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BC Forums => BC Technical Support => Topic started by: Picard_1 on October 20, 2007, 03:27:56 PM

Title: KM 1.0 Exit Warp
Post by: Picard_1 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?
Title: Re: KM 1.0 Exit Warp
Post by: MLeo on October 20, 2007, 04:37:07 PM
It should still do that, have you tried asking on the KM forums?
Title: Re: KM 1.0 Exit Warp
Post by: lint 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.
Title: KM Forum
Post by: Picard_1 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.
Title: Re: KM 1.0 Exit Warp
Post by: lint 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  :)
Title: Re: KM 1.0 Exit Warp
Post by: MLeo on October 21, 2007, 06:32:47 AM
Have you checked the console for any problems after you exit warp?
Title: Easiest Method to solve problem
Post by: Picard_1 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.
Title: Re: KM 1.0 Exit Warp
Post by: MLeo on October 22, 2007, 06:06:57 PM
You mean you ducktaped it. I guess we won't know what was wrong....
Title: Duct Tape
Post by: Picard_1 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.

Title: Re: KM 1.0 Exit Warp
Post by: ACES_HIGH 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.
Title: Re: KM 1.0 Exit Warp
Post by: MLeo 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.
Title: Re: KM 1.0 Exit Warp
Post by: pano27 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.
Title: Re: KM 1.0 Exit Warp
Post by: MLeo on October 26, 2007, 02:54:20 PM
Before you ignore the problem, can you get us a console report?
Title: Re: KM 1.0 Exit Warp
Post by: JimmyB76 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...
Title: Re: KM 1.0 Exit Warp
Post by: lint 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
Title: Re: KM 1.0 Exit Warp
Post by: MLeo 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.
Title: Re: KM 1.0 Exit Warp
Post by: pano27 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
Title: Re: KM 1.0 Exit Warp
Post by: MLeo on October 29, 2007, 02:25:36 PM
Please.....

Just try and see the stickies at the top of the forum!
Title: Console Report
Post by: Picard_1 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 (http://www.4shared.com/file/30302332/348db305/ConsoleTrackDump.html)

Title: Re: KM 1.0 Exit Warp
Post by: MLeo 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?
Title: WarpFX.py
Post by: Picard_1 on November 25, 2007, 06:41:47 PM
The original WarpFX.py was modified by USS Sovereign, here's an excerpt taken
from the modified script.The script in red indicates he has "tweaked something
in NanoFX:

Quote
Modified by USS Sovereign                                                                                                                         
      Consider this something that should have been done in BC from the   
      beginning. Again I've removed my idiotic bable from the old version.   
      I've modified the way how calculating warp time works, needed for the 
      tweak I've made in NanoFX. I also needed to modify this file to return
      warp time in order to determine warp degradation.

Maybe this tweak caused the camera to be stuck in position since altering python
can have strange results. Perhaps undoing the tweak may correct the issue.
Title: Re: KM 1.0 Exit Warp
Post by: Mario on November 25, 2007, 08:17:29 PM
Did you actually read what the desc I left behind said?

It returns values to the CWS to determine the warp degradation that's all!

Code: [Select]
        ### No decimals, only clean numbers
        iTimeToWarp = round(iTimeToWarp)
        global WarpTime
        WarpTime = iTimeToWarp

Code: [Select]
##### Sov Edit
def ReturnWarpTime():
    global WarpTime
    return WarpTime

Remove it if you want thus you'll basically kill the CWS mod if you want, though it will NOT fix anything but will cause a bunch of errors when you warp.

I don't leave descriptions in the files I modify for nothing you know.
Title: CWS
Post by: Picard_1 on November 25, 2007, 08:38:14 PM
Quote
Remove it if you want thus you'll basically kill the CWS mod if you want, though it will NOT fix anything but will cause a bunch of errors when you warp.

Relax. Why would I want to disable CWS? The scripts don't make much sense to me;I am just trying to find a solution to the problem. Maybe you can help.
Title: Re: KM 1.0 Exit Warp
Post by: Mario on November 25, 2007, 09:15:42 PM
Quote
Relax. Why would I want to disable CWS?

I have no idea, but by removing those lines you are crippling your installation. I am just stating that. Before you come back saying that your installation is screwed up after you undo the changes I made to the file.

Quote
The scripts don't make much sense to me

That's why you have the description of the modifications I made to the file, which you also posted but failed to understand.
What you are suggesting is basically like operating a patients heart who suffers a mild cold only, not very helpful or a good move.

Quote
Maybe you can help.

No, I can't. Few reasons:
- I didn't write this particular code
- I'm not familiar with the KM's new code also
- I'm not much familiar with Defiants changes
- I don't have KM installed
- I'm too busy with personal matters at the moment
Title: Re: KM 1.0 Exit Warp
Post by: Picard_1 on November 25, 2007, 11:50:38 PM
That's fine if you're to busy to help. Frankly, I feel like your responses were a bit rude when you said,

Quote
That's why you have the description of the modifications I made to the file, which you also posted but failed to understand.

Ok, so I don't know scripting. Am I supposed to? I am also busy with work and I don't have time to spend learning python script. It would be great to know it for BC, but it's not necessary for me to know outside the game.
 
What you are suggesting is basically like operating a patients heart who suffers a mild cold only, not very helpful or a good move.

You may not have liked my suggestion, but myself and others have been looking for a way to fix the problem. It doesn't feel nice when
someone tells you "not very helpful or a good move." If you don't like what I say, don't say anything. At least find a more reasonable answer. We are part of a community designed to help solve issues for BC, not create them.

Title: Re: KM 1.0 Exit Warp
Post by: El on November 26, 2007, 07:59:47 AM
Knock it off please guys.
Title: Re: KM 1.0 Exit Warp
Post by: Mario on November 26, 2007, 11:53:22 AM
lol

Is this how your problem looks like?

1st clip when the camera doesn't track the ship at all
2nd clip is the normal one (non KM installation)

This is the same set and the same installation only...

Title: Re: KM 1.0 Exit Warp
Post by: MLeo on November 26, 2007, 12:03:32 PM
TBH, (I just noticed this), this "problem" has happend to me to any version of NanoFXv2Beta, mostly for large ships such as the Galaxy.
Title: Re: KM 1.0 Exit Warp
Post by: Mario on November 26, 2007, 12:12:17 PM
This "problem" isn't a problem at all but the system script is actually missing an important line. I've found that out when I was making slipstream.

This happens only in systems which do not have a "Player Start" waypoint in the system file. If you were to check the slipstream code you'll notice it's designed to use the "Player Start" navpoint also and will make a compensation for sets which do not have a "Player Start" Location.

So, all you need is something like this in the system file (usually scripts\systems\myset\myset.py):

Code: [Select]
# Position "Player Start"
kThis = App.Waypoint_Create("Player Start", sSetName, None)
kThis.SetStatic(1)
kThis.SetNavPoint(0)
kThis.SetTranslateXYZ(-3.792000, 0.000000, 0.000000)
kForward = App.TGPoint3()
kForward.SetXYZ(0.417716, 0.620277, 0.663905)
kUp = App.TGPoint3()
kUp.SetXYZ(-0.898685, 0.389602, 0.201435)
kThis.AlignToVectors(kForward, kUp)
kThis.SetSpeed(25.000000)
kThis.Update(0)
kThis = None
# End position "Player Start

Even some stock systems are missing this. This "problem" has been around since the start of BC.
Title: Clips
Post by: Picard_1 on November 26, 2007, 04:43:29 PM
The first clip shows exactly what happens when you exit warp. The player start lines
are also in mysystem.py
Title: Re: KM 1.0 Exit Warp
Post by: Mario on November 26, 2007, 10:36:07 PM
Not likely. Check all systems and their respective files. The ones which do not have "Player Start" won't work correctly.
Title: Re: KM 1.0 Exit Warp
Post by: milenent on December 05, 2009, 04:02:37 AM
So how do we repair it because I didn't understand at all.
Title: Re: KM 1.0 Exit Warp
Post by: KrrKs on December 05, 2009, 09:30:14 AM
So, all you need is something like this in the system file (usually scripts\systems\myset\myset.py):

Code: [Select]
# Position "Player Start"
kThis = App.Waypoint_Create("Player Start", sSetName, None)
kThis.SetStatic(1)
kThis.SetNavPoint(0)
kThis.SetTranslateXYZ(-3.792000, 0.000000, 0.000000)
kForward = App.TGPoint3()
kForward.SetXYZ(0.417716, 0.620277, 0.663905)
kUp = App.TGPoint3()
kUp.SetXYZ(-0.898685, 0.389602, 0.201435)
kThis.AlignToVectors(kForward, kUp)
kThis.SetSpeed(25.000000)
kThis.Update(0)
kThis = None
# End position "Player Start