v0.90a Bug Report Thread
Moderators: th15, Moderators
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- Commander
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Windows ctrl key is held still when ship maker launches BS.
Aegis shield with depthing is still very buggy. Produces errors in form of either misplaced or missing shield; or error dialogue in BF or missing parenting line in ship maker.
Changing orientation of a booster module in ship maker has no effect due to it's targeting capability.
Aegis shield with depthing is still very buggy. Produces errors in form of either misplaced or missing shield; or error dialogue in BF or missing parenting line in ship maker.
Changing orientation of a booster module in ship maker has no effect due to it's targeting capability.
Last edited by AnnihilatorX on Sat Jan 31, 2009 10:29 pm, edited 1 time in total.
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- Commander
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For section with animation that moves after a rotation with respect to a parent origin, the absolute target position and angle settings are no longer accurate.
e.g. section at (30,0) rotate 90 degrees CW about (0,0) becomes (0,-30). If you want it then to move to -30,-30, you can't specify in ED2 for the move to be -30,-30. It will move off in some other direction after rotation.
EDIT:
I found out how it works.
Not so much as a bug, may be useful to note it in future documentations.
The setting for direction is the target angle facing + rotation angle. So in the above example the correct setting for movement angle would be (270 + 90) mod 360 = 0.
But the target X and Y is before rotation and not to be trusted in such case.
e.g. section at (30,0) rotate 90 degrees CW about (0,0) becomes (0,-30). If you want it then to move to -30,-30, you can't specify in ED2 for the move to be -30,-30. It will move off in some other direction after rotation.
EDIT:
I found out how it works.
Not so much as a bug, may be useful to note it in future documentations.
The setting for direction is the target angle facing + rotation angle. So in the above example the correct setting for movement angle would be (270 + 90) mod 360 = 0.
But the target X and Y is before rotation and not to be trusted in such case.
You get an error if you open a ship with a ship deployer on it. You can ignore it with no issues.
___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:
Error in function real().
Also, selecting the ship deployer will set its ship field to 0.
___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:
Error in function real().
Also, selecting the ship deployer will set its ship field to 0.
[img]http://img244.imageshack.us/img244/6102/odstsigbi9.jpg[/img]
I was asked to post my sb4.Draco18s wrote:Yes.FIREST0RM000 wrote:is movement enabled?I can't seem to locate the reason why they won't move. Triggers are not used.It moves just fine in Preview.
Here it is.
Not the one I was actually working with, but I believe it is an identical copy (I copied the file on Thursday morning so I could show a friend).
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- Commodore
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- Captain
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The tool-tip for bullet speed in SM still says something about percentages.
not really a glitch, but thruster EX's don't activate based on rotation. looks sort of odd when a ship rotates with no visible thrust. also, when decelerating, forward thrusters should be firing, not rear.
I'll post any other tool-tip bugs here.
not really a glitch, but thruster EX's don't activate based on rotation. looks sort of odd when a ship rotates with no visible thrust. also, when decelerating, forward thrusters should be firing, not rear.
I'll post any other tool-tip bugs here.
Last edited by FIREST0RM000 on Sun Feb 01, 2009 7:46 am, edited 2 times in total.
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- BANNED
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- Captain
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- Joined: Thu Aug 07, 2008 11:32 pm
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- Captain
- Posts: 486
- Joined: Thu Aug 07, 2008 11:32 pm