View Issue Details

IDProjectCategoryView StatusLast Update
0000171FSSCPgameplaypublic2005-07-22 06:53
ReporterGoober5000 Assigned Totaylor  
PrioritynormalSeverityfeatureReproducibilityalways
Status resolvedResolutionfixed 
Summary0000171: Engine glows don't disappear until the entire ship is disabled.
DescriptionWhen you're disabling a ship with multiple engines, e.g. the Deimos, the glows on each engine will remain there until all the engines are disabled, and then they'll all go out at once. Each glow should be dependent on its own engine.
TagsNo tags attached.

Activities

Bobboau

2004-05-01 06:07

developer   ~0000873

I'll take a shot at this,
it is a V bug

Bobboau

2004-05-01 06:43

developer   ~0000874

hmmm, looks like there realy isn't any way to fix this, V data is set up to expect it to work like this, fixing this bug makes it so that disableing one engine subsystem oftine kills all glows becase there all in one thruster, unless we get a pack of new models

Bobboau

2004-05-01 06:53

developer   ~0000875

well actualy if I have it only activate if there are more than one thruster it would work like planned

Galemp

2004-09-20 19:36

reporter   ~0001246

Actually, each thruster glow is already linked to an engine subsystem. Look at the POF data; open it up in Modelview and select the Thrusters tab.

StratComm

2004-09-21 19:35

reporter   ~0001247

Isn't the problem that the V models didn't actually take advantage of that code? If memory serves, all of the thrusters are assigned to one engine in a lot of models.

Goober5000

2004-09-21 20:49

administrator   ~0001248

Yes, unfortunately.

What we could do is implement the code, but add hacks to fix the :V: models.

kasperl

2004-09-23 11:43

developer   ~0001249

Or release a properly patched VP? We allready require the jumpnode, so why not patch the :V: models, add Taylors generated thingy's for loading speed-up, and fix the bug?

Galemp

2004-09-23 14:26

reporter   ~0001251

Sounds good; we already have a required VP for the SCP, throwing in a few fixed POFs isn't hard. Or we could just ignore the models that need fixing, let them use the old way of disableing engines.

First we gotta implement the code, though.

Goober5000

2004-09-23 19:54

administrator   ~0001253

We only require the jump node because nobody has been willing to fix the line drawing code. We'll drop that requirement as soon as we get it fixed.

I think the best way to do this is to tie it to a table flag.

taylor

2005-03-01 02:02

administrator   ~0001706

Didn't realize that there was a bug filed on this. I've got this coded and in CVS though I need to add a couple of cases to make sure every ship works as expected. Right now only most ships work with the current code, new code is in testing.

kasperl

2005-04-04 17:23

developer   ~0002099

Didn't you commit this like ages ago?

taylor

2005-04-04 18:29

administrator   ~0002101

Yes but it's only partially fixed. Some of the original models still have problems with the code I commited. The way I did it in which everything worked was pure ugly so I didn't use any of that in the end. I'm trying to come up with non-ugly code to complete the job. Just hasn't been high on my list since my time is so limited these days. I'll get it done sometime this week though.

Goober5000

2005-05-25 01:59

administrator   ~0002480

"This week"? ;)

How much more work will this require? Just asking for info, since there are obviously more important bugs outstanding.

taylor

2005-05-25 02:50

administrator   ~0002490

I've got some of the code done but "this week" did turn into "whever I get more important stuff done". I just put this on the back burner until other bugs get fixed and when the situation changes I'll come back to it. About the only thing I have left is to properly handle certain original :V: models without it looking stupid. It should only take a couple of hours to get working and tested but I don't really have an hour to spend on something this minor just now.

I would have resolved this already but I need the reminder always staring at me or I'll forget.

taylor

2005-07-22 06:53

administrator   ~0002848

Basically fixed. I wasn't able to come up with a sane way to properly handle all models the same way. Just to fix the basic bug with those other models though, it will avoid taking out all glow banks if there is only one engine subsystem specified but multiple (virtual) engines.

Fixered.

Issue History

Date Modified Username Field Change
2004-04-13 05:50 Goober5000 New Issue
2004-05-01 06:07 Bobboau Note Added: 0000873
2004-05-01 06:43 Bobboau Note Added: 0000874
2004-05-01 06:53 Bobboau Note Added: 0000875
2004-09-01 00:24 Goober5000 Status new => assigned
2004-09-01 00:24 Goober5000 Assigned To => Goober5000
2004-09-20 19:36 Galemp Note Added: 0001246
2004-09-21 19:35 StratComm Note Added: 0001247
2004-09-21 20:49 Goober5000 Note Added: 0001248
2004-09-23 11:43 kasperl Note Added: 0001249
2004-09-23 14:26 Galemp Note Added: 0001251
2004-09-23 19:54 Goober5000 Note Added: 0001253
2005-03-01 02:02 taylor Note Added: 0001706
2005-03-01 02:02 taylor Assigned To Goober5000 => taylor
2005-04-04 17:23 kasperl Note Added: 0002099
2005-04-04 18:29 taylor Note Added: 0002101
2005-05-25 01:59 Goober5000 Note Added: 0002480
2005-05-25 02:50 taylor Note Added: 0002490
2005-07-22 06:53 taylor Status assigned => resolved
2005-07-22 06:53 taylor Resolution open => fixed
2005-07-22 06:53 taylor Note Added: 0002848