2004-09-16 11:39

reporter   ~0001240

Yes. They seem to only work on capital ship flak turrets. If a muzzle flash is put on any other capital ship turret they don’t show and fighters have this problem.

redmenace

2004-09-16 16:37

manager   ~0001241

When I talked to Bob he said that this is a retail bug. this is more of a feature request than a bug.

phreak

2004-10-18 01:47

developer   ~0001307

i swear this was one of the first things i fixed in the early SCP versions. Perhaps it got commented out :blah:

phreak

2004-10-18 02:09

developer   ~0001309

ok i see whats going on.

to create the muzzleflashes, the coder calls shipfx_flash_create() which creates the muzzle flash at a certain point. however, the point passed to it is the position of the gunpoint relative to the firing ship. This means the muzzleflash gets drawn near the origin relative to the universe. Using the absolute coordinates should fix this problem.

phreak

2004-10-18 02:15

developer   ~0001311

Last edited: 2004-10-18 02:20

ok i uploaded a test build.

http://www.penguinbomb.com/phreak/fs2_open_r.zip

edited on: 10-17-04 22:20

phreak

2004-10-18 23:23

developer   ~0001317

hmm. it seems as if i have to add the absolute position inside shipfx_flash_create() since the relative position is needed elsewhere

i've reuploaded the build

redmenace

2004-10-21 00:30

manager   ~0001318

Reminder sent to Jonathan_S47

phreak might have fixed it.

Jonathan_S47

2004-10-21 02:19

reporter   ~0001319

Last edited: 2004-10-21 12:37

Sorry I didn’t notice this sooner, been busy with school. I have only had a chance to test it out a little. The flash didn’t even seem to show up on the fighter weapons this time. I haven’t gotten a chance to test it on other capital ship weapons yet.

Edit: Ok. I got the muzzle flash to appear again but it still gets left behind when a ship moves.

edited on: 10-21-04 08:37

phreak

2004-12-23 19:39

developer   ~0001448

right. i got around to testing this and it seems as if the muzzle flashes are getting left behind as a particle with no velocity. so if the ship is moving, then theres an explosion in space. i fear this behavior is more of a design problem on V's part. there may be a way to get the muzzle flash animation to move along with the ship as it moves, but its going to be more than a 1 line fix.

phreak

2004-12-23 22:31

developer   ~0001449

I've been looking at the muzzleflash code and have come up with an idea.

Right now the muzzleflash graphics are channeled through the particle system and rendered that way. luckily for us, there is a way we can make the particles attached relative to a ship. i figure a flag of some sort in the muzzleflash.tbl will allow us to attach the muzzleflash to the end of the gunpoint as opposed to having it float in space. lets just hope this works

phreak

2005-03-13 20:18

developer   ~0001847

ok im going to fix the original problem and have the muzzleflashes appear on the gunpoints. anything additional should be considered a feature request.

phreak

2005-03-15 01:29

developer   ~0001947

Fixed so that the muzzle-flashes appear at the gunpoints; however, the flashes fall behind the firing object so it'll look a bit funny.

Issue History

Date Modified Username Field Change
2004-04-01 20:31 Jonathan_S47 New Issue
2004-04-01 20:31 Jonathan_S47 File Added: M-error3.jpg
2004-04-06 23:02 Jonathan_S47 File Added: M_error4.jpg
2004-04-06 23:04 Jonathan_S47 Note Added: 0000698
2004-04-15 17:26 Jonathan_S47 File Added: M_error5-A.jpg
2004-04-15 17:26 Jonathan_S47 File Added: M_error5-B.jpg
2004-05-18 19:35 Jonathan_S47 File Added: MFlash.zip
2004-05-18 19:37 Jonathan_S47 Note Edited: 0000698
2004-09-08 20:47 redmenace Note Added: 0001231
2004-09-09 13:44 kasperl Note Added: 0001233
2004-09-09 19:33 redmenace Note Added: 0001234
2004-09-16 11:39 Jonathan_S47 Note Added: 0001240
2004-09-16 16:37 redmenace Note Added: 0001241
2004-10-18 01:47 phreak Note Added: 0001307
2004-10-18 02:09 phreak Note Added: 0001309
2004-10-18 02:15 phreak Note Added: 0001311
2004-10-18 02:20 phreak Note Edited: 0001311
2004-10-18 14:01 phreak Status new => assigned
2004-10-18 14:01 phreak Assigned To => phreak
2004-10-18 23:23 phreak Note Added: 0001317
2004-10-21 00:30 redmenace Note Added: 0001318
2004-10-21 02:19 Jonathan_S47 Note Added: 0001319
2004-10-21 12:37 Jonathan_S47 Note Edited: 0001319
2004-12-23 19:39 phreak Note Added: 0001448
2004-12-23 22:31 phreak Note Added: 0001449
2005-03-13 20:18 phreak Note Added: 0001847
2005-03-15 01:29 phreak Note Added: 0001947
2005-03-15 01:32 phreak Status assigned => resolved
2005-03-15 01:32 phreak Resolution open => fixed