Author Topic: Ashton Class and TMP Air Tram  (Read 9971 times)

Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #20 on: November 21, 2007, 04:41:20 PM »
GC overwrites almost entirely BC's old warp system, plus it doesn't use the Warp Set anymore, it uses my own "travelling" set lol.
In that case, my script won't work properly.
As in, not revert to the off texture.

Unless you set the String in the TGStringEvent (you are firing a TGStringEvent, right?) to "warp".
Although, this might just break something else.
Too late to properly think this through. :P
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Offline USS Frontier

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Re: Ashton Class and TMP Air Tram
« Reply #21 on: November 21, 2007, 07:46:08 PM »
Guess I should have added an "while trying to maintain maximum backward compatibility" there, after "old warp system" :P

Yep, a TGStringEvent set as "warp" is what GC fires. Actually it fires 2 EXITED_SET events, this one, and the normal one the game does when I change the set of the ship.

Tho, what the EXITED_SET event "warp" can break?
So far in KM1 with some other things everything is working fine, including the moveable nacelles for example, which as I saw works pratically the same way than the SubModels FTech plugin, but for some reason the engine warmup, as Jb mentioned, doesn't work.

That is what is strange... I'm firing that EXITED_SET TGStringEvent "warp" like it should, and even the moveable nacelles are working, but as Jb said, the warmup sequence isn't "disengaging"...
I've just downloaded the Ashton class ship now so that might help me fix it.
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Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #22 on: November 25, 2007, 01:38:32 PM »
I actually practicly took the event code from SubModels, so why would that go wrong?
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Offline USS Frontier

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Re: Ashton Class and TMP Air Tram
« Reply #23 on: November 25, 2007, 06:19:21 PM »
Dunno...

Before, the problem that Jb and Fekleyr mentioned were that the engines weren't "glowing" when you warped, and did so instead when it disengaged warp. That was a problem in the START_WARP event I was firing, and was already fixed.

But still the problem remains, when I warp, the engines "glow" like they should, however they don't turn back to normal, not-lighted status, when I disengage warp. And this I already tested out, the ExitSet event listener in the engine warmup script is being called like it should, and is being run like it should (all it's code lines are being executed), however, the engines simply doesn't "de-glow".

BTW, the SubModels script is working perfectly. Nacelles go up and down like they should.

Do you got any ideas MLeo?
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Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #24 on: November 26, 2007, 12:08:26 PM »
What is the exact "track" for dewarp?
Is it prespecified or is it computed?

Um, I'm saying, put the dTechs part up here. :P
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Offline USS Frontier

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Re: Ashton Class and TMP Air Tram
« Reply #25 on: November 26, 2007, 12:26:15 PM »
Here's the dTechs part of the Ashton class, which was the ship I used for testing.
Code: [Select]
Foundation.ShipDef.AdAshton.dTechs = {
# Here comes the AdonisTMPWarmUp script config
# The sequence describes the warm up, and it's reversed (timed correctly) on cool off
# The numbers are moments in time
# 2 requirements, the first moment is the normal texture, and the last moment
# On the other hand, you can also use startTrack and stopTrack, with the same config, but you can time it differently, and use different textures (if you want)
"AdonisTMPWarpStartUp": {
"track": {
"Plas_glow": {
0.0: "data/Models/Ships/AdTMP/Ashton/High/Plas_glow.tga",
1.0: "data/Models/Ships/AdTMP/Ashton/High/Plas1_glow.tga",
}
}
}

}
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Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #26 on: November 26, 2007, 12:50:02 PM »
I just tried it (out of BC), and you're right, it doesn't work. :S

I'm absolutely positive it used to work.
Even Adonis mentioned it worked.
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Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #27 on: November 26, 2007, 12:59:36 PM »
Found the problem, I think.
Somehow a .reverse() got lost, somewhere...

Could someone try this?
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Offline Jb06

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Re: Ashton Class and TMP Air Tram
« Reply #28 on: November 26, 2007, 02:48:39 PM »
Hmm now it doesnt seem to have changed anything, though i am still using galaxy charts.

~Jb06

JLS

Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #29 on: November 26, 2007, 02:52:19 PM »
Hmm now it doesnt seem to have changed anything, though i am still using galaxy charts.

~Jb06

JLS
Atleast it doesn't go to "warp" on exiting 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...

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Offline USS Frontier

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Re: Ashton Class and TMP Air Tram
« Reply #30 on: November 26, 2007, 03:16:08 PM »
Hmm now it doesnt seem to have changed anything, though i am still using galaxy charts.

~Jb06

JLS
Atleast it doesn't go to "warp" on exiting it.

Oh, but it wasn't doing that at all.
Actually, it was, but because Galaxy Charts was errouneously firing the START_WARP event. After that was fixed, the problem was: the nacelles started to glow like they should when the ship entered warp, however they never returned to the normal, without glow, texture when the ship disengaged warp...

With this new version you posted, it doesn't even start to glow (when the ship enters warp). Or in other words, the textures aren't changed at any moment.
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Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #31 on: November 26, 2007, 04:21:24 PM »
Great.
And I only added one line to the reversing code. :(
Did you change something in my script when you were debugging?
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...

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Offline USS Frontier

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Re: Ashton Class and TMP Air Tram
« Reply #32 on: November 26, 2007, 04:39:55 PM »
Only print statements between each line of code (and before and after the whole code block) of the StartingWarp and the ExitSet functions.
The game wasn't crashing or anything like that so logger precision wasn't required. And all prints were printed to the console like they should when I warped with the Ashton, meaning the entire code block of both functions were run.
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Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #33 on: November 26, 2007, 04:54:24 PM »
It would appear that this is somehow not a trivial problem.
And I currently don't have any time.
Could you send me the latest Galaxy Charts to my e-mail (check my profile)?
Considering that's where you are having problems with (atleast, it would appear to be).

[EDIT] I'm not saying that it is the problem, just that I need it to reproduce 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 USS Frontier

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Re: Ashton Class and TMP Air Tram
« Reply #34 on: November 27, 2007, 12:13:29 PM »
Actually, I *kinda* can't.
But it has been sent to BCFiles a few hours ago  :D
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Offline MLeo

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Re: Ashton Class and TMP Air Tram
« Reply #35 on: November 27, 2007, 12:28:25 PM »
Sent me the link when it gets posted on BCFiles, I hardly look there. :P
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...

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Offline Shion

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Re: Ashton Class and TMP Air Tram
« Reply #36 on: November 29, 2007, 12:49:34 AM »
I just got a chance to download and try the Ashton Class, (after deleting 5 gigs of video to make room for more BC mods,lol.)  This model unfortunately suffers from Disappearing Nacelle syndrome.  Every time a substantial amount of damage is taken the nacelles vanish, like on the P81 lakota.  Otherwise amazing piece of work.

Offline Darkthunder

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Re: Ashton Class and TMP Air Tram
« Reply #37 on: November 29, 2007, 02:20:58 AM »
Shion: Try deleting the .vox files for the model. Might solve the problem.
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Offline Shion

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Re: Ashton Class and TMP Air Tram
« Reply #38 on: November 29, 2007, 06:46:30 AM »
I'm almost positive it's a model problem, as p81's Lakota class has the same issue.  I checked the vox files anyway, just to be absolutely sure.  I went through five of them, and the problem's still there.

Offline Adonis

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Re: Ashton Class and TMP Air Tram
« Reply #39 on: November 29, 2007, 10:30:28 PM »
I'm almost positive it's a model problem, as p81's Lakota class has the same issue.  I checked the vox files anyway, just to be absolutely sure.  I went through five of them, and the problem's still there.

Hmm...this is odd, I never had that issue on two rigs!

EDIT: Try this one:
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