Changing the player ship
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- DaddyHoggy
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So that answers one important question and asks about a hundred more!
So sub-entities are only a problem if they're NOT flashers - OK, so what's the difference between a flasher and a normal subentity other than flashers aren't really "there" being basically point sources with no mesh...
So sub-entities are only a problem if they're NOT flashers - OK, so what's the difference between a flasher and a normal subentity other than flashers aren't really "there" being basically point sources with no mesh...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- DaddyHoggy
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I retract my previous posting until new evidence presents itself!!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Cmdr James
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Flashers are handled differently, as are exhaust plumes, even though both are subentities. I dont think its easy to list all the ways that they differ, and I am not sure it will help as what is likely to be the problem is that the code is just different, and there is some kind of case that isnt handled properly in one or more of the blocks. You probably wont be able to tell by thinking about the functionality, but only by inspecing the code.DaddyHoggy wrote:So that answers one important question and asks about a hundred more!
So sub-entities are only a problem if they're NOT flashers - OK, so what's the difference between a flasher and a normal subentity other than flashers aren't really "there" being basically point sources with no mesh...
What would be good would be to get a simple test case that shows this crash (an OXP and clear instructions, I guess) and then one of the devs, maybe me, can run it in debug and see where its failing.
In fact, if its a collision problem, the perhaps enabling bounding display might be interesting?
Fly a neocaduceus into a thargoid hive or fuel stationCmdr James wrote:What would be good would be to get a simple test case that shows this crash (an OXP and clear instructions, I guess) and then one of the devs, maybe me, can run it in debug and see where its failing.
With the hive I need to disable all subentities, not only the turrets.
I've once had a look at the code, but I was very tired...didn't find the cause
Screet
- ClymAngus
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Then try the same thing with a merlin. That has sub entities and it's much smaller. I would be interested to see if it goes BANG! If it does we have a bigger problem if not then it's probably a size thing.Screet wrote:Fly a neocaduceus into a thargoid hive or fuel stationCmdr James wrote:What would be good would be to get a simple test case that shows this crash (an OXP and clear instructions, I guess) and then one of the devs, maybe me, can run it in debug and see where its failing.
With the hive I need to disable all subentities, not only the turrets.
I've once had a look at the code, but I was very tired...didn't find the cause
Screet
Last edited by ClymAngus on Thu Jun 18, 2009 6:18 pm, edited 1 time in total.
It has:ClymAngus wrote:I thought they did? Crack open the oxp and take a look. Or maybe go with an imperial courier?
Code: Select all
<key>subentities</key>
<array>
<string>l-mexh 0.0 0.0 0.0 1 0 0 0 </string>
<string>r-mexh 0.0 0.0 0.0 1 0 0 0 </string>
<string>l-mpyl 0.0 0.0 0.0 1 0 0 0 </string>
<string>r-mpyl 0.0 0.0 0.0 1 0 0 0 </string>
<string>l-mwing 0.0 0.0 0.0 1 0 0 0 </string>
<string>r-mwing 0.0 0.0 0.0 1 0 0 0 </string>
<string>*FLASHER* -0.5 0.0 16.8 0 2 0.0 0.2</string>
<string>*FLASHER* -0.5 0.0 16.8 0 1 0.0 0.1</string>
<string>*FLASHER* 0.5 0.0 16.8 0 2 0.0 0.2</string>
<string>*FLASHER* 0.5 0.0 16.8 0 1 0.0 0.1</string>
<string>*FLASHER* 0.0 0.0 -5.3 0 2 0.0 0.5</string>
<string>*FLASHER* 0.0 0.0 -5.3 0 1 0.0 0.25</string>
</array>
Screet
The Merlin does not have problems with the fuel station ?!? However, it's extremely small. Even if the subentities would cause the ship to be 10 times as big as it really is, it should not have problems...Nemoricus wrote:Okay, I stand corrected. I didn't know.
Let us know what happens.
Need a larger ship, similar to the Caduceus, with subentities for another test, it seems.
I cannot imagine that this is a Caduceus-only problem...
Screet
I recall a post in the fuel station thread about a mod'd a-wing or b-wing or something (one of the star-wars ships) that had fuel station problems due to the (home-brewed) addition of a turret...
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