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BC Forums => BC Downloads => Topic started by: Adonis on November 15, 2007, 03:31:28 AM

Title: Ashton Class and TMP Air Tram
Post by: Adonis on November 15, 2007, 03:31:28 AM
Ashton and a TMP AirTram I did got released.

The Ashton needs Foundation Technologies for the engine plasma texture to swap on warp, so I'll include a link to that too.

http://bridgecommander.filefront.com/file/FTech_Foundation_Technologies_;84343
http://bridgecommander.filefront.com/file/Ashton_Class_Science_Vessel;84345
http://bridgecommander.filefront.com/file/The_Motion_Picture_AirTram__TMP;84347
Title: Re: Ashton Class and TMP Air Tram
Post by: Glenn on November 15, 2007, 09:09:26 AM
Very nice indeed, one of your greatest strengths adonis is your modding of TMP era starships, this is no different. I especially like the registry glows and the hull textures all of which look canon to TMP era ships seen in the movies.

Superb work, looks like I got me a new download lol!!   :D
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 15, 2007, 01:06:38 PM
For those too scared to try FTech (also, if you are using KM1.0, then you will already have FTech), the ships will run without it, but you can't have the TMP Warp nacelle charge. ;)
Title: Re: Ashton Class and TMP Air Tram
Post by: Adonis on November 15, 2007, 01:32:22 PM
For those too scared to try FTech (also, if you are using KM1.0, then you will already have FTech), the ships will run without it, but you can't have the TMP Warp nacelle charge. ;)

Leo, I think that I have found a bug in the warmup script. I'll contact you.
Title: Re: Ashton Class and TMP Air Tram
Post by: Billz on November 15, 2007, 04:50:41 PM
I cant wait to use these with your Egyptian-themed ships (when they get released).

Excellent work.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 15, 2007, 05:33:43 PM
Btw, that bug Adonis spoke of, not a bug, atleast, if you call a basic post Functional Programming Language with basic free variable based language feature a bug.


For English speakers:
He overwrote the settings with another set of settings.
Title: Re: Ashton Class and TMP Air Tram
Post by: Billz on November 15, 2007, 07:53:21 PM
The warp engines on the Ashton dont glow before going to warp. So I assume theres something that needs to be changed in the script.
Title: Re: Ashton Class and TMP Air Tram
Post by: Adonis on November 16, 2007, 01:39:25 AM
The warp engines on the Ashton dont glow before going to warp. So I assume theres something that needs to be changed in the script.

You and SuperSmeg are the only two for who it doesn't seem to work, I have it working on two rigs without problems. I didn't test it on a KM install, and I dunno if it works on it.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 16, 2007, 06:52:13 AM
Some basic triage, assuming you are running KM, did you enable FoundationTechnologies?
Title: Re: Ashton Class and TMP Air Tram
Post by: RhVaurek on November 16, 2007, 08:30:14 AM
 Just thought id say, WOOHOO at these ship/trams :D Gotta love TMP era most of all havent ya? Yep! Now to go catch that tram.
Title: Re: Ashton Class and TMP Air Tram
Post by: Billz on November 16, 2007, 09:29:25 AM
To be fair, I didnt check to see if it was mutator controlled. It said in the readme it was all controlled by plugins which usually arn't controlled by mutators. My bad.

EDIT: By the way, SuperSmeg is my original username. The option hasn't been enabled on the filefront network sites which lets you change your username. Just to end the confusion.
Title: Re: Ashton Class and TMP Air Tram
Post by: moed on November 18, 2007, 12:21:31 AM
Very nice ship.

Interesting design, I can see how this could be an advanced science vessel.

As usual, excellent work Adonis.
Title: Re: Ashton Class and TMP Air Tram
Post by: Jb06 on November 20, 2007, 08:57:08 AM
Great work on the Ashton class!

1 question the warp plasma texture swap.... are they supposed to swap during warp or after you drop out of warp. i think it would make sense if they swap during warp, but mine swap when ive dropped out of warp.

btw ive using galaxy charts so i want to no if its that which is causing the problem, if it is a problem.


any suggestions?

~Jb06

JLS
Title: Re: Ashton Class and TMP Air Tram
Post by: Adonis on November 20, 2007, 12:07:19 PM
Great work on the Ashton class!

1 question the warp plasma texture swap.... are they supposed to swap during warp or after you drop out of warp. i think it would make sense if they swap during warp, but mine swap when ive dropped out of warp.

btw ive using galaxy charts so i want to no if its that which is causing the problem, if it is a problem.


any suggestions?

~Jb06

JLS

It turns on in the enter warp sequence, and turns off in the exit warp sequence.
Title: Re: Ashton Class and TMP Air Tram
Post by: Jb06 on November 20, 2007, 12:11:10 PM
right well it turns it off during warp and on after dropping out so it must be a compatibility issue.

~Jb06

JLS
Title: Re: Ashton Class and TMP Air Tram
Post by: Adonis on November 20, 2007, 04:17:05 PM
right well it turns it off during warp and on after dropping out so it must be a compatibility issue.

~Jb06

JLS
Probably something like that, I don't have KM installed.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 21, 2007, 12:23:52 PM
That's something new.
Why would App.ET_START_WARP be called when you stop warp?
App.ET_EXITED_SET I can come in, but I limit the effect from leaving the WarpSet.

It's possible that the warping is taken over (it's something I would like to do one day, maybe), and that the warp set is used, somewhere along the road.
But that still shouldn't matter. Since only 1 sequence is allowed at a time.
Title: Re: Ashton Class and TMP Air Tram
Post by: Jb06 on November 21, 2007, 01:04:39 PM
Its ok, it was a problem with the galaxy charts, but frontier is fixing it as we speak.

~Jb06

JLS
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 21, 2007, 01:17:53 PM
Let me know what it was.
Title: Re: Ashton Class and TMP Air Tram
Post by: USS Frontier on November 21, 2007, 04:34:29 PM
Galaxy Charts wasn't properly firing the START_WARP event when a ship entered warp. However the EXITED_SET was being executioned properly when the ship exited warp.

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.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo 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
Title: Re: Ashton Class and TMP Air Tram
Post by: USS Frontier 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 25, 2007, 01:38:32 PM
I actually practicly took the event code from SubModels, so why would that go wrong?
Title: Re: Ashton Class and TMP Air Tram
Post by: USS Frontier 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?
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo 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
Title: Re: Ashton Class and TMP Air Tram
Post by: USS Frontier 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",
}
}
}

}
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 26, 2007, 12:59:36 PM
Found the problem, I think.
Somehow a .reverse() got lost, somewhere...

Could someone try this?
Title: Re: Ashton Class and TMP Air Tram
Post by: Jb06 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
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: USS Frontier 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo 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?
Title: Re: Ashton Class and TMP Air Tram
Post by: USS Frontier 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: USS Frontier 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
Title: Re: Ashton Class and TMP Air Tram
Post by: MLeo on November 27, 2007, 12:28:25 PM
Sent me the link when it gets posted on BCFiles, I hardly look there. :P
Title: Re: Ashton Class and TMP Air Tram
Post by: Shion 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: Darkthunder on November 29, 2007, 02:20:58 AM
Shion: Try deleting the .vox files for the model. Might solve the problem.
Title: Re: Ashton Class and TMP Air Tram
Post by: Shion 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.
Title: Re: Ashton Class and TMP Air Tram
Post by: Adonis 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:
Title: Re: Ashton Class and TMP Air Tram
Post by: Shion on November 30, 2007, 06:31:11 AM
Unfortunatly no, that didn't solve the problem, happened again on my first test with the new NIF.  Is anyone else having this problem or is it just me?
Title: Re: Ashton Class and TMP Air Tram
Post by: Adonis on November 30, 2007, 08:09:53 AM
Unfortunatly no, that didn't solve the problem, happened again on my first test with the new NIF.  Is anyone else having this problem or is it just me?

Hmm...then it's a BFF screwup...I was able to replicate the issue, but only when I concentrated my shooting onto the nacelles.