View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000568 | FSSCP | beams | public | 2005-09-26 07:03 | 2006-03-17 08:42 |
| Reporter | Wanderer | Assigned To | taylor | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000568: Beams get 'twisted' | ||||
| Description | Fighterbeams (and according to DaBrain, other weapons as well) hit only specific locations on targets shield resulting in beam 'twisting'. Once target has no shields remaining or present at all the problem disappears. Tested 3.6.7 and CVS 14/09 | ||||
| Additional Information | * Thread and pictures in HLP forums/Freespace/Freespace modding: "Is this normal for beams?" * Beam twisting might only be the visible part of the problem. | ||||
| Tags | No tags attached. | ||||
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This seems to be part of the bug nro 0000500. Perhaps just the most visually impressive part of it. If possible this bug should be merged to the earlier. |
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Got a mod or ship setup to demonstrate this? I tried but didn't have any problems so either it was just the way I did it or the problem has been fixed in the past couple of weeks. |
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2005-10-20 09:47
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I tried to make a modular table out of the standard table entry i'm using. CVS build i tested this with was 19/10. Bug appeared again but only if i was close enough to the target. And also it seemed to work fine in beginning. For a few moments i got separate impact points on targets shield just like there should be. Then it was changed into the 'bugged mode' with both beams firing at same point on the shield (not even close to the targetting crosshair). When shield was down problem disappeared. Or did you mean something else by mod or ship setup? |
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Nope that will do great. I'm seeing the problem now so let me try and track it down. |
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Ok, I need to check with Bobboau or someone else just to double check but so far this may be almost fixed. The problem was as I (and most everyone else I think) had suspected, the collision is calculated against the shield quadrant rather than the model. Because of this the beam was aimed at that point which put it at the shield quadrant. The fix is to calculate the collision on both the shield and the model and do all basic effects based on the shield collision data but the beam aiming/firing is based on the model collision data. This way it should register the hit properly, have the shield effect, but aim as if it were hitting the model itself. This doesn't work 100% though and I'm not sure if it's just the way I'm doing it or something else. The visual problem is completely fixed but it causes several other problems which need to be sorted out before this hits CVS. |
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I think this may have been fixed as a side affect of some other related bugs that got squashed recently. I can't recreate the problem anymore so try with the most current CVS build and see if you can. |
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I couldn't see any beam twisting with (optimized) 20060306 build. So this seems to be fixed. |
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Cool. Just reopen this if you happen to see the problem again. |
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Fixered. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2005-09-26 07:03 | Wanderer | New Issue | |
| 2005-10-19 10:27 | Wanderer | Note Added: 0003596 | |
| 2005-10-20 08:34 | taylor | Note Added: 0003600 | |
| 2005-10-20 09:47 | Wanderer | File Added: nova-wep.tbm | |
| 2005-10-20 09:55 | Wanderer | Note Added: 0003602 | |
| 2005-10-20 11:35 | taylor | Note Added: 0003603 | |
| 2005-10-20 11:35 | taylor | Status | new => assigned |
| 2005-10-20 11:35 | taylor | Assigned To | => taylor |
| 2005-10-21 00:13 | taylor | Note Added: 0003605 | |
| 2006-03-17 00:14 | taylor | Note Added: 0005149 | |
| 2006-03-17 08:10 | Wanderer | Note Added: 0005152 | |
| 2006-03-17 08:42 | taylor | Note Added: 0005153 | |
| 2006-03-17 08:42 | taylor | Status | assigned => resolved |
| 2006-03-17 08:42 | taylor | Resolution | open => fixed |
| 2006-03-17 08:42 | taylor | Note Added: 0005154 |