View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002210 | FSSCP | graphics | public | 2010-05-23 21:34 | 2010-06-15 12:02 |
| Reporter | chief1983 | Assigned To | The_E | ||
| Priority | high | Severity | major | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Platform | x86-64 | OS | Windows 7 | ||
| Product Version | 3.6.12 RC2 | ||||
| Target Version | 3.6.12 | ||||
| Summary | 0002210: Ship models in ship selection do not always show up properly | ||||
| Description | If you turn off show ship models, and have ships in your mod with mixed ship animations and without, you will see some bizarre behavior when a mission offers both. In FotG, we have no ship animations, so we have not seen the ship models for some time. That was enough of a bug, but what's really odd is when you have a mix of the two. See the attached screenshots. If you select a ship without an animation, you see nothing. If you then select a ship with an animation, the previous ship's model rotates over the current ship's animation. Bizarre eh? | ||||
| Steps To Reproduce | Blue Planet AoA: DC has a mix by default, so if you can find a mission with a mix of those ships you can reproduce it there. Or use the table attached to reproduce with FS2 Retail. Put the ships.tbl in a new mod or your data folder, and fire up The King's Gambit. In ship selection, you should see your Artemis, then click on the Ursa or Medusa. You won't see an animation. Then click back to the Artemis and you should see both ships, one model over of the Artermis' animation. | ||||
| Additional Information | Be sure Use Models for Ship Selection is disabled in the launcher. Don't know if the bug will surface at all with this enabled. | ||||
| Tags | No tags attached. | ||||
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2010-05-23 21:34
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2010-05-23 21:35
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2010-05-23 21:35
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I just noticed that after attempting to load the third ship, I start getting "Couldn't load model file in missionshipchoice.cpp" in the log. The first two were valid during the ship_select_init phase, but not after that for some reason. In 3.6.10, there seems to have been a different bug. If you selected a ship without an animation, the 3d model would indeed load and play, but the previous ship's animation would finish instead of being truncated immediately. I'm guessing a possible fix for this actually made matters worse. This is a regression from 3.6.10 and should probably be considered high priority. This happened between 5566 and 5662. The only two commits to missionshipchoice.cpp during this time were 5608 and 5626, Antipodes 3 and ANI Streaming patch. |
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Fix committed in revision 6213 |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2010-05-23 21:34 | chief1983 | New Issue | |
| 2010-05-23 21:34 | chief1983 | File Added: ships.tbl | |
| 2010-05-23 21:35 | chief1983 | File Added: screen0087.jpg | |
| 2010-05-23 21:35 | chief1983 | File Added: screen0088.jpg | |
| 2010-05-23 21:38 | chief1983 | Additional Information Updated | |
| 2010-05-24 04:18 | chief1983 | Note Added: 0011994 | |
| 2010-05-24 04:26 | chief1983 | Note Edited: 0011994 | |
| 2010-05-24 05:56 | chief1983 | Note Edited: 0011994 | |
| 2010-06-14 15:12 | chief1983 | Priority | normal => high |
| 2010-06-15 12:01 | The_E | Note Added: 0012071 | |
| 2010-06-15 12:02 | The_E | Status | new => resolved |
| 2010-06-15 12:02 | The_E | Resolution | open => fixed |
| 2010-06-15 12:02 | The_E | Assigned To | => The_E |