Bug #8824
parachute screen problem --> video
| Status: | Closed | Start: | 2010-02-04 | ||
|---|---|---|---|---|---|
| Priority: | Normal | Due date: | 2010-03-21 | ||
| Assigned to: | HomerJohnston | % Done: | 90% |
||
| Category: | Complex | ||||
| Target version: | 1.1 | ||||
| Component: | Affected Version: | ||||
| Reason: | |||||
| Votes: | 1 |
Description
is anyone have this problem with parachute ?
jump screen
History
Updated by HomerJohnston 6 months ago
This has been the biggest nuisance with my parachute algorithm ever since it was put into ACE1, nearly a year ago... it can get worse depending on your frame-rate. If I remember correctly, it's caused by the setvectordir/setvectorup commands running on the parachute vehicle every frame. Unfortunately I've never been able to really fix it.
I would LOVE to fix it, definitely open to any ideas.
Updated by zGuba 6 months ago
- Category set to Complex
- Status changed from New to Feedback
IMO BIS should hardcode HALO parachute as simulation type to fix all such issues ;)
For now, it may be solved configwise with envelope[] array. I'll experiment with it as soon as I have time.
Updated by HomerJohnston 6 months ago
zGuba I've actually already tried that method last summer... for me it was a dead end. I was hoping to make the parachute flight model good enough that I could have it use a native flight model instead of the scripted control, but it was just impossible - I think it might be possible if we had the O2 model of the parachute to change the model weight, but as it is, it just likes to fly like a brick.
Updated by KingHomer 6 months ago
- Due date set to 2010-07-31
- Target version set to Needs Contributors
Updated by rocko 6 months ago
The MLODS of the parachute is available in the Arma(1) Sample Models on armaholic.
Updated by HomerJohnston 6 months ago
Thanks Rocko, I didn't realize that.
Just so that this tidbit of info is documented somewhere: using setVectorDirAndUp, instead of both separate commands, does not change this behavior at all. I just set it up last night and tried it. I know this was being considered as a hopeful fix sometime long ago. :(
I'm planning to continue trying things. If I ever find something that works, I'll post more info in this issue. Others may feel free to do the same.
Updated by HomerJohnston 6 months ago
- Assigned to set to HomerJohnston
- Target version changed from Needs Contributors to Planned
Updated by HomerJohnston 6 months ago
- Status changed from Feedback to In progress
- Target version changed from Planned to 1.1
- % Done changed from 0 to 10
Notes for record: can be improved 99.9% by using a defined gunner "optics view" (not currently existing for the parachute, but I will add it). Will likely require editing of the model to allow looking around whilst in optics view. May be able to finish for 1.0, but not guaranteed...
Issue seems to be caused by some combination of setVelocity and setVectorUp which make the camera think it's doing crazy things ... I have no idea why.
Updated by Sickboy 6 months ago
There are btw more situations where the camera seems to behave like this, mostly under scriptload etc, as when you disable extendedeventhandlers (no scripts will load), things go better.
Updated by HomerJohnston 5 months ago
- Target version changed from 1.1 to 518
If anyone can provide me with some links to help me learn O2 it'd make this easier to fix, haha. I'm specifically needing to learn how to make turrets; ie maybe a tank or vehicle w/MG tutorial.
Updated by HomerJohnston 5 months ago
- Due date changed from 2010-07-31 to 2010-03-13
- % Done changed from 10 to 50
Updated by HomerJohnston 5 months ago
- Due date changed from 2010-03-13 to 2010-03-15
- % Done changed from 50 to 90
should be pushed/resolved sometime this weekend...
players will from now on need to use "freelook" (default left-alt) or trackIR to look around. There will be a note of this on the hint dialog containing your speed info. If anyone thinks this will be a bad idea (if you have your freelook key unbound, then I am going to hate you :P) then you have a couple days to see this post and let me know... I am not sure if I will be able to find any other solutions
Updated by HomerJohnston 5 months ago
- Status changed from In progress to Resolved
- % Done changed from 90 to 100
Ahhh, it took me an entire year, but finally it seems to be fixed. :)
If anyone still encounters any oddities, please let me know!!
Updated by HomerJohnston 5 months ago
changed parachute to a classtype "car" (used to be a "plane") and made a fake turret for the player to be in, instead of just being in a gunner-seat. (turrets don't work for planes, hence the switch to car). It was a pure trial-and-error solution, haha.
Updated by HyperU2 5 months ago
The new parachute animation seems a lot better, but I had a CTD upon landing.
Updated by HomerJohnston 5 months ago
- Status changed from Resolved to Feedback
- % Done changed from 100 to 90
Thanks for trying it! Hm, I've landed successfully many times myself, but that doesn't always mean everything is okay... could you please:
1) confirm if it happens multiple times in a row
2) see if it happens on other missions (e.g. simply place a C130 in the editor, grab an MC-5 pack from its inventory and jump out of it)
3) attach your RPT file right after the crash occurs
4) if it occurs only in one mission, attach the mission file (or arrange to send it to me privately)
giving me any or all of this information would help a lot. If anyone else could let me know what happens to them too, I'd appreciate it!
Updated by HomerJohnston 4 months ago
- Due date changed from 2010-03-15 to 2010-03-21
Would like to have any additional info relating to possible CTD or other issues by this weekend... if nothing else comes up after the weekend, I will have to consider this a false alarm.
ZGuba has suggested ALICE and/or SILVIE modules may cause problems to ACE or other mods. If I have time, I will attempt to test this to look for any CTD problems, but I'm quite busy. If anyone else wants to experiment: outside help is always appreciated... ;)
Updated by HomerJohnston 4 months ago
- Status changed from Feedback to Closed