Author Topic: KM 1.0 Exit Warp  (Read 2995 times)

Picard_1

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WarpFX.py
« Reply #20 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.

Offline Mario

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Re: KM 1.0 Exit Warp
« Reply #21 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.
Acta, non verba.
aka USS Sovereign

Picard_1

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CWS
« Reply #22 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.

Offline Mario

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Re: KM 1.0 Exit Warp
« Reply #23 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
Acta, non verba.
aka USS Sovereign

Picard_1

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Re: KM 1.0 Exit Warp
« Reply #24 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.


Offline El

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Re: KM 1.0 Exit Warp
« Reply #25 on: November 26, 2007, 07:59:47 AM »
Knock it off please guys.

Offline Mario

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Re: KM 1.0 Exit Warp
« Reply #26 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...

Acta, non verba.
aka USS Sovereign

Offline MLeo

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Re: KM 1.0 Exit Warp
« Reply #27 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.
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 Mario

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Re: KM 1.0 Exit Warp
« Reply #28 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.
Acta, non verba.
aka USS Sovereign

Picard_1

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Clips
« Reply #29 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

Offline Mario

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Re: KM 1.0 Exit Warp
« Reply #30 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.
Acta, non verba.
aka USS Sovereign

milenent

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Re: KM 1.0 Exit Warp
« Reply #31 on: December 05, 2009, 04:02:37 AM »
So how do we repair it because I didn't understand at all.

Offline KrrKs

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Re: KM 1.0 Exit Warp
« Reply #32 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