Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: Picard_1 on October 20, 2007, 03:27:56 PM
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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?
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It should still do that, have you tried asking on the KM forums?
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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.
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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.
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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 :)
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Have you checked the console for any problems after you exit warp?
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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.
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You mean you ducktaped it. I guess we won't know what was wrong....
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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.
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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.
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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.
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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.
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Before you ignore the problem, can you get us a console report?
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also - can you guys please stop nitpicking the meaning of whatever tape!!
MLeo's analogy was perfectly used in this instance...
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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
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So, anyone got any console report?
I just rememberd, there was a similar issue a while ago. With a simple, clean, fix.
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well im new at this and dont know what a "console report" is. However if you have a simple fix please share it
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Please.....
Just try and see the stickies at the top of the forum!
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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)
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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?
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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:
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.
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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!
### No decimals, only clean numbers
iTimeToWarp = round(iTimeToWarp)
global WarpTime
WarpTime = iTimeToWarp
##### 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.
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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.
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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.
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.
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
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That's fine if you're to busy to help. Frankly, I feel like your responses were a bit rude when you said,
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.
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Knock it off please guys.
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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...
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TBH, (I just noticed this), this "problem" has happend to me to any version of NanoFXv2Beta, mostly for large ships such as the Galaxy.
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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):
# 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.
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The first clip shows exactly what happens when you exit warp. The player start lines
are also in mysystem.py
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Not likely. Check all systems and their respective files. The ones which do not have "Player Start" won't work correctly.
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So how do we repair it because I didn't understand at all.
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So, all you need is something like this in the system file (usually scripts\systems\myset\myset.py):
# 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