Author Topic: KM 1.0 Exit Warp  (Read 5167 times)

Picard_1

  • Guest
KM 1.0 Exit Warp
« on: October 20, 2007, 03:27:56 PM »
When you exit warp in KM 1.0, the camera doesn't show the ship pass by like in KM 0.9.

Can this be fixed?

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #1 on: October 20, 2007, 04:37:07 PM »
It should still do that, have you tried asking on the KM forums?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline lint

  • Posts: 599
  • Cookies: 211
Re: KM 1.0 Exit Warp
« Reply #2 on: October 20, 2007, 06:40:09 PM »
that happens to me and im still using 0.9.1, sometimes you dont see the ship and sometimes you do, sometimes it passes through the ship all together.

Picard_1

  • Guest
KM Forum
« Reply #3 on: October 20, 2007, 07:58:25 PM »
I have, but still have yet to hear back. 

Have you ever come across this issue with an install of KM 1.0?

Everything else seems to work normally aside from this, and the Nebula's look a bit shabby.

Offline lint

  • Posts: 599
  • Cookies: 211
Re: KM 1.0 Exit Warp
« Reply #4 on: October 20, 2007, 11:04:06 PM »
i never had problems with the install, but i had so many mods and stuff installed on an earlier version of km i copied alot of that stuff from version 1.0 into that cause i could'nt be bothered starting all over again including nebula's etc, and they look ok to me, but then again we just might have different opinions on what kind of nebula's look good  :)

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #5 on: October 21, 2007, 06:32:47 AM »
Have you checked the console for any problems after you exit warp?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Picard_1

  • Guest
Easiest Method to solve problem
« Reply #6 on: October 22, 2007, 06:03:18 PM »
I solved the issue by simply taking the WarpFx.py from KM 0.9 and placed it the KM 1.0 NanoFX folder. I have found that
taking files from mods that you know work and replacing files is the easiest way to fix BC problems.

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #7 on: October 22, 2007, 06:06:57 PM »
You mean you ducktaped it. I guess we won't know what was wrong....
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Picard_1

  • Guest
Duct Tape
« Reply #8 on: October 24, 2007, 04:35:07 PM »
I believe it's Duct Taped, and I hardly think I did so. Duct Tape is for Volkswagon owners with pieces of plastic trim falling off their car.


Offline ACES_HIGH

  • BCC Roleplay Game Narrator
  • Moderator
  • Posts: 1678
  • Cookies: 54
  • while(!(succeed=try()));
    • BCC Roleplay Games
Re: KM 1.0 Exit Warp
« Reply #9 on: October 24, 2007, 05:10:41 PM »
actually, either spelling is correct, as originally it was duck tape, it was originally invented my the military for waterproofing ration boxes.  anyway, back on topic.

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #10 on: October 24, 2007, 05:15:05 PM »
To complete my analogy, when you fix something with tape, you don't really fix it, you just cover it up.

At this stage, we can't fix it.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline pano27

  • Posts: 37
  • Cookies: 0
Re: KM 1.0 Exit Warp
« Reply #11 on: October 26, 2007, 02:19:05 PM »
Actuall "duck" tape is a brand name, duct tape is what it is, which is what its for, to seal gaps in ductwork seams in buildings.

Anyway could someone post this KM 0.9 warp FX.py file? I have the same problem with ships coming out of warp. If not could someone e-mail it to me at outsiders4evr2@aol.com

That would be most cool of you, thanks.

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #12 on: October 26, 2007, 02:54:20 PM »
Before you ignore the problem, can you get us a console report?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: KM 1.0 Exit Warp
« Reply #13 on: October 26, 2007, 02:54:47 PM »
also - can you guys please stop nitpicking the meaning of whatever tape!!

MLeo's analogy was perfectly used in this instance...

Offline lint

  • Posts: 599
  • Cookies: 211
Re: KM 1.0 Exit Warp
« Reply #14 on: October 27, 2007, 02:22:25 AM »
also - can you guys please stop nitpicking the meaning of whatever tape!!

lmao,
This comment has nothing todo with the topic, but you guys crack me up big time.

Edit: It was a moderation comment, like this one.
Back on topic please.
Elminster

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #15 on: October 27, 2007, 03:43:20 PM »
So, anyone got any console report?

I just rememberd, there was a similar issue a while ago. With a simple, clean, fix.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline pano27

  • Posts: 37
  • Cookies: 0
Re: KM 1.0 Exit Warp
« Reply #16 on: October 28, 2007, 10:37:37 PM »
well im new at this and dont know what a "console report" is. However if you have a simple fix please share it

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #17 on: October 29, 2007, 02:25:36 PM »
Please.....

Just try and see the stickies at the top of the forum!
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Picard_1

  • Guest
Console Report
« Reply #18 on: November 25, 2007, 12:20:27 AM »
Here's the console report. There was not much on the report because
I don't think there is an error in the warpfx script. The camera angles
have changed, but BC isn't reading that as a problem.

http://www.4shared.com/file/30302332/348db305/ConsoleTrackDump.html


Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: KM 1.0 Exit Warp
« Reply #19 on: November 25, 2007, 07:08:37 AM »
Ok, so far it would apppear that this isn't an issue per-say.
More of an unstable feature. Considering that it is a set of fixed parameters.
And creating one that is one size fits all is hard.
I suppose it's tweaked for the shipbase (ie. KM1.0).

Are all having this consistently?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.