View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1121 [FS Upgrade Project (Media VPs)] Model Related major always 2022-06-19 06:40 2022-06-19 06:40
Reporter: -Joshua- Platform:  
Assigned To: OS:  
Priority: high OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Sathanas forward flak cannons do not work.
Description: The Satahanas's forward flak guns do not work.
Tags:
Steps To Reproduce: Play Bearbaiting.
Notice you don't get shot.
Compare to Bearbaiting with Retail data, where the forward flak guns are a significant threat.
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1007 [FS Upgrade Project (Media VPs)] Model Related minor always 2014-11-18 04:46 2019-12-15 04:49
Reporter: Goober5000 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: confirmed Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Model positioning issues in SM2-06, Endgame
Description: When playing through the main FS2 campaign on the 2014 MVPs, the Colossus and surrounding ships exhibit some odd behavior that comes close to breaking the mission.

First, when the Colossus jumps in, it "hops" around a little bit before drifting downward (strictly on its Z axis) and coming to a stop.

Next, when the Monitor departs, it does a short maneuver before it jumps, possibly to avoid colliding with the Colossus.

Finally, when the Iceni jumps in, it is deflected and shifts to the side a few hundred meters. As a result, its journey to the Knossos takes about 30 seconds longer. This is enough time for the Colossus to get its auxiliary beam cannons online and launch a beam volley at the Iceni. The Iceni makes it to the Knossos with only 11% hull left! (Actually, from looking at the mission this isn't a timing issue; rather it looks like the Iceni is deflected to such an extent that it drifts into view of a different set of turrets.)
Tags:
Steps To Reproduce: Happens every time I play Endgame with MVPs 2014. Does not happen if I play using the same build with the MVPs disabled.
Additional Information: I would speculate that this has something to do with the Colossus dimensions as noted in ticket 0001003. But this is only a guess.
Attached Files:
Notes
(0001441)
Goober5000   
2019-12-13 05:07   
This problem still occurs in MVPs 3.8 and 4.0, so I've recently started to seriously investigate this. I've observed the following:

1) The weird Colossus movement does not occur if the retail ship entry is used instead of the MVP ship entry.
2) The bug does also not occur if the MVP ship entry is used but the Monitor, Fortune, and Knossos are moved several km farther away.
3) If the retail Colossus is used, the Iceni arrival and departure happen as expected, with proper timing and positioning.
4) The warpin distance of the retail Colossus on 3.8.0 and the MVP Colossus on 19-RC1 differs by only 7m.

I strongly doubt the warpin distance is responsible for the bug, especially since the weird movement happens well before the Colossus comes to a complete stop.

My best guess at this point is that there is some problem with the bounding box that causes the Colossus to evade an imminent collision. My next debugging steps will be monitoring the Colossus AI to see if it initiates any unusual AI behaviors.
(0001442)
Goober5000   
2019-12-14 08:02   
(Last edited: 2019-12-14 08:19)
It's not an AI problem. I traced through the Colossus's AI calls and found nothing unexpected.

But it *is* a model problem. Somehow the game thinks the Colossus is colliding with the Knossos. All of the odd movements are whacks caused by collisions. The Colossus and Knossos are more than a kilometer apart, so this shouldn't happen.

Additionally, when the Iceni jumps in, the game thinks it collides with the Colossus a few times, causing the Iceni to be jostled a bit. The two ships come somewhat close, but they are clearly separated from each other and should not have registered a collision.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1003 [FS Upgrade Project (Media VPs)] Model Related tweak always 2014-04-28 16:54 2019-11-26 01:38
Reporter: MatthTheGeek Platform:  
Assigned To: OS:  
Priority: low OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.8.2  
    Target Version:  
Summary: Colossus size incorrect
Description: MVPs: H: 2144, W: 1272, D: 6505
Retail: H: 2204, W: 1327, D: 6117

Obviously the proportions aren't exactly the same, but a discrepancy of 400 meters length seems like a lot. Not sure what can be done, if anything, but thought I should point it out nonetheless.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001440)
Goober5000   
2019-11-26 01:37   
(Last edited: 2019-11-26 01:38)
I just checked; this is fixed as of MVPs 3.8.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1113 [FS Upgrade Project (Media VPs)] Misc/Other/Unsure major always 2018-10-06 12:49 2018-10-22 20:06
Reporter: antsa Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Invalid files on MediaVPs 3.8.2 when verifying file integrity.
Description: Error message on Knossos when checking file integrity of MediaVPs 3.8.2.
Following packages are invalid:
-MV_Radaricons of mod MediaVPs
-MV_Music of mod MediaVPs

Redownloaded those files few times and had the same error message pop up, clean install of FS2 done. No effect whatsoever.
Tags:
Steps To Reproduce: Verify file integrity of mod MediaVPS 3.8.2
Additional Information: Running W10
Attached Files: Error.PNG (9,530 bytes) 2018-10-06 12:49
https://mantis.hard-light.net/file_download.php?file_id=276&type=bug
png
Notes
(0001375)
antsa   
2018-10-06 12:55   
Report on wrong project.
Request transfer to FS Upgrade Project.
(0001381)
ngld   
2018-10-22 19:54   
That sounds like a Knossos bug. Make sure you're using the latest version of Knossos (currently 0.13.3), go to the Troubleshooting tab and click "Discard local changes to mod.json files". Once it's done, tell Knossos to verify the file integrity again and allow it to fix the issues it finds. Afterwards, verify again and everything should be fine.

If that still doesn't fix the issue, please post on the Knossos thread: https://www.hard-light.net/forums/index.php?topic=94068.new#new
(0001383)
Goober5000   
2018-10-22 20:06   
Moved per antsa's request.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1010 [FreeSpace Port MediaVPs] Misc/Other/Unsure crash always 2016-01-09 03:54 2018-08-28 00:51
Reporter: cobcorn Platform: x86 (32 bit)  
Assigned To: Goober5000 OS: Windows 7 Professional  
Priority: normal OS Version: Service Pack 1  
Status: resolved Product Version:  
Product Build: Resolution: no change required  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Crash on MediaVP startup
Description: I have installed FSO along with MediaVPs, and when I start the game(with Launcher 5.5g, MediaVP mod selected)I get this error:
mv_effects-sdf.tbm(line 16):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] .

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>

I've followed all of the steps in http://www.hard-light.net/forums/index.php?topic=78710.0 as far as I know.
Tags:
Steps To Reproduce: Install MediaVPs 2014 pack, run with Launcher 5.5g?
Additional Information:
Attached Files:
Notes
(0001272)
Yarn   
2016-02-18 19:58   
You need to use FSO 3.7.2 or later: http://www.hard-light.net/forums/index.php?topic=89597.0. The 2014 MediaVPs aren't compatible with earlier versions of FSO.
(0001346)
Goober5000   
2018-08-28 00:51   
Resolving.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1006 [FS Upgrade Project (Media VPs)] Model Related major have not tried 2014-08-14 02:44 2018-08-14 13:01
Reporter: Goober5000 Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: confirmed Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Apparent path problem on the Deimos or Isis model
Description: Reported on HLP:

There appears to be an issue in the mission "The Third Man" with the shuttle attempting to dock with the Ithaca. The shuttle in this case simply keeps flying straight when it jumps in, and just keeps on going straight forever, sending the docking countdown backwards even. So far, I've only had this problem with the 2014 MediaVPs, and the problem went away when I went back to 3.6.12.

http://www.hard-light.net/forums/index.php?topic=85745.msg1759373#msg1759373
Tags:
Steps To Reproduce:
Additional Information: "The Third Man" is dl2-02.fs2 in Derelict. The Ithaca is a GTCv Deimos, and the shuttle is a GVT Isis. The docking goal is ( ai-dock "Ithaca" "main dock" "Left Dock" 70 ).
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1005 [FS Upgrade Project (Media VPs)] Texture Related minor always 2014-05-14 21:48 2018-08-14 12:50
Reporter: DahBlount Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.8.2  
    Target Version:  
Summary: GVCv Sobek glow maps have squared off edges at certain distances.
Description: When the player reaches a certain distance away from the Sobek, the glow maps start to extend beyond their original boundaries and get squared edges.
Tags:
Steps To Reproduce:
Additional Information: Image: http://cloud-3.steampowered.com/ugc/487824473856585988/17F6ED99A952E3FA126D2586FBD4DA7D6C18E83A/
Attached Files:
Notes
(0001260)
DahBlount   
2014-05-14 21:50   
With the original texture files from Rga_Noris's original release thread, the problem does not occur.
(0001261)
DahBlount   
2014-05-15 21:50   
The problem also occurs with the Nephthys, Mentu, Sekhmet, and Setekh.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1031 [FS Upgrade Project (Media VPs)] Interface Related major always 2016-09-01 02:57 2018-08-14 12:48
Reporter: frankjaeger Platform:  
Assigned To: MjnMixael OS:  
Priority: urgent OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.8.2  
    Target Version:  
Summary: MVP2014 HUD missing at 2160p or more
Description: The in-game HUD disappears when using resolutions above 1440p when using MVP2014. If you use versions prior to 2014 the hud scales correctly and shows in screen even if it looks ugly for being so stretched.
Tags:
Steps To Reproduce: Start a game at 2160p or more with any mod that uses MVP2014.
Additional Information: Other users reported that the HUD does appear but with several major glitches at 4k res.
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1009 [FS Upgrade Project (Media VPs)] Interface Related minor always 2015-12-10 06:01 2018-08-14 12:48
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.8.2  
    Target Version:  
Summary: MD4.ani and 2_MD4.ani are missing
Description: The weapons table in MV_Assets.vp sets the Mekhu's (and its D variant's) animation to MD4.ani. However, neither this file nor its high-resolution version exists in the VPs, so if the player selects this weapon on the loadout screen and 3D weapon models are not enabled, then no animation is displayed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1097 [The Babylon Project] Mission - Singleplayer minor always 2018-01-22 00:33 2018-01-22 00:33
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Infestation Mission 3c
Description: This mission is almost exactly the same as M4, so the same issues apply.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1095 [The Babylon Project] Table issue minor always 2017-11-09 23:52 2017-11-09 23:52
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Fix gliding
Description: TBP's glide mode has at least one bug, namely that a ship can accelerate while gliding if the player hits the afterburner.
Vidmaster has said that this needs to be fixed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1094 [The Babylon Project] Mission - Singleplayer major always 2017-11-03 06:35 2017-11-03 06:35
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Crash in Infestation M4 when Vorlons jump in
Description: Assert: "fire_info.turret->weapons.primary_bank_weapons[idx] >= 0 && fire_info.turret->weapons.primary_bank_weapons[idx] < MAX_WEAPON_TYPES"
File: sexp.cpp
Line: 16881
sexp_beam_fire: found invalid weapon index (-1), get a coder
!

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
[...]
[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Tags:
Steps To Reproduce: Do not destroy the pod to make B5 self-destruct.
Wait for the Vorlons to arrive.
Observe the crash.
Additional Information: Debug log at https://pastebin.com/MKGKnXKX
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1093 [The Babylon Project] Mission - Singleplayer minor always 2017-10-30 06:10 2017-10-31 05:07
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Infestation mission 4
Description: Directive, spelling and bug fixes.
Tags:
Steps To Reproduce: Infest_04.fs2
Additional Information:
Attached Files:
Notes
(0001318)
PIe   
2017-10-31 05:07   
If any of the civilian transports are destroyed, the mission won't advance.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1091 [The Babylon Project] Mission - Singleplayer minor always 2017-10-30 03:16 2017-10-30 06:22
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Infestation mission 2b
Description: Directive, spelling and bug fixes.
Tags:
Steps To Reproduce: Infest_02b.fs2
Additional Information:
Attached Files:
Notes
(0001317)
PIe   
2017-10-30 06:22   
One notable bug that affects all m2's is that Alpha 1 has invalid secondary weapons which should be replaced by the nothing secondary.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1092 [The Babylon Project] Mission - Singleplayer minor have not tried 2017-10-30 03:16 2017-10-30 03:16
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Infestation mission 3a
Description: Directive, spelling and bug fixes
Tags:
Steps To Reproduce: Infest_03a.fs2
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1090 [The Babylon Project] Mission - Singleplayer minor always 2017-10-30 02:08 2017-10-30 02:08
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Infestation mission 1 bugfixes
Description: Directives are completed at the wrong time.
Mission needs foolproofing and minor enhancements like better use of the escort list.
Tags:
Steps To Reproduce: Play mission Infest_01.fs2
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1085 [The Babylon Project] Mission - Singleplayer major always 2017-09-08 05:33 2017-09-14 05:28
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Overhaul of tech room mission "SM_SFP_ANFaW"
Description: This mission has multiple issues:
Most importantly, the player can pretty easily get into a never-ending mission. If one destroys a ship that is supposed to be scanned, the mission seemingly never ends (I haven't looked too hard in FRED, but nothing happens for several minutes).
It is voice-acted, but many of the messages don't actually correspond to the speech, and just say something like "C & C Feed".
General spelling mistakes.
At the end, the player is supposed to fly into a hangar, but is never told that. This is part of a larger problem with unclear directives, which is how I got the eternal mission. I wasn't trying to break the game; the directives are just bad so I misunderstood them.
There may be more, but this is what I discovered in a couple playthroughs.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001315)
PIe   
2017-09-14 05:28   
I've fixed all the issues I noticed, but I may have missed something so I'm leaving this issue open.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1087 [The Babylon Project] Asset - Model minor always 2017-09-14 05:06 2017-09-14 05:06
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: low OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Ramming the back of a B5 hangar bay results in death
Description: Flying into the back one of the hangar bays on B5 at anything over 2/3 speed causes uncontrollable collisions, which results in the player dying in a few seconds. There is nothing the player can do after the initial collision to save himself.
Tags:
Steps To Reproduce: Open the attached mission.
Find the hangar bay on the prong on the end of B5.
Ram the back of it at anything over 2/3 speed.
Observe death.
Additional Information:
Attached Files: B5Test.fs2 (5,140 bytes) 2017-09-14 05:06
https://mantis.hard-light.net/file_download.php?file_id=261&type=bug
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1084 [The Babylon Project] Asset - Model minor always 2017-09-08 04:55 2017-09-08 04:55
Reporter: PIe Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: TBP 3.5  
Summary: Starliner Asimov lacks collisions in some places
Description: If the player enters the fighterbay of an Asimov and keeps going, he'll fly right through the ship. One can also fly through the hull section opposite the fighterbay.
Tags:
Steps To Reproduce: Play the attached mission.
Fly into the hangar bay.
Keep going and notice that you don't collide.
Additional Information: The OP in this thread had the same problem.
http://www.hard-light.net/forums/index.php?topic=93807.0
Attached Files: AsimovTest.fs2 (4,545 bytes) 2017-09-08 04:55
https://mantis.hard-light.net/file_download.php?file_id=260&type=bug
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1030 [FS Upgrade Project (Media VPs)] Mission Related minor always 2016-07-23 19:45 2016-07-23 19:45
Reporter: Goober5000 Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: assigned Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: In Rebels and Renegades (loop1-1.fs2), Beta and Delta don't protect the Iceni
Description: Alpha wing is assigned to protect the Iceni, while Beta and Delta are assigned to protect the Hinton. But those are their only orders; Beta and Delta will not protect the Iceni if the Hinton is destroyed. And, since squad messaging is limited in that mission, you can't order Beta and Delta to protect it manually.

The mission has been like this since retail. It makes defending the Iceni much more difficult than one would expect.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1002 [The Babylon Project] Table issue crash always 2014-04-16 17:20 2015-03-14 08:44
Reporter: Lykurgos88 Platform: PC Desktop  
Assigned To: OS: Windows 7 x64  
Priority: urgent OS Version: SP1  
Status: new Product Version: Zathras 2.6  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Multiple table errors on launch in every FSO version post-r10391
Description: This is what I did:

- I downloaded and installed TBP 3.4b final into a new directory
- Downloaded and installed Campaign package 2.0 into this same directory (adding also Drums of war 3, new "Operations" and Fortune Hunters 3 (or whatever it's called XD)
- Downloaded and installed Zathras 2.8 into its own subdirectory
- Downloaded and installed HTLpackage into its own subdirectory
- Downloaded and replaced the main FSO executable (with a newest nightly) and the launcher 5.5b (with a newer 5.5g)
- Set up some basic parameters and mod selections (HTL primary, Zathras secondary)
- Tried to run the game
- Got 34 errors, weapons.tbl mentioned at least the three first times.

Debug build gives the following error:

------
weapons.tbl(line 7545): Error: Missing required token: [+Bitmap:]. Found [$Icon: iconTempest] instead.

ERROR: weapons.tbl(line 7545):
Error: Missing required token: [+Bitmap:]. Found [$Icon: iconTempest] instead.

File: parselo.cpp
Line: 333
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1253
------

The whole log is added as an attachment.
Tags:
Steps To Reproduce: Get a post-r10391 nightly build and try to launch the TBP with it.
Additional Information: This is the commit that caused this behaviour:

------
$ git bisect good
e39f7d1fa8d58c53ae82c07247a5e20f1b58e636 is the first bad commit
commit e39f7d1fa8d58c53ae82c07247a5e20f1b58e636
Author: Echelon9 <Echelon9@387891d4-d844-0410-90c0-e4c51a9137d3>
Date: Sat Feb 1 22:05:47 2014 +0000

    Fix Mantis 2997: Make +Bitmap a required table item if a weapon trail has been set
    
    git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10378 387891d4-d844-0410-90c0-e4c51a9137d3
------

Apparently this commit was a response to this Mantis Ticket:
http://scp.indiegames.us/mantis/view.php?id=2997
Attached Files: fs2_open.log (13,289 bytes) 2014-04-16 17:20
https://mantis.hard-light.net/file_download.php?file_id=249&type=bug
Notes
(0001265)
Slasher   
2015-03-14 08:37   
(Last edited: 2015-03-14 08:44)
This is a problem in Zathras version 2.8 as well, but should be a very easy fix. A +Bitmap parameter will need to be added to the "Nothing" dummy weapon that is used in multiplayer missions. We can probably get away with using an existing graphic since the "weapon" in question cannot be fired anyway.

I should add that this will address the first problem encountered. The other 33 errors the debug build throws up will be their own adventure.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1008 [FS Upgrade Project (Media VPs)] Mission Related crash always 2015-01-09 10:45 2015-01-09 10:45
Reporter: juristi Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: assigned Product Version: 3.7.x  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CoOpSM1-03.fs: Invalid message source (Alpha 3)
Description: Using MediaVPs 2014.

Alpha 3 is missing from the ships in CoOpSM1-03.fs, but is still referenced in the Intro Dialogue.

Log:
Invalid message source.

In sexpression: ( when
   ( <
      ( distance
         "Iceni"
         "Jump Destination:1"
      )
      700
   )
   ( send-message-list
      "Iceni"
      "High"
      "Efforts to Intercept"
      9000
      "Alpha 2"
      "High"
      "Damn Bosch escaped."
      11000
      "#Command"
      "High"
      "Acknowledged, pilot"
      2750
      "Alpha 2"
      "High"
      "You let them escape"
      4000
      "#Command"
      "High"
      "You're out of line, pilot!"
      2000
      "Alpha 2"
[...]
(Error appears to be: Alpha 3)ERROR: Invalid message source.


Tags:
Steps To Reproduce: - Create a co-op multiplayer game
- Either start the FS2 co-op campaign or just the CoOpSM1-03 mission
- The game crashes to desktop when loading the SM1-03 mission
Additional Information: I hacked this on my installation by merging the Alpha 3 from the original mission file to the squadron. After that the mission could successfully be played.

Did not find a repository where to send the fix proposal, so here's the diff:

--- CoOpSM1-03.orig.fs2 2014-12-15 12:29:36.105906500 +0200
+++ CoOpSM1-03.fs2 2014-12-15 12:55:54.674747600 +0200
@@ -273,6 +273,35 @@
 +Group: 0
 +Score: 10

+$Name: Alpha 3
+$Class: GTF Myrmidon
+$Team: Friendly
+$Location: 1200.406250, 621.719543, 1600.798706
+$Orientation:
+ 0.999953, 0.000000, -0.009738,
+ 0.000000, 1.000000, -0.000001,
+ 0.009738, 0.000001, 0.999953
+$IFF: IFF 1
+$AI Behavior: None
++AI Class: General
+$AI Goals: ( goals ( ai-chase "Iceni" 80 ) ( ai-chase "Capricorn 1" 50 ) ( ai-guard "Alpha 1" 21 ) )
+$Cargo 1: XSTR("Nothing", 13)
++Initial Hull: 100
++Subsystem: Pilot
++Primary Banks: ( "Subach HL-7" "Subach HL-7" )
++Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" )
+$Arrival Location: Hyperspace
+$Arrival Cue: ( false )
+$Departure Location: Hyperspace
+$Departure Cue: ( false )
+$Determination: 10
++Flags: ( "cargo-known" "player-start" "locked" )
++Flags2: ( )
++Respawn priority: 0
++Orders Accepted: 97 ;! note that this is a bitfield!!!
++Group: 0
++Score: 10
+
 $Name: Capricorn 1 ;! Object #2
 $Class: GTFr Triton
 $Alt: NTFr Triton
@@ -1109,9 +1138,10 @@
    "Exit Approved"
    3
 )
-$Ships: ( ;! 2 total
+$Ships: ( ;! 3 total
        "Alpha 1"
        "Alpha 2"
+ "Alpha 3"
 )
 +Hotkey: 0
 +Flags: ( )
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1000 [FS Upgrade Project (Media VPs)] Model Related tweak always 2014-02-07 23:30 2014-03-05 15:22
Reporter: DahBlount Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Exaggerated Thruster Panel movement on the GTB Medusa
Description: The thruster panels on the Medusa do not move correctly.
Tags:
Steps To Reproduce: Use afterburner with the Medusa.
Additional Information: Normal: http://i.imgur.com/Ln6gD01.jpg

Afterburner: http://i.imgur.com/sxYMIUq.jpg
Attached Files: Special.fs2 (2,933 bytes) 2014-03-02 08:51
https://mantis.hard-light.net/file_download.php?file_id=248&type=bug
Notes
(0001257)
Zacam   
2014-03-02 08:51   
I acknowledge receipt of this issue, but testing with a clean install of the 2014 MediaVPs, I am unable to replicate the issue.

Requesting a debug log to be attached from loading the attached Mission (Verify that the default player ship is the Medusa, if it isn't, change to the Medusa and launch)
(0001259)
Zacam   
2014-03-05 15:22   
I've been able to replicate this issue by having duplicate data in a different -shp.tbm which causes a "doubling" of the animation movement range for when triggered.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
998 [FS Upgrade Project (Media VPs)] Misc/Other/Unsure minor always 2013-12-29 05:28 2014-03-02 08:58
Reporter: Hellzed Platform: Linux  
Assigned To: Zacam OS: Ubuntu  
Priority: normal OS Version: Ubuntu 13.10  
Status: assigned Product Version: 3.7.x  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: SM2-08 Sathanas engine glow disappearance
Description: In this nebula mission, if I get too close to the Sathanas engine glows (LOD0, I think), they just disappear. All I can see is the "heat" shader effect and the model, but no big glow around the engines (I noticed that for the first time on the "lower arms" engines)...
As soon as I get farther, these glows reappear.
Tags:
Steps To Reproduce: Get close to the Sathanas engines.
Additional Information:
Attached Files: fs2_open.log (54,554 bytes) 2014-01-03 16:03
https://mantis.hard-light.net/file_download.php?file_id=246&type=bug
Notes
(0001246)
MjnMixael   
2013-12-29 06:41   
This is not a problem with the Sathanas POF as non-nebula missions don't have the issue. Obviously it's something nebula related, possible fog multiplier related...

Will have to investigate more thoroughly.
(0001247)
Hellzed   
2013-12-29 16:05   
Maybe it is unrelated, but I'm also experiencing one or two other bugs in the same mission :
- Under certain angles/at certain distances, the Sathanas as a whole model disappears. At first I thought I was not facing it, until I bumped repeatedly into it...
- Sometimes, for a few frames, the Sathanas is fully visible on top of the nebula cloud effects. It happens as I get closer, maybe it is LOD related ? (i think this bug has been filed somewhere)
(0001248)
MjnMixael   
2013-12-29 20:43   
I'm beginning to suspect code bugs and not mediavps bugs. I can't think of anything in the mediavps that would cause such behavior only in the nebulas.
(0001250)
Hellzed   
2014-01-02 09:37   
So shall I report that on SCP Mantis instead ?
(0001251)
Hellzed   
2014-01-02 17:02   
The bug does not happen in SM1-05 (Mystery of the Trinity) on the Aquitaine's engines.
(0001252)
MjnMixael   
2014-01-02 17:05   
I know, I checked that. However, there is nothing specifically different between the Sath and the Aquitaine's engine glow setup... except that one references shivan colored glows and the other terran.
(0001253)
Hellzed   
2014-01-02 17:30   
Anyway, even with this bug solved, the mission would still hardly be playable with the Sathanas constantly going invisible before poping up again...

I tried "The Fog of War" : Rahu's engines glows do not disappear when I get close, but their occlusion patter is really weird. It's hard to describe :

sometime I can see the engine glow through their hull sometimes I can't. I think it's a matter of angle (imagine 2 180° hemispheres, the surface on which the engine glow is attached defining the plane between the two hemispheres.

Whenever I'm in the same hemisphere as the engine glow, I can see it, even through the hull.

Whenever I'm in the opposite hemisphere, they look ok.)

Is it just me, or can you confirm that too ?
(0001258)
Zacam   
2014-03-02 08:58   
There are two parts to the issue.

The Sathanas POF popping in and out isn't restricted to the model itself (nuSath) directly, but in mv_effects-obt.tbm settings for '+Compl dist:' as well as lack of '+Fog Near Mult:' & '+Fog Far Mult:' being used by the mission, however the calculation behind fogging and correlation to eyepoint is still bugged. Note the difference between "in cockpit" view vs. "Chase Cam" or "External Camera" views in terms of what is rendered.

However, neither of those solutions (which correct for the model), correct for the detail0 attached thrusters (the rear 'Main Body' ones, the ones on the "arms" are now unaffected, but the framebuffer distortion is visible before they are) which will likely require some code investigation in addition to the eyepoint issue mentioned above.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1001 [The Babylon Project] Asset - Other minor have not tried 2014-02-22 16:55 2014-02-22 16:55
Reporter: emi_100 Platform:  
Assigned To: emi_100 OS:  
Priority: normal OS Version:  
Status: assigned Product Version: Zathras 2.9  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: Zathras 2.9  
Summary: New Zathras logo
Description: Here is a new zathras logo we can use, it look cool and clean on to the launcher.

DOWNLOAD LINK
https://drive.google.com/file/d/0B0cDZEEhdTYtQTRzVmcxTS1sMjA/edit?usp=sharing
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
968 [The Babylon Project] Asset - Textures minor N/A 2013-07-13 03:05 2014-02-22 16:24
Reporter: Slasher Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: DF Sunhawk has no glowmap
Description: The rotating section and cockpit windows should probably have a glowmap.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001255)
emi_100   
2014-02-22 16:24   
Hello again! i think i can do this!

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
999 [FS Upgrade Project (Media VPs)] Model Related minor always 2014-01-04 01:50 2014-01-04 02:10
Reporter: The Trivial Psychic Platform: AMD Ph-II X2 560 4G ATI-5770 1G  
Assigned To: MjnMixael OS: Windows 7  
Priority: normal OS Version: 64-Bit  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Nephilim Has Offset Thruster
Description: Under the newly-released official 2014 media VPs, the thruster for the Nephilim bomber is offset from the engine. Image file included.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Neph-BadThruster.png (178,828 bytes) 2014-01-04 01:50
https://mantis.hard-light.net/file_download.php?file_id=247&type=bug
png
Notes
(0001254)
MjnMixael   
2014-01-04 02:10   
Fixed in revision 1550.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
992 [FS Upgrade Project (Media VPs)] Table/TBM Related tweak N/A 2013-12-12 00:00 2014-01-02 01:53
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Custom HUD should be disabled in latest FSO builds
Description: Since the adaptable HUD has been committed in FSO revision 10209, it is no longer necessary for the MediaVPs to use a custom widescreen HUD in FSO 3.7.1 and later. To disable the custom HUD only in 3.7.1 and later, surround the HUD config with ";;FSO 3.7.1;; !*" and ";;FSO 3.7.1;; *!", like this:

;;FSO 3.7.1;; !*
#Gauge Config
    $Base: (1366, 768)
    $Required Aspect: Wide Screen
    $Min: (1024, 600)
    $Gauges:
        ;gauges go here
    $End Gauges
#End
;;FSO 3.7.1;; *!

If 3.7.0 is no longer supported, then the custom widescreen HUD can be removed entirely since it's no longer needed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001220)
MjnMixael   
2013-12-17 02:45   
We'd prefer to wait on this issue before making a final decision.

http://www.hard-light.net/forums/index.php?topic=84340.msg1724019#msg1724019
(0001249)
MjnMixael   
2014-01-02 01:53   
We are fixing this by way of the new $Scale Gauges flag. Committed in revision 1536.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
987 [FS Upgrade Project (Media VPs)] Mission Related major sometimes 2013-12-07 05:17 2013-12-27 00:24
Reporter: Goober5000 Platform:  
Assigned To: AdmiralNelson OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Various bugs in SM2-10, A Flaming Sword
Description: The mission is pretty brittle. It's easy to accidentally break it by satisfying a directive but not a goal, or vice versa.

Here are the bugs reported in the Main Campaign Bugs thread (http://www.hard-light.net/forums/index.php?topic=74389.0)

Mission: A Flaming Sword
Bugs:
VO states Mara's, but Astaroths show up.
Renenet does not always open fire on enemy units when it should (see next bullet point).
Very specific actions need to be taken by the player in order for the mission to work properly. Fix suggestions: The "Sneaky" event should have its AND/OR logic changed to all ORs; the "Lure Directive" should become true if Aries and Scorpio are destroyed; and the "Engage Directive" should also become true if "A3 Pull them out" is true.
Epsilon wing should be ship-guardianed, as they send plot-relevant messages.
The Renenet crashes into the Sathanas in the process of jumping out.
If Lambda 1 deposits the meson bomb and is then destroyed during its escape sequence the mission script will break and the mission cannot be completed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001215)
MjnMixael   
2013-12-07 06:51   
Mara/Astaroth mixup has already been dealt with.
(0001245)
MjnMixael   
2013-12-27 00:24   
Fixed in revision 1533 thanks to Axem.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
990 [FS Upgrade Project (Media VPs)] Mission Related minor always 2013-12-07 05:21 2013-12-20 21:21
Reporter: Goober5000 Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Their Finest Hour (SM3-08) minor bugs
Description: From http://www.hard-light.net/forums/index.php?topic=74389.0

The beam-free-all event should only fire after all allied warships have arrived.
The voice-over refers to four freighters, but only three are present.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001222)
MjnMixael   
2013-12-17 04:31   
I played with the Voice Over for a while this evening. There isn't much to work from with Colossus lines. There are no lines with anything sounding similar to 'Three'. I found the word 'Multiple', but the tone isn't quite right.

What worked best was just shortening the line to "Command, the Shivans have undefended freighters in system" (instead of "four undefended freighters..."). Others can play around with that option, but there isn't much to work with.

The other option Zacam suggested is to add a 4th freighter.. and to keep mission balance, have it warp out pretty quickly. They are Shivans, we don't need to explain it. Personally, I'd have it going the opposite direction from the three and warp into the node.
(0001226)
Goober5000   
2013-12-17 15:27   
Why not just have four freighters, period? Don't have it warp out, just have it do what the other freighters are doing. It changes balance, yes, but not severely. It's not much harder to destroy four freighters versus three, especially with a fixed beam-free-all sexp.

In fact, I wonder if Volition removed one of the freighters specifically because beam-free-all wasn't working.
(0001243)
MjnMixael   
2013-12-20 21:21   
Fixed in revision 1528.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
989 [FS Upgrade Project (Media VPs)] Mission Related minor sometimes 2013-12-07 05:20 2013-12-19 06:34
Reporter: Goober5000 Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Exodus (SM3-06) Nebtuu doesn't jump out
Description: From http://www.hard-light.net/forums/index.php?topic=74389.0

It is possible (though extremely difficult) to protect the GVCv Nebtuu for the entire mission. Unfortunately, the Nebtuu lacks a departure cue which means it will never depart through the node. It'll just sit there.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001238)
MjnMixael   
2013-12-18 20:03   
(Last edited: 2013-12-18 20:19)
You didn't test this one before mantising, did you? Nebtuu has it's departure cue set to <600m from the node center.

Aha, I see. I doubt it actually ever gets that close to the waypoint. I suspect something more robust would be a destroyed-or-departed-delay listing the entire convoy. That way it will warp out if the entire convoy dies as well.

(0001239)
MjnMixael   
2013-12-18 20:38   
Resolved in Revision 1524.
(0001240)
Goober5000   
2013-12-19 03:57   
Yeah, I didn't test any of the reported bugs. I just cross-posted from the internal thread started by "FSU Staff". (Though, for this particular bug, I do remember seeing, in retail, the Nebtuu approach the node and just stop.)

A plain destroyed-or-departed sexp won't cut it, though, because it'll just jump out whether or not it's at the node. The real problem is simply that it heads for a different waypoint than its departure cue. I've corrected this in SVN.
(0001241)
MjnMixael   
2013-12-19 06:14   
(Last edited: 2013-12-19 06:16)
No. You need to start playing the missions first... seriously.

Assuming the player passes the mission AND keeps the Nebtuu alive, then Nebtuu definitely will be at the node. There is absolutely no way for it not to be... unless it were disabled. In which case, there's nothing to be done for it anyhow. But that situation is even more unlikely.

Now, if the player completely fails the mission and all transports are dead but the Nebtuu is, somehow, still alive... Alpha is ordered to depart. Command would not leave the ship out there to fend for itself. It would depart.

Destroyed-or-departed-delay covers all the necessary (and rare) circumstances that no more time is needed to be spent on this. kthx.

(0001242)
Goober5000   
2013-12-19 06:34   
I have played this mission many times in the past, and I examined it in FRED before committing the fix. Stop and think through the problem instead of reacting reflexively.

The Nebtuu is heading toward the "Jump right" waypoint, but it is cued to depart when it is within 600m of the "center" waypoint. The departure cue is mismatched with the AI goals. Now this wouldn't be a problem if the waypoints were next to each other, but as it stands, "Jump right" is 678m away from "center", as seen in FRED. So the Nebtuu doesn't come close enough to trigger the departure cue.

The obvious cause of the bug is that either Volition made a mistake when matching the cue, or they changed the destination waypoint and forgot to change the corresponding departure.

Now the reason destroyed-or-departed is not an appropriate solution is that the Nebtuu is *evacuating* to Epsilon Pegasi, and needs to evacuate through the node whether or not the convoy survives. Destroyed-or-departed makes it jump before it even reaches the node.

Anyway, this is all just documentation. As I said, I've already committed the fix, it's in SVN, it works, so no need to worry about it.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
997 [FS Upgrade Project (Media VPs)] Mission Related minor always 2013-12-17 09:21 2013-12-18 04:35
Reporter: blowfish Platform: PC  
Assigned To: blowfish OS: Windows  
Priority: normal OS Version: 7  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.7.x  
    Target Version: 3.7.x  
Summary: Regular Cyclops available on some missions, not just Cyclops#Short
Description: Retail only had the Cyclops#Short available but new mission in SVN have the regular Cyclops available, which has a longer range (thus changing balance). Confirmed for "Slaying Ravana" (SM1-07) and "The Sicilian Defense" (SM2-05), though it's possible it shows up in other places too.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001229)
MjnMixael   
2013-12-17 21:30   
It would be more helpful if you could do some testing and list here which missions have definitely changed from retail.
(0001237)
blowfish   
2013-12-18 04:34   
Found loadout inconsistencies on Loop1-1, SM1-07, SM2-03, and SM2-05. Committed fix.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
845 [FS Upgrade Project (Media VPs)] Mission Related minor always 2012-01-21 06:27 2013-12-18 01:22
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Sathanas blips in SM3-07, SM3-08, and SM3-09 not aligned with sun
Description: In missions SM3-07, SM3-08, and SM3-09, the SJD Sathanas groups are in locations that are not in the direction of the sun, causing their blips to appear in the wrong direction. This happens in the single-player and co-op versions.
Tags:
Steps To Reproduce:
Additional Information: To fix this, the SJD Sathanas groups have to be moved. Add the suggested values below to their present coordinates to put them in the right location. The values apply to both the single-player and co-op versions.

SM3-07
Y axis: +400,000
Z axis: +1,750,000

SM3-08
Y axis: +55,000
Z axis: +100,000

SM3-09
Y axis: +100,000
Z axis: +200,000
Attached Files:
Notes
(0001235)
MjnMixael   
2013-12-18 01:22   
Fixed in revision 1520

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
847 [FS Upgrade Project (Media VPs)] Mission Related trivial always 2012-02-01 03:49 2013-12-17 21:41
Reporter: Yarn Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.7.x  
    Target Version:  
Summary: Bastion in SM3-09 does not have nameplate
Description: In SM3-09, the GTD Bastion does not have its nameplate as it should. This happens because the regular Orion is used and the nameplate is set to replace a texture called "nameplate," which does not exist on the Orion model.
Tags:
Steps To Reproduce:
Additional Information: This is easy to fix: in the Bastion's "$Texture Replace:" section, just replace "+old: nameplate" with "+old: capital01-05".

This is confirmed in the single-player and co-op versions.
Attached Files:
Notes
(0001234)
MjnMixael   
2013-12-17 21:41   
This was previously fixed sometime who knows when.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
844 [FS Upgrade Project (Media VPs)] Mission Related text always 2012-01-21 05:31 2013-12-17 21:35
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Visible color tag in SM2-02 message
Description: The mission "A Game of TAG" (SM2-02) contains a message called "Com- Classified," which has this text:

"All units, you will disregard Kappa 3's transmission. The communication record of this sortie has been classified level $b Phi."

Because color tags are not supported in in-mission messages, the "$b" is visible in the message text and should be removed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000876)
Yarn   
2012-01-21 05:45   
This also happens in the co-op version.
(0001233)
MjnMixael   
2013-12-17 21:35   
Fixed in revision 1519.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
788 [FS Upgrade Project (Media VPs)] Mission Related tweak random 2011-08-24 21:23 2013-12-17 21:33
Reporter: Zacam Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Feint, Parry, Riposte
Description: Rampart is destroyable before it can ram the Colossus, or even before Koth finishes dialogue.
Tags:
Steps To Reproduce:
Additional Information: Placing here to pend discussion on
A: Whether or not to fix this
B: If so, by what means
Attached Files:
Notes
(0001232)
MjnMixael   
2013-12-17 21:33   
Fixed in revision 1513

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
993 [FS Upgrade Project (Media VPs)] Mission Related minor have not tried 2013-12-16 17:07 2013-12-17 21:33
Reporter: MjnMixael Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: 3.7.x  
Summary: Need to check 'Feint Parry Riposte!'
Description: Make sure the Repulse actually has some forward momentum before being vaporized.

More accurately, it should better match retail where the Repulse gives the Colossus a love tap.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001218)
MjnMixael   
2013-12-16 22:21   
Fixed in revision 1513

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
996 [FS Upgrade Project (Media VPs)] Model Related minor always 2013-12-17 09:08 2013-12-17 21:29
Reporter: blowfish Platform: PC  
Assigned To: MjnMixael OS: Windows  
Priority: normal OS Version: 7  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: 3.7.x  
Summary: Comm Node Subsystem mismatch between table and model
Description: There is a subsystem called "piece4a-outer" in mv_assets-shp.tbm which is not present in the model file. It's probably just a typo, but I can't determine what the correct configuration is.

The model has physical subsystems "piece_outer4a" and "piece_inner4a" and special point "piece_4a"

mv_assets-shp.tbm defines the subsystems "piece4a," "piece_outer4a," and "piece4a_outer" (the last one being the problem).
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001223)
blowfish   
2013-12-17 09:10   
This is on SVN Revision 1517. It gives a warning when loading a mission (but not in the lab).
(0001224)
MjnMixael   
2013-12-17 14:26   
How about update SVN and try again before reporting.
(0001225)
MjnMixael   
2013-12-17 15:02   
Seems your right.. thought I fixed that.
(0001228)
MjnMixael   
2013-12-17 21:29   
Fixed in revision 1518.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
988 [FS Upgrade Project (Media VPs)] Mission Related text have not tried 2013-12-07 05:19 2013-12-17 03:47
Reporter: Goober5000 Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Into the Lions Den (loop2-2) jump node mislabeled
Description: From http://www.hard-light.net/forums/index.php?topic=74389.0

The jump node is labelled Gamma Draconis. It should be labelled Nebula System, or similar.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001221)
MjnMixael   
2013-12-17 03:47   
Fixed in revision 1516.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
991 [FS Upgrade Project (Media VPs)] Mission Related minor always 2013-12-07 05:24 2013-12-17 02:41
Reporter: Goober5000 Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: In High Noon (SM3-02), tech-room setup is borked
Description: When playing SM3-02 in the tech room, the mission will destroy two turrets but mark two other turrets in the goals. Thus you can't actually satisfy the "Destroy Turret" goals, even if you destroy both undestroyed turrets. The debriefing will then scold you for not doing a better job to protect the Colossus.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001219)
MjnMixael   
2013-12-17 02:41   
Fixed in revision 1515

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
746 [FS Upgrade Project (Media VPs)] Mission Related major have not tried 2011-01-08 03:51 2013-12-07 07:04
Reporter: MjnMixael Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: no change required  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Endgame Cutscene Not Playing
Description: The endgame cutscene doesn't play and the player is redirected to the debrief with no debriefing. Also the shockwave countdown timer fails to display even though the shockwave seems to be triggered.
Tags:
Steps To Reproduce:
Additional Information: This was replicated once, though I'm not sure exactly what the cause could be.
Attached Files:
Notes
(0000650)
PMY   
2011-02-01 12:26   
(Last edited: 2011-02-01 15:00)
I replicated this. Both ENDPART1 and ENDPART2B (didn't make it to the node) cutscenes didn't start to play. Redirected to the debrief with no debrief. Can't say anything about countdown timer though - didn't pay attention to it.
Executable: 3.6.12 R INF
MVPs: 3.6.12 (not updated)

(0000665)
MjnMixael   
2011-03-26 03:25   
Replicated on MediaVPs and with -nomod. Could be a code issue? However, I did get endprt2b to play. (Or whichever one plays when you don't get to the node.)
(0001216)
MjnMixael   
2013-12-07 07:04   
cutscenes are now playing correctly.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
843 [FS Upgrade Project (Media VPs)] Model Related minor always 2012-01-19 20:28 2013-12-06 16:33
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Rear hemisphere of subspace node invisible in briefing
Description: When the subspace node model is viewed in the mission briefing, only the front hemisphere is visible. The node looks OK in the actual mission.
Tags:
Steps To Reproduce:
Additional Information: This is specific to the node model that is included with the MediaVPs; the retail model is unaffected.
Attached Files: nodetest.fs2 (4,736 bytes) 2012-01-19 20:28
https://mantis.hard-light.net/file_download.php?file_id=215&type=bug
Notes
(0001185)
MjnMixael   
2013-12-02 04:48   
Please confirm this is still an issue on current builds.
(0001189)
Yarn   
2013-12-02 06:24   
I tried this with December 1 nightly and it's still happening, whether I use the 3.6.12 MediaVPs or the recent beta. I should also mention that the node looks fine if the -nohtl flag is used.

In case it matters, I'm using Windows 7 64-bit and an AMD Radeon HD 6870 with the Catalyst 13.9 driver.
(0001192)
MjnMixael   
2013-12-02 14:22   
I'm more inclined to believe this has something to do with "recent" code changes. I don't even know where to start resolving the issue as I don't know how the node model could be changed.
(0001214)
MjnMixael   
2013-12-06 16:33   
Resolved in revision 1496.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
986 [FS Upgrade Project (Media VPs)] Table/TBM Related minor always 2013-12-05 22:34 2013-12-06 01:47
Reporter: Col. Fishguts Platform:  
Assigned To: MjnMixael OS: Win7  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: MIssing shiled hit animations on vasudan and shivan ships
Description: Both the Vasudans and the Shivans don't show the shield hit animations (ShieldHit02a and ShieldHit03a). But on the Terran ships the effect shows up normally (ShieldHit01a)

I'm testing on a fresh vanilla install with only these new beta VPs added. Maybe it's some problem with the species.tbl or mv_effects-sdf.tbm?
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001212)
MjnMixael   
2013-12-06 00:52   
I have figured out the underlying issue. Trying to decide how best to resolve it.
(0001213)
MjnMixael   
2013-12-06 01:47   
Resolved in revision 1478

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
616 [FS Upgrade Project (Media VPs)] Model Related major always 2010-10-24 04:23 2013-12-05 05:36
Reporter: Hades Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: General High Poly Colossus Issues
Description: The entire head (and part of the front-most girder section) has absolutely no collision. This includes numerous details which aren't actually connected to the main hull. I'll need to do some more testing to see if the radar dishes and turrets behave like this as well.

Also, the top beam turret on the head section of the ship comes out of place, so to speak. This happened after the Repulse rammed the Colossus, which brings me to the my next point.

Upon arriving to the scene in the mission Feint! Parry! Riposte!, the Colossus will stop the warp-in movement and be touching the Repulse, while there should be some space between the two. The Repulse will then move into the Colossus, until half of the Orion is in the Colossus, which is when it will actually explode. I'm not sure if the Colossus killed it or if it happened because it was told to kamikaze, though one thing's for certain, it only managed to get itself that far into the Colossus because of either a bounding box issue or because of the lack of collision of the entire head of the Colossus.
Tags: mesh error
Steps To Reproduce:
Additional Information: Photo of messed up forward beam turret will be attached.
Attached Files: oops.png (873,026 bytes) 2010-10-24 04:31
https://mantis.hard-light.net/file_download.php?file_id=192&type=bug
Notes
(0000573)
Hades   
2010-10-24 04:34   
Also, I forgot to add the part about the weird behavior the detail boxes exhibit, you ca be at an angle, and turn the screen a bit while still being the same distance away and the detail boxes will disappear/reappear.

And the piping in the middle engine thing will sometimes only become visible after hitting it.
(0000684)
MjnMixael   
2011-05-09 16:08   
Many issues fixed. Model still in testing. Textures pending.
(0001194)
MjnMixael   
2013-12-02 19:02   
Please confirm, specifically, which issues are remaining. Otherwise, I'm marking this as resolved once the Colossus normal maps are finished.
(0001199)
MjnMixael   
2013-12-02 21:48   
Note to self: Check Feint Perry Repost. The Repulse should hit the Colosuss.
(0001210)
MjnMixael   
2013-12-05 05:36   
All mission related issues seem to be fixed as of revision 1458.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
985 [FS Upgrade Project (Media VPs)] Table/TBM Related major N/A 2013-12-05 00:51 2013-12-05 01:02
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Arcadia entry in terrans-shp.tbm is not a modular entry
Description: For some reason, the GTI Arcadia entry in terrans-shp.tbl is written as though it were a completely new ship; it doesn't even have the +nocreate tag.

I've attached a text file containing what I believe is a better entry for this ship.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: FixedArcadiaEntry.txt (555 bytes) 2013-12-05 00:51
https://mantis.hard-light.net/file_download.php?file_id=245&type=bug
Notes
(0001209)
MjnMixael   
2013-12-05 01:02   
Fixed already

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
984 [FS Upgrade Project (Media VPs)] Misc/Other/Unsure trivial always 2013-12-04 06:20 2013-12-04 06:43
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: SM2-10_Re_01.wav is larger than necessary
Description: The fixed version of SM2-10_Re_01.wav is needlessly saved in a higher-resolution format (stereo, 44 kHz, 16-bit; the original is mono, 11 kHz, 8-bit), making it much larger than it should be.

The same file saved in the correct format is attached.

Also, the message text has not been changed to match the revised file. The message is called "REN- Intro 1" and is located in SM2-10.fs2, CoOpSM2-10.fs2, and tstrings.tbl (entry 1448). Just change "Mara" to "Astaroth".
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: SM2-10_Re_01.wav (113,629 bytes) 2013-12-04 06:20
https://mantis.hard-light.net/file_download.php?file_id=244&type=bug
Notes
(0001208)
MjnMixael   
2013-12-04 06:43   
Fixed this already in a previous revision.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
981 [FS Upgrade Project (Media VPs)] Model Related minor always 2013-12-03 10:35 2013-12-04 04:31
Reporter: niffiwan Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Osiris DDS Error in debug
Description: I noticed this error when loading the Osiris in DEBUG: r10181

DDS ERROR: Couldn't open 'htl-osiris-debris-shine.dds' -- Cannot load DDS if not power-of-2

Is this a problem?
Tags:
Steps To Reproduce: Load the Osiris in the techroom while running debug, check the log.
Additional Information:
Attached Files:
Notes
(0001207)
MjnMixael   
2013-12-04 04:31   
Fixed in revision 1417.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
980 [FS Upgrade Project (Media VPs)] Model Related minor always 2013-12-03 10:29 2013-12-04 04:28
Reporter: niffiwan Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: some models insignia specify an invalid LOD
Description: While running some tests with extra debug code added, I noticed that some models insignia are specified to be used in LOD -1. This should not cause any crashes, but the relevant insignia will not show up as expected. I guess they should either be removed, or set for LOD 1?

(I tried using pcs2 to change the insignia for artemis.pof, but the saved file changed far too much from the original for me to be comfortable with making the change myself - never used pcs2 before...)

Models are:
Osiris.pof
modelread: ID_INSG: detail_lvl: -1 num_faces: 4 num_verts: 8

artemis.pof
modelread: ID_INSG: detail_lvl: 0 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: 0 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: -1 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: -1 num_faces: 2 num_verts: 4

artemisDH.pof
modelread: ID_INSG: detail_lvl: -1 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: 0 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: 0 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: -1 num_faces: 2 num_verts: 4

Medusa.pof
modelread: ID_INSG: detail_lvl: -1 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: 0 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: 0 num_faces: 2 num_verts: 4
modelread: ID_INSG: detail_lvl: -1 num_faces: 2 num_verts: 4

Astaroth.pof
modelread: ID_INSG: detail_lvl: 0 num_faces: 4 num_verts: 4
modelread: ID_INSG: detail_lvl: 0 num_faces: 4 num_verts: 4
modelread: ID_INSG: detail_lvl: -1 num_faces: 4 num_verts: 4
modelread: ID_INSG: detail_lvl: -1 num_faces: 4 num_verts: 4
(why does this Shivan ship even specify an insignia! :))
Tags:
Steps To Reproduce: For the models that my version of pcs2 could load,
Additional Information: I checked all the ships in the techroom, these are the only ones I found with this issue. And, I'm probably going to commit some FSO code to warn when the LOD is invalid, just to make it easier to catch this in future.
Attached Files:
Notes
(0001206)
MjnMixael   
2013-12-04 04:28   
Fixed in revision 1416

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
983 [FS Upgrade Project (Media VPs)] Model Related minor always 2013-12-03 10:44 2013-12-04 04:20
Reporter: niffiwan Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Seraphim warning in debug
Description: Per the log below, I'm not really sure if this is an issue or not. It doesn't seem to occur for any other model that I looked at.

Loading model 'Seraphim.pof'
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Tags:
Steps To Reproduce: Load the Seraphim in the techroom while running debug, check the log.
Additional Information: Using DEBUG r10181
Attached Files:
Notes
(0001205)
MjnMixael   
2013-12-04 04:20   
Fixed in revision 1415.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
982 [FS Upgrade Project (Media VPs)] Model Related minor always 2013-12-03 10:37 2013-12-04 03:33
Reporter: niffiwan Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Isis subsystems warning in debug
Description: As it says below, FSO claims that this can cause crashes.

WARNING: "Not all subsystems in model "Isis.pof" have a record in ships.tbl. This can cause game to crash. List of subsystems not found from table is in log file." at modelread.cpp:646
Subsystem lod1-Turret01 in model was not found in ships.tbl!
Subsystem lod1-Turret02 in model was not found in ships.tbl!
Tags:
Steps To Reproduce: Load the Isis in the techroom while running debug, check the log.
Additional Information: Using DEBUG r10181
Attached Files:
Notes
(0001204)
MjnMixael   
2013-12-04 03:33   
Already found and resolved this one in revision 1394.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
978 [FS Upgrade Project (Media VPs)] Table/TBM Related crash always 2013-12-02 07:47 2013-12-03 01:05
Reporter: Hellzed Platform: Linux  
Assigned To: MjnMixael OS: Ubuntu  
Priority: normal OS Version: 13.10 amd64  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Close to desktop in mission Bearbaiting (SM3-01.fs2)
Description: Trying to play the mission Bearbaiting, the game closes to desktop a few seconds after the SJ Sathanas strarts firing for the first time.
Tags:
Steps To Reproduce: Start playing and just wait for it to happen. 100% chances it happens.
Additional Information: Here is the console output :
ATTENTION: default value of option force_s3tc_enable overridden by environment.
ATTENTION: default value of option force_s3tc_enable overridden by environment.
WARNING: "For ship 'SJ Sathanas', detail level mismatch. Table has 4, POF has 3." at ship/ship.cpp:9011
WARNING: "SJ Sathanas (Sathanas.pof) has no mass! setting to 53457060.000000" at ship/ship.cpp:4688
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at math/vecmat.cpp:434
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at math/vecmat.cpp:434
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at math/vecmat.cpp:434
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at math/vecmat.cpp:434
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at math/vecmat.cpp:434
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at math/vecmat.cpp:434
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at math/vecmat.cpp:434
ASSERTION FAILED: "t_goal < delta_t" at math/vecmat.cpp:1700
Attached Files:
Notes
(0001202)
MjnMixael   
2013-12-02 23:23   
Played through this mission multiple times after fixing up some of the issues in the Sath POF. Could not reproduce.
(0001203)
MjnMixael   
2013-12-03 01:05   
Fixed in revision 1399

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
979 [FS Upgrade Project (Media VPs)] Model Related crash random 2013-12-02 08:07 2013-12-02 23:00
Reporter: Skarab Platform: PC  
Assigned To: MjnMixael OS: Windows  
Priority: normal OS Version: 7  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: crash to desktop during mission "A Game of Tag"
Description: Crash to desktop during the mission "A Game of Tag". So far I have been unable to complete the mission, though the crash never happens at the same place twice, at least not that I have seen so far.
Tags:
Steps To Reproduce: Simply play the mission. It seems to only happen if the LOD mentioned in the debug is actually visible from your viewpoint on the screen, but I am not certain of this.
Additional Information: Here's the quick & dirty generated from the debug log.

For ship 'SF Manticore', detail level
mismatch. Table has 4,
POF has 3.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
fs2_open_3_7_1-DEBUG-20131127_r10174.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Attached Files:
Notes
(0001195)
MjnMixael   
2013-12-02 19:05   
I'm betting that this crash will not occur on retail builds. The LOD mismatches will be fixed for the main release.
(0001201)
MjnMixael   
2013-12-02 23:00   
Should be resolved in revision 1392

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
976 [FS Upgrade Project (Media VPs)] Table/TBM Related minor N/A 2013-12-02 07:32 2013-12-02 21:33
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Tstrings.tbl should include Dimension Pack strings
Description: The FS2 Dimension Pack (essentially the German version of the Sim of the Year Edition) contains additional strings in its tstrings.tbl. Crashes can result if these strings are missing and the Dimension Pack's bonus missions are read.

For this reason, the tstrings.tbl that's included with the MediaVPs should include these strings.
Tags:
Steps To Reproduce:
Additional Information: A version of this file containing the FSU's changes and the extra strings is attached.
Attached Files: tstrings.zip (365,301 bytes) 2013-12-02 07:32
https://mantis.hard-light.net/file_download.php?file_id=243&type=bug
Notes
(0001198)
MjnMixael   
2013-12-02 21:33   
Fixed in revision 1396

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
862 [FS Upgrade Project (Media VPs)] Texture Related minor always 2012-03-06 20:32 2013-12-02 21:32
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Nameplates for GTC Heisenberg and NTC Vengeance misspelled
Description: These nameplates are misspelled as "GTC Heisenburg" and "NTC Vengence," respectively, in both the file names and the actual textures.

(Note that I am referring to the *NTC* Vengeance. The *GTD* Vengeance's nameplate is spelled correctly.)
Tags:
Steps To Reproduce:
Additional Information: The GTC Heisenberg appears in SM1-07 and CoOpSM1-07, so these missions need to be updated to reflect the new file name.
Attached Files: FixedNameplates.zip (27,344 bytes) 2013-12-02 07:12
https://mantis.hard-light.net/file_download.php?file_id=242&type=bug
Notes
(0001188)
MjnMixael   
2013-12-02 04:56   
Any chance you could whip up correct nameplates?
(0001190)
Yarn   
2013-12-02 07:12   
Done. I also changed the appropriate mission files to use the fixed nameplates.
(0001197)
MjnMixael   
2013-12-02 21:32   
Fixed in revision 1395

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
908 [FS Upgrade Project (Media VPs)] Model Related minor always 2012-11-21 19:27 2013-12-02 21:06
Reporter: MatthTheGeek Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: LOD mismatch on Ulysses (and perhaps others)
Description: The Ulysses pof has 3 LODS for the tabled 4. This is now raised as a warning in recent trunk builds. Other ships may suffer the same problem.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001105)
Yarn   
2013-01-27 18:33   
This should be a complete list of mismatched LODs:

GTF Ulysses: Table has 4, POF has 3
TC-TRI: Table has 4, POF has 3
SSG Belial: Table has 4, POF has 3
SJ Sathanas: Table has 4, POF has 3
SpaceHunk: Table has 4, POF has 1
(0001196)
MjnMixael   
2013-12-02 21:06   
Fixed in revision 1392

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
977 [FS Upgrade Project (Media VPs)] Table/TBM Related major N/A 2013-12-02 07:46 2013-12-02 14:13
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: "new_fog-obt .tbm" file name contains space
Description: The file "new_fog-obt .tbm" contains a space just before the ".tbm" part, which (I think) prevents it from being loaded. This space should be removed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001191)
MjnMixael   
2013-12-02 14:13   
resolved in 1389

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
899 [FS Upgrade Project (Media VPs)] Misc/Other/Unsure minor N/A 2012-10-04 08:03 2013-12-02 04:46
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: SM306_DB_01 and SM306_DB_12 should use 16 kHz sample rate
Description: The replacement debriefing messages are sampled at 11 kHz instead of 16 kHz, the sample rate that these messages were originally in.
Tags:
Steps To Reproduce:
Additional Information: A zip file containing 16 kHz versions of these messages is attached.
Attached Files: sm306_debriefings.zip (607,505 bytes) 2012-10-04 08:03
https://mantis.hard-light.net/file_download.php?file_id=225&type=bug
Notes
(0001184)
MjnMixael   
2013-12-02 04:46   
Fixed in reivision 1388

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
965 [FS Upgrade Project (Media VPs)] Interface Related minor always 2013-06-01 00:08 2013-12-02 04:43
Reporter: Yarn Platform: x64  
Assigned To: MjnMixael OS: Windows 7  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fixed 640x480 weapon loadout masks
Description: The attached mask files fix the positions of the weapon slot masks so that they're placed where the engine expects them to be, while also aligning them with the slots in the ship overhead images. Previously, some of these masks were placed too high.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 640LoadoutFix.zip (5,896 bytes) 2013-06-01 00:08
https://mantis.hard-light.net/file_download.php?file_id=240&type=bug
Notes
(0001183)
MjnMixael   
2013-12-02 04:43   
Fixed in revision 1387

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
941 [FS Upgrade Project (Media VPs)] Texture Related major always 2013-02-08 03:51 2013-12-02 04:43
Reporter: Yarn Platform: x64  
Assigned To: MjnMixael OS: Windows 7  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Bottom.dds is invisible in-game
Description: Bottom.dds is used on various surfaces of the Volition Bravos, such the underside. For some reason, FSO won't display the version of this texture that is in MV_Assets.3612.vp. The one in MV_Assets.vp displays fine. No warnings related to this seem to be thrown, neither as a pop-up message nor in fs2_open.log.
Tags:
Steps To Reproduce: Load the attached mission and look up at the pirate ship!
Additional Information: The texture is also missing in FRED.
Attached Files: VolitionBravos.fs2 (3,907 bytes) 2013-02-08 03:51
https://mantis.hard-light.net/file_download.php?file_id=232&type=bug
Notes
(0001175)
Yarn   
2013-12-01 18:31   
This appears to be fixed in the 2014 beta.
(0001182)
MjnMixael   
2013-12-02 04:43   
Fixed in revision 1387

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
963 [FS Upgrade Project (Media VPs)] Interface Related minor always 2013-04-05 08:32 2013-12-02 04:42
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Weapons6.ani missing
Description: The MediaVPs are missing Weapons6.ani, which is needed for the third primary slot if ballistic primaries are not used.
Tags:
Steps To Reproduce:
Additional Information: A zip file containing Weapons6.ani and 2_Weapons6.ani is attached.

MV_Root does contain a file called Weapon6.pcx, but its width is incorrect, and it lacks a small change necessary to make it fit with the rest of the weapons gauge. (Look very closely near the top-left of my Weapons6.ani and you will see what I mean.) It's not loaded anyway since it has the wrong name and format.
Attached Files: Weapons6.zip (501 bytes) 2013-04-05 08:32
https://mantis.hard-light.net/file_download.php?file_id=239&type=bug
Weapon6Wrong.png (1,625 bytes) 2013-12-01 18:54
https://mantis.hard-light.net/file_download.php?file_id=241&type=bug
png
Notes
(0001155)
Yarn   
2013-04-05 08:39   
One correction: The Weapon6.pcx file in MV_Root actually is the correct width. However, it still lacks that other visual change mentioned above, so I still recommend my version.
(0001176)
Yarn   
2013-12-01 18:54   
The 2014 has changed this to an ANI file, but it's still called Weapon6.ani; it needs to be called Weapons6.ani (plural).

There's still a problem with the upper-left corner of the graphic. I've attached an image that hopefully shows why. The files that I attached earlier do not have this problem.
(0001181)
MjnMixael   
2013-12-02 04:42   
Fixed in revision 1387

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
861 [FS Upgrade Project (Media VPs)] Interface Related minor always 2012-02-22 08:31 2013-12-02 04:42
Reporter: Yarn Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Upper-right portion of weapon loadout mask is incorrect
Description: The weapon loadout screen (in the mission briefing) has incorrect masking in the upper-right corner, causing "Briefing" to be highlighted when the cursor is hovering over certain portions of "Ship Selection" and "Weapon Loadout."
Tags:
Steps To Reproduce:
Additional Information: I have made a fixed version of this mask and attached it here.
Attached Files: 2_WeaponLoadout-Mb-fixed.zip (1,809 bytes) 2012-02-22 08:31
https://mantis.hard-light.net/file_download.php?file_id=217&type=bug
Notes
(0000904)
Yarn   
2012-02-22 08:41   
Dang, I wasn't thinking straight--I meant upper-LEFT.
(0000906)
Yarn   
2012-02-24 04:19   
The same broken mask is also in the FreeSpace Port. The attached file works for that too.
(0001180)
MjnMixael   
2013-12-02 04:42   
Fixed in revision 1387

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
870 [FS Upgrade Project (Media VPs)] Effect Related minor always 2012-06-24 20:28 2013-12-02 04:35
Reporter: Axem Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.7.x  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Nebula background quality is worse then before
Description: In Rev 815, Zacam committed a bunch of reconverted effect files to DXT3 and a lot of them look worse, especially the nebula backgrounds. :(

http://lazymodders.fsmods.net/axemart/FreeSpace/bandednebula.jpg
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001177)
MjnMixael   
2013-12-02 04:35   
Fixed in revision 1386

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
905 [The Babylon Project] Other minor always 2012-11-16 01:40 2013-09-26 23:54
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: No personas for any non-EA species.
Description: Only EA pilot personas were ever set up and voice acted. The other species will need to be done eventually.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001149)
Vidmaster   
2013-03-11 18:42   
We NEVER see a Centauri Pilot in the show, there exists no footage. Actually, we only see EA, Minbari and Narn pilots. Question is what to do here.
(0001150)
FUBAR-BDHR   
2013-03-11 21:26   
Well we don't need to actually see them this is about hearing them. We can make huds that turn off the head ani use for other species.
(0001170)
0rph3u5   
2013-09-24 23:59   
I made .tbl-alterations to include two Narn pilots (using both Narn-pilots .anis in TBP core) during the Drums of War-dev cicle but never made anything of it for the lack of voice-overs and due to (maybe imagined) table-restrictions.
(0001171)
FUBAR-BDHR   
2013-09-25 00:35   
I don't think there are any table limitations anymore. Getting species tabled probably isn't that hard it's the voice acting that will most likely prove the biggest issue.
(0001172)
Slasher   
2013-09-26 08:17   
If 0rph3u5 doesn't get to it first, I'm willing to write personas for the rest of the species.

Voice acting is another animal. Since it's dependent on people who might get back to you in a matter of days or who might take years, it's a longer term project.
(0001173)
0rph3u5   
2013-09-26 23:53   
(Last edited: 2013-09-26 23:54)
Considering the number of races we'd have to cover (Centauri, Minbari, Drakh, Shadows, Vorlons, Drazi, Brakirii, Vree(?)) it would be best if we would split the work and then merge it in a final file. Working with the messages.tbl is annoying enough.

Another issue would be that aside from the EA there is no cannon system to designate fighter wings; but that is in the end a creative problem.

Organising the voice-overs would be step two and something for someone with some experience in the matter.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
975 [The Babylon Project] Asset - Model minor always 2013-09-24 11:41 2013-09-24 14:05
Reporter: 0rph3u5 Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: confirmed Product Version: Zathras 2.6  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CR Marcanos is able to fire through itself
Description: The CR Marcanos Station is able to fire through itself. The effect is somewhat mitigated by the size of the station but is very obvious in combat situations close to the station.
Tags:
Steps To Reproduce: Fortune Hunters 2259, Mission 8 (2259_M8.fs2) or place a hostile Marcanos in a mission and fly close, for instance in the hangar bays, and keep an eye out from where are shot exactly.
Additional Information:
Attached Files:
Notes
(0001168)
0rph3u5   
2013-09-24 11:43   
Zathras 2.8
(0001169)
FUBAR-BDHR   
2013-09-24 14:05   
This is another one that I don't know if there is much I can do about. Changing it so it can't would break balance for all missions that currently use it.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
974 [The Babylon Project] Asset - Model minor always 2013-08-14 07:04 2013-08-30 09:02
Reporter: Slasher Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: EA Olympus engine subsystems are huge
Description: The EA Olympus' engines take damage from shots that don't land anywhere near the engines. For instance, shooting at the hull near the railgun turret can degrade the engines. The subsystem box seems to be much larger than the engines themselves.

For Zathras 2.7c.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001167)
FUBAR-BDHR   
2013-08-30 09:02   
Unfortunately this one is caused by the low poly nature of the model. Those engines (not counting the fins) are just made of 1 poly for the back and one for each side. In order to make them smaller I would need to modify the mesh. Another model that is really showing it's age and could use an update.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
969 [The Babylon Project] Asset - Model minor always 2013-07-13 03:52 2013-08-30 08:49
Reporter: Slasher Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: confirmed Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: EA Warlock turret not rotating
Description: One of the dorsal turrets, number 05a, is not moving to track its targets. The weapon still fires at targets even though it doesn't aim. Neither the barrels nor the base seem to move.

Zathras 2.7c beta
Tags:
Steps To Reproduce: Seems to be consistent in all mission tested with the Warlock so far.
Additional Information:
Attached Files:
Notes
(0001166)
FUBAR-BDHR   
2013-08-30 08:49   
Seems this has been broke since release. The turret is set up correctly in the pof but is tabled with a rotation value of 0 so it will never turn. It will be fixed in the next version. Changed the value to 2.4 in my development folder to match the other rotation rates.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
971 [The Babylon Project] Asset - Model minor always 2013-07-15 17:25 2013-08-30 08:41
Reporter: Slasher Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: EA Poseidon turret geometry issue
Description: Turrets 04 and 06 on the EA Poseidon have barrels that always seem to point away from the camera POV. This is evident in-game, in FRED2, and PCS.

From Zathras 2.7c.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001165)
FUBAR-BDHR   
2013-08-30 08:41   
Not surprising as the entire ship seems to have just been a placeholder not a finished version. I believe I have a ticket open for the entire model to be revamped.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
966 [The Babylon Project] Asset - Model minor N/A 2013-07-12 10:32 2013-08-30 08:39
Reporter: Slasher Platform: Windows 7 Pro 64-bit  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Warlock turret firing point off
Description: One of the firing points for EA Warlock turret 13a is about 0000248:0000190 meters off base.
Tags:
Steps To Reproduce:
Additional Information: Zathras 2.7c
Attached Files:
Notes
(0001161)
Slasher   
2013-07-12 10:33   
That value didn't come out right. Should have said "189 meters off base."
(0001164)
FUBAR-BDHR   
2013-08-30 08:39   
Will be fixed in a future version. The Z value on the one firing point in the .pof should have been 0.189 instead of 189.0.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
973 [The Babylon Project] Asset - Effects trivial have not tried 2013-08-02 03:03 2013-08-02 03:03
Reporter: Slasher Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Ambient lighting effect for Minbari Neutron Gun might be off
Description: The RGB value for the Neutron Gun is listed as 190, 150, 250 in the table file, but this is very definitely purple and doesn't match the old white effect or the new green one.

for Zathras 2.7c
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
970 [The Babylon Project] Asset - Effects minor always 2013-07-14 05:06 2013-07-14 05:06
Reporter: Slasher Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Light/muzzleglow changes needed for Brakiri Medium Beam
Description: As of Zathras 2.7c, the Brakiri Medium Beam is yellow but it still uses the old muzzleglow from when the weapon was red. Also, the beam still sources a red light (RGB value 200, 30, 30).
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
951 [The Babylon Project] Mission - Singleplayer minor always 2013-03-15 15:26 2013-03-15 18:20
Reporter: Vidmaster Platform:  
Assigned To: Vidmaster OS:  
Priority: low OS Version:  
Status: assigned Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: New jump node breaks FH2261 mission "Panic Space"
Description: Since the new effect is not a "sphere"-shaped thing anymore, it cannot be used to designate an escape area anymore. Need to re-fred this part.

New node effect is good though and even allows for some cooler mission design, instructing the player to approach from a certain angle.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001152)
FUBAR-BDHR   
2013-03-15 18:20   
Oops didn't know I actually included that. It was supposed to be a test on my end. I can either revert it back to the retail FS2 one for now or try to come up with a better solution.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
931 [The Babylon Project] Asset - Effects tweak have not tried 2013-01-17 21:13 2013-03-15 15:23
Reporter: emi_100 Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: assigned Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: B5's Lens Flare FX & New Suns Maps
Description: Replace the default Freespace 2's lens flare fx to the B5 CGI's style (LightWave), and replace the suns maps
Need to be tested.

Download link -LENS FLARE-:
http://www.mediafire.com/?66et15wojqrioid NEW v.02
http://www.mediafire.com/?dfdhc4nz15nja7n v.01

HLP Forum post:
http://www.hard-light.net/forums/index.php?topic=78870.0

Download link -NEW SUNS-:
1024^2 maps for stars
http://www.mediafire.com/?49l29pvn6p1cldd
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: sun1.png (473,814 bytes) 2013-03-15 15:06
https://mantis.hard-light.net/file_download.php?file_id=236&type=bug
sun2.png (342,415 bytes) 2013-03-15 15:07
https://mantis.hard-light.net/file_download.php?file_id=237&type=bug
b5sunSeason1.PNG (234,723 bytes) 2013-03-15 15:15
https://mantis.hard-light.net/file_download.php?file_id=238&type=bug
png
Notes
(0001095)
FUBAR-BDHR   
2013-01-18 09:24   
Took a quick look at these. One thing I noticed was it is using the existing $sun and $sunglow entries from 3.4b. Would you be interested in creating new effects for these as well? You could go with some better detail and use 1024x1024 maps.
(0001108)
emi_100   
2013-01-28 18:20   
ok.
this new fx, will replace the old ones on all the suns?
i think freespace do not support 1024x1024 maps on lensflare fx.
I think i alredy tested it.
(0001110)
FUBAR-BDHR   
2013-01-28 21:57   
I think the lens flares are fine. I don't see why they wouldn't handle 1024^2 maps but do they really need them? I was talking about 1024^2 maps for new stars.

Really haven't decided on how to incorporate the flares yet. Only made it as far as noticing the ugly stars themselves.
(0001135)
emi_100   
2013-03-04 01:58   
1024^2 maps for new stars
http://www.mediafire.com/?49l29pvn6p1cldd

Added on main post too.

NEED TO BE TESTED
(0001136)
emi_100   
2013-03-04 02:04   
Added NEW LENS FLARE FX v.02
http://www.mediafire.com/?66et15wojqrioid
(0001137)
FUBAR-BDHR   
2013-03-04 04:15   
Just took a quick look and was wondering if the glows are all the same? If so I'd rather just give it a generic name and modify the table. Of course I only took a quick look at them and didn't compare them side by side so they might not be the same. Let me know either way.
(0001138)
emi_100   
2013-03-04 04:21   
yes, the glow are all the same, just a test, it have to be tested
(0001140)
FUBAR-BDHR   
2013-03-04 10:04   
This will be in the next version for testing. Leaving this open until we get some feedback.
(0001151)
Vidmaster   
2013-03-15 15:23   
Uploaded some images: One from the show, two from ingame. I must say that I am not convinced of these effects yet. First, I think the new suns look more like the lidless eye of Sauron than an actual solar body. Not sure if this is related to my widescreen resolution 1920x1080 though. This is especially evident in the sun2.png shot.
I also think the sun glare lines (the horizontal blue things, that's the corona002 file) are exaggerated, they are too strong and too blue. The show's effect is more subtle. The sun's rays are also too long and evident in that shot, check out the fine lines in the space between the Thunderbolt and the sun! Looks like the "supernova"-effect from Gimp to me, am I right?

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
933 [The Babylon Project] Asset - Model minor have not tried 2013-01-19 08:56 2013-03-14 22:20
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.8  
    Target Version: Zathras 2.7  
Summary: Incorporate Col. Fishguts HTL package models into Zathras
Description: This includes replacements for the following models:

Ships:
EA Cargo Pod 1
EA Freighter 1
EA Freighter 2
EA 109 Zephyr

Weapons:
EA Venom 1
EA venom 2
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001097)
FUBAR-BDHR   
2013-01-19 08:59   
(Last edited: 2013-01-25 03:56)
Checked the Zephyr out. Generated model paths for subsysetems in pcs2. Should test docking on the carrier before final release.

Cargopod01 - eyepoint changed to 0.000000:0.000000:15.500000

Venom1 & 2 - Increased size by 7.5% to match diameter and length of old version more closely (secondary collisions are based on 2x radius so the old sizes were 15% difference) . Adjusted y axis position of both flight and external model to match position of old version. Eye point added to external model. Eye point and thruster adjusted on flight model. Created new tech model from flight model that is scaled to fit into loadout screen (must be approx 1.67 in length to rotate without clipping). Added LODs.

Freighter1 & 2- Detached engine and communications as subobjects. Created duplicate -destroyed versions. Capped hole where engine was detached in case someone uses no_replace flag (this could use a bit of a touch up mapping wise). Added 4 invisible .01m cubes to detail0 at left, right, forward, and rear most places on ship for proper collision detection. Detached cargo pods on lod3 so it can be used with no or docked containers. Added $weapon special point to pof. Textures renamed to match old ones to maintain texture replacement compatibility with old missions. A green version of the maps will be needed.

(0001101)
FUBAR-BDHR   
2013-01-25 04:21   
Waiting on approval for the changes made.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
943 [The Babylon Project] Asset - Effects minor have not tried 2013-02-13 20:06 2013-03-11 18:41
Reporter: emi_100 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: New Jump Point effect
Description: New jump point model
New textures
New glow (flare in the middle)


DONWLOAD LINK
http://www.mediafire.com/?z69uxec51up28
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: screen0017.jpg (113,259 bytes) 2013-02-15 23:11
https://mantis.hard-light.net/file_download.php?file_id=233&type=bug
jpg
Notes
(0001115)
emi_100   
2013-02-13 20:25   
DONWLOAD LINK (NEW)
http://www.mediafire.com/?q5z3tsgd4sbp2a7
(0001118)
FUBAR-BDHR   
2013-02-14 08:55   
(Last edited: 2013-02-14 08:57)
I downloaded the second file do I need the first one as well? If not then I have some questions. First what is alpha.tga? It doesn't appear to be used. Second why 3 .pof files?


Also there might be an issue with using the new glows. I think some of the weapons use those. I will have to check on that and see if anything else uses them before adding them.

(0001121)
emi_100   
2013-02-14 22:20   
"I downloaded the second file do I need the first one as well?"
No, you don't

"First what is alpha.tga? Second why 3 .pof files?"
Sorry for the clean up. Delete it, it was a weird test.

"Also there might be an issue with using the new glows. I think some of the weapons use those. I will have to check on that and see if anything else uses them before adding them"
The old glow FX was really small (256x256) and you can see the squere edge(box)of the image.
New glow it's the same one, just it's biger (1024x1024), more detail and it don't show the square edges.
(0001122)
FUBAR-BDHR   
2013-02-15 23:12   
Seem to be some clipping issues. See the attached screenshot.
(0001130)
emi_100   
2013-03-03 16:33   
I will check it
(0001148)
Vidmaster   
2013-03-11 18:41   
As a side note, I found that interesting ships to test any modification of the jump effect are:

- EA Omega (long with problematic middle section)
- MF Sharlin (horribly height to width ratio and problematic wings)
- EA Zephyr (opposite)
- VE Dreadnought (long reaching spikey arms)
- ISA Victory (wide reaching spikey arms)
- Psi-Core Mothership (really spikey forward stuff)

Jumping the Drakh Mothership, the Vorlon Planetkiller and Babylon 4 and 5 to Hyperspace is also interesting. Most look surprisingly good afar but if the player is closer, well...

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
949 [The Babylon Project] Asset - Model tweak have not tried 2013-03-04 04:44 2013-03-08 11:34
Reporter: emi_100 Platform:  
Assigned To: emi_100 OS:  
Priority: normal OS Version:  
Status: assigned Product Version: Zathras 2.7  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: Zathras 2.7  
Summary: New HTL EA Nova Model
Description: Replace the old EA Nova Model

http://www.mediafire.com/?qddaisju3u9c277 v.01

Need to be tested
Tags:
Steps To Reproduce:
Additional Information: Upgrade model, more detail.
It has shine, glow and normals maps.
Attached Files:
Notes
(0001147)
Vidmaster   
2013-03-08 11:34   
Looks a lot nicer and armed with beefier turrets, good job. Could you add some detail to the smaller center-turrets on top and bottom? At the moment, it looks like a kettle which magically spawns deadly blobs, a big discrepance to the model's overhaul style.

nice work :-)

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
733 [The Babylon Project] Other feature always 2010-12-15 08:56 2013-03-08 09:38
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: assigned Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Nova#guns and Nova-X#shadow needs finished
Description: Nova#guns (name subject to change) is a version of the nova with all turrets working and the missing 4 on the back. As updating the existing model would break compatibility a new pof will be needed.

Nova-X#shadow is the shadow textured version of the Nova. Will update it so all guns work off the above model and add some removable shadow pieces.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001146)
FUBAR-BDHR   
2013-03-08 09:38   
Both of these are now in and working. They will probably need some balance tweaks. Not sure how powerful the weapons on the shadow version of the Nova should be but it kicks but nicely right now.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
948 [The Babylon Project] Asset - Model tweak have not tried 2013-03-04 04:38 2013-03-08 05:00
Reporter: emi_100 Platform:  
Assigned To: emi_100 OS:  
Priority: normal OS Version:  
Status: assigned Product Version: Zathras 2.7  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: Zathras 2.7  
Summary: New HTL EA Hyperion Model
Description: Replace the old EA Hyperion Model

http://www.mediafire.com/?uy5g8dn9p21ax4w v0.1

Need to be tested
Tags:
Steps To Reproduce:
Additional Information: Upgrade model, more detail.
It has shine, glow and normals maps.
Attached Files:
Notes
(0001139)
FUBAR-BDHR   
2013-03-04 09:06   
I haven't downloaded these yet but I'm wondering if you made these or if you got them somewhere else?

Also could you please email them to me. I'm getting virus alerts from mediafire.
(0001141)
emi_100   
2013-03-05 00:49   
(Last edited: 2013-03-05 00:50)
The model is from Homeworld 2 B5 mod. I convert it.
yes, of course, what is your email?

(0001143)
FUBAR-BDHR   
2013-03-05 03:31   
Email is [email protected]

This could be a problem though since first we need permission to use the models. Second the size, relative geometry, position of subsystems, turrets, etc all have to match up with the existing model.
(0001144)
emi_100   
2013-03-05 04:05   
Permission is not a problem Fubar.
And about size, relative geometry is ok.
Position of subsystems, turrets, etc I test it for months now, and I think it's ok.
(0001145)
FUBAR-BDHR   
2013-03-08 05:00   
Well there are definitely some major hurdles that would need to be overcome to use these.

-First we would need to obtain explicit permission for their use and modification of them. You say it's not a problem but I'm pretty sure we had to deny them use of our assets at one time so it could be.
-Second is they need some major editing before they could be used. Subobjects, collision issues, lods, and subsystems are some of the things I see with just a glance at the pof.
-Third is the lack of source files. While the model itself can be reverse engineered from the pof it's always better to start from the original file. This would help with the above. The bigger issue is textures. If the source textures are not available in uncompressed format (aka layers) then we can't make new new nameplates. Unlike the non-HTL versions you can't just edit the .dds file and get acceptable results. This is a killer for the Nova.

So unless we can get permission and the source textures I really don't think we can use these.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
950 [The Babylon Project] Textures minor always 2013-03-04 10:11 2013-03-05 03:08
Reporter: FUBAR-BDHR Platform:  
Assigned To: emi_100 OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 2.6  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version: Zathras 2.8  
Summary: Warlock normal map made for old version of ship
Description: Same issue as the Nova. Here is the current version. http://fubar5.fubar.org/tbp/warlock5a.dds
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: warlock5a-normal.rar (128,595 bytes) 2013-03-05 02:55
https://mantis.hard-light.net/file_download.php?file_id=235&type=bug
Notes
(0001142)
emi_100   
2013-03-05 02:57   
Update file attached

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
946 [The Babylon Project] Textures major always 2013-03-01 05:05 2013-03-04 00:29
Reporter: FUBAR-BDHR Platform:  
Assigned To: emi_100 OS:  
Priority: high OS Version:  
Status: resolved Product Version: Zathras 2.6  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version: Zathras 2.8  
Summary: Nova normal map based off of old texture
Description: The version of the NOVA-01a-normal is based off of the old pre-nameplate version of the texture. It needs to be updated to match the version in Zathras. Should just be resizing the texture and duplicating that area of the map but I'm not familiar with how normal maps actually work so assigning to emi_100.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: NOVA-01a-normal.rar (381,639 bytes) 2013-03-04 00:16
https://mantis.hard-light.net/file_download.php?file_id=234&type=bug
Notes
(0001127)
emi_100   
2013-03-03 16:28   
[quote]The version of the NOVA-01a-normal is based off of the old pre-nameplate version of the texture. It needs to be updated to match the version in Zathras. Should just be resizing the texture and duplicating that area of the map but I'm not familiar with how normal maps actually work so assigning to emi_100.[/quote]

Can you upload or send me the nova's updated map FUBAR?
(0001131)
FUBAR-BDHR   
2013-03-03 21:07   
(Last edited: 2013-03-03 21:10)
I'll attach it but it's in Zathras.vp.

OK can't attach it so here is a link: http://fubar5.fubar.org/tbp/NOVA-01a.dds

(0001133)
emi_100   
2013-03-04 00:16   
Done, it's attached on main post.
(0001134)
FUBAR-BDHR   
2013-03-04 00:29   
Figured that would take you all of 2 minutes. Will be in the next update.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
947 [The Babylon Project] Textures minor always 2013-03-03 06:43 2013-03-03 21:12
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Shine maps lacking alpha channel
Description: Seems most if not all of the shine maps are missing the alpha channel. Since reflectivity is controlled by the alpha channel this results in ships with full mirror like reflectivity.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001129)
emi_100   
2013-03-03 16:32   
LOOOOT OF WORK...
But I'll starting on it when all the new shine maps are approved, since all the work is base of it.
(0001132)
FUBAR-BDHR   
2013-03-03 21:12   
You should just start on the ones you already did. It's an almost sure way to get those added since they will be correct and the core ones wont. Plus I can skip those when doing the rest that need done saving me work.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
945 [The Babylon Project] Model issue minor always 2013-02-20 08:26 2013-03-03 16:30
Reporter: FUBAR-BDHR Platform:  
Assigned To: emi_100 OS:  
Priority: normal OS Version:  
Status: assigned Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: KI Lordship - Updates needed
Description: The floating objects need to rotate and have the thruster like effect from the show. The rotation has already been taken care of but the thruster effects will need to be modeled and a transparent effect texture created for them. When that is completed the model will need new LODs and debris.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001128)
emi_100   
2013-03-03 16:30   
I think the update models is looking good.
I'm working on it right now. When it's finish i'll upload it.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
732 [The Babylon Project] Other minor always 2010-12-15 08:52 2013-02-23 07:24
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.8  
    Target Version:  
Summary: EA Ship map cleanup
Description: Ships remaining that need maps cleaned up:

Omega
Omega-X
Orion (30 maps)
G.O.D Sat
Asteroid Base
Raider Carrier
Raider Battlewagon
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001082)
FUBAR-BDHR   
2013-01-02 08:03   
(Last edited: 2013-01-04 08:27)
Raider carrier done
Raider Battlewagon done
GOD sat done
Asteroid Base done
Orion done

(0001125)
FUBAR-BDHR   
2013-02-23 07:24   
Omegas - Recreated LODs to remove maps. Fixed bound box. Added -destroyed versions of engines that are disabled by default but can be enabled in FRED by toggling the "no replace" flag.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
510 [The Babylon Project] Model issue minor always 2010-01-16 01:59 2013-02-20 08:23
Reporter: andicirk Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version:  
Summary: lods and debri , all other races
Description: DEBRI

CENTAURI.......
cr mine
support
ritan
brezebel
scarb
primus
secundus

..................................

NARN.....
gorith
supportship
defense platform
jump gate+generator
.................................................

Minabari.........

nial
tishat
support
lintira
tinashi
sharlin

............................................

ISA.....

support
............................................

BRAKIRI......

support
avoiki
................................................

DRAZI........

support
fire hawk
fanged serpent
sunhawk
...................................................

VREE........

support
...................................................

OTHERS.........
ground base
support
DI thorun
ki lordship
mr thoughtforce
TS dark knife
Triumviron
....................................................

DRAKH.........

support

.....................................................

SHADOW.......

Chaser
heavy assault
guardian
support shadow*
carrier

.........................................................

Vorlon..........

support

....................end of transission................

support* this is used for all race nearly so only one fix needed !!



Tags:
Steps To Reproduce:
Additional Information: LODS....

................................

Centauri.......

Cr mine ....... lod 3 has debri textures on it
support ....... uses lod 0 for all lods
cr ritan ...... uses lod 0 for all lods
brezebel ...... uses lod 0 for all lods
primus ....... uses lod 0 for all lods
secondus ...... uses lod 0 for all lods

............................................................................

NARN .......

cargo pod 1 ...... only 1 lod
defense platform ..... uses only lod 0 for all lods
ja' stat ..... uses only lod 0 for all lods
jump gate +generator .. uses only lod 0 for all lods

..............................................................................

Minbari ................

support ....... lod 0 bad quality
lintira +
lintira t .... lod 0 bad quality
..............................................................................

ISA ...........

support ...... bad lod 0 (ie crap)
.............................................................................

DRAKH........

DH mothership .... complete but fps killer

...............................................................................

SHADOW .........

chaser ... only 1 lod ( lod 0)
scout .... lod 2/3 are the same
heavy assault ... only one lod (lod 0)
guardian ........ only one lod (lod 0)
support shadow .... this is the support ship sed for many races and it is so wrong for a shadow ship
hybrid ......... only one lod (lod 0)
carrier ........ only one lod (lod 0)

.............................................................................

VORLON ......

dreadnaught ...... complete but fps killer

planet killer ...... complete but fps killer


...............................................................................

end
Attached Files:
Notes
(0000415)
andicirk   
2010-01-16 02:45   
this information was obtained using the f3 lab and running tbp with zathras
(0001062)
FUBAR-BDHR   
2012-11-07 23:54   
(Last edited: 2012-11-21 07:53)
CR Sentri: Changed lods to use main map
CR Rutarian: Redid lods to remove unneeded maps
CR Mine: Removed botched lod3. Shifted lod2 to lod3 and lod1 to lod2. Added new lod1. Added debris. Added missing eye point.
CR Blockade Mine: Added missing eye point.\
CR Ritan/support: Added lods and debris.
CR Brezebel: Added lods and debris.
CR Scarab: Changed lods to use main map. Added debris. Changed engines to modeled subsystems.
CR Vorchan: Redid lods due to corruption in at least lod1. Removed duplicate maps. Changed engines to modeled subsystems. Modified debris9 to remove modeled engine area.
CR Primus: Added lods and debris. Changed engines, sensors, and weapons to modeled subsystems.
CR Secundus: Added lods and debris. Changed engines, sensors, and weapons to modeled subsystems, added live debris to turret13.

All changes in Zathras 2.3

(0001070)
FUBAR-BDHR   
2012-11-21 22:22   
(Last edited: 2012-11-27 04:55)
NR Frazi: Removed duplicate maps. Added missing subsystem path.
NR Gorith: Removed duplicate maps. Added missing subsystem paths. Added debris.
NR Freighter: Added missing subsystem paths and eye point.
NR Container: 1 Lod is fine as it's only 62 polys. Added missing eye point.
NR support: Fixed when EA support was
NR Defense Platform: Added lods, debris, and missing eye point.
NR G'Quon: Removed unneeded lod maps. Adjusted eye point. Changed engines to modeled subobject.
NR Bin'tak: Removed unneeded lod maps. Added missing eye point. Changed engines to modeled subobject.
NR Th'Nor: Removed unneeded lod maps. Adjusted eye point. Changed engiens to modeled subobjects.
NR T'Loth: Removed unneeded lod maps. Adjusted eye point. Changed engiens to modeled subobjects. Tabled bridge subsystems. Fixed paths.
NR Ja'Stat: Added lods. Changed debris to use non-lod map. Added eye point. Fixed paths.
NR Ja'Dul: Removed nunneded lod maps. Added eye point.
NR Jumpgate: Created LODs and debris. Added missing paths and eyepoint.
NR Vortex: Created LODs and debris. Added missing eyepoint. Adjusted arms to make an equilateral triangle.

All changes in Zathras 2.3b

(0001072)
FUBAR-BDHR   
2012-11-29 06:01   
(Last edited: 2012-12-13 05:06)
MF Nial: Added debris. Removed duplicate maps.
MF Tishat: Added debris. Removed duplicate maps. Added missing paths. Tweaked eye point.
MF Linitra: Added debris. Removed duplicate maps.
MF Support: Uses Linitra so fixed as well.
MF Tishini: Added debris. Fixed paths. Removed lod maps.
MF Sharlin: Added debris. Fixed major geometry issue on LOD2. Removed unneeded lod maps.
MF Shn'Tan: Dropped LOD4 as the geometry did not match and lod3 is low poly enough. Removed unneeded lod maps. Added eye point.


DI Sekhmet: Fixed model paths. Tweaked docking paths to work around a code issue with ships launching straight down (SCP Mantis 2737). Added eye point. Changed engine to modeled subsystem.
DH Fighter: Fixed docking point issue, added missing paths, removed unneeded maps.
League Base: Fixed docking point issue. Added missing paths, moved eye point, fixed position of LOD3, removed unneeded maps.


All changes in Zathras 2.4a

(0001074)
FUBAR-BDHR   
2012-12-13 19:04   
(Last edited: 2012-12-14 05:52)
ISA Whitestar: Removed lod maps. Added smoothing.
ISA Bluestar: Removed lod map. Added smoothing.
ISA Support: Uses MF linitra
ISA Victory: Removed lod maps. Added smoothing. Added eyepoint. Fixed paths. Fixed thruster entries.


All changes in Zathras 2.4b

(0001075)
FUBAR-BDHR   
2012-12-14 07:27   
(Last edited: 2012-12-19 02:38)
DH Raider: Removed lod maps. Added missing model paths.
DH Support: Uses crewshuttle
DH Shuttle: Removed lod maps, Added smoothing, set all debris to use narndebris01
DH Shuttle#closed: Removed lod maps, Added smoothing, set all debris to use narndebris01
DH Tanker: Removed lod maps. Added smoothing.
DH Cruiser: Removed lod maps. Added smoothing. Set all debris to use narndebris01
DH Destroyer. Added smoothing. Set all debris to use narndebris01. Fixed model paths.
DH Carrier. Removed lod maps. Added smoothing. Set all debris to use narndebris01.
DH Heavy Carrier: Removed lod maps. Added smoothing. Fixed issue with lod and debris alignment. Adjusted lod distances that were hiding the alignment bug. Changed all debris to use narndebris01.
DH Mothership: Removed lod maps. Added smoothing. Fixed some path issues.

All changes in Zathras 2.4c

(0001076)
FUBAR-BDHR   
2012-12-15 19:04   
(Last edited: 2012-12-19 02:38)
BI Falkosi: Added missing model paths.
BI Halik: Set all debris to use narndebris01. Added missing model paths.
BI Tashkat: No changes required.
BI Support: Uses crewshuttle.
BI Avoki: Added lods and debris. Added missing eye point. Added smoothing.

DF Skyserpent: Removed lod maps.
DF Support: Uses crewshuttle.
DF Firehawk: Recreated lods to fix issue that caused dead subsystems to reappear and remove lod maps. Added debris. Added eye point.
DF Fanged serpent: Added lods and debris.
DF Sunhawk: that caused dead subsystems to reappear and remove lod maps. Added debris. Added eye point.

VF Support: Uses crewshuttle
VF Xill: Fixed debris mesh errors. Removed lod maps. Added eye point. Removed duplicate turret01 and added it's fire points to existing turret01. Added dock point.
VF Xorr: Fixed debris mesh errors, separated out debris pieces. Removed lod maps. Added eye point. Added missing path. Fixed lod offset issue.

All changes in Zathras 2.4c

(0001077)
FUBAR-BDHR   
2012-12-21 00:55   
(Last edited: 2012-12-29 23:26)
Others:
Ground base: Added lods and debris. Adjusted eye point.
Support ship: uses crewshuttle
Moon landscape: lods and debris kind of useless here.
Asteroids: Uses asteroid field models. Not sure what adding debris would do so not worrying about it right now.
Nav Beacon: Added model paths and eye point
Target: Removed unneeded lods, changed texture to invisible so it can't be seen. Added eyepoint. Added subsystem for precise fire-beam events. Added model paths.

DI Thorun: Added debris. Added model paths.
TS Fighter: Removed duplicate map, Fixed null dock point normals. Added missing subsystems and paths for them.


All changes in Zathras 2.5a

(0001078)
FUBAR-BDHR   
2012-12-25 08:15   
(Last edited: 2012-12-29 23:26)
VE Fighter: Removed lod maps.
VE Support ship: Uses crewshuttle.
VE Transport: Removed lod maps. Adjusted subobject pivots. Added missing dock path.
VE Cruiser: Removed lod maps. Adjusted subobject pivots. Fixed lod offset issue.
VE Dreadnaught: Removed duplicate maps. Added missing model paths and eyepoint.
VE Planet Killer: Added missing model paths and eyepoint.

SH Fighter: Removed lod map. Added missing model paths.
SH Chaser: Added lods and debris. Added missing model paths.
SH Scout: Tweaked lod2 and added lod3. Added missing model paths. Removed lod map.
SH Heavy Assault: Added lods and debris. Added missing model paths.
SH Guardian: Added lods and debris. Added missing model paths.
SH support: Uses crewshuttle. Would need a new model to get around that.
SH Battlecrab (s): Removed unneeded lod maps. Added missing model paths.
SH Battlecrab (m): Removed unneeded lod maps. Added missing model paths.
SH Battlecrab (l): Removed unneeded lod maps. Added missing model paths.
SH Hybrid: Added lods. Added missing model path and eyepoint.
SH Carrier: Added lods and debris. Removed unneeded map from hidden turrets. Added model paths.


All changes in Zathras 2.5a

(0001079)
FUBAR-BDHR   
2012-12-29 23:30   
That should be all but these 5 ships:

ki lordship
mr thoughtforce
TS dark knife
TS capital
Triumviron
(0001083)
FUBAR-BDHR   
2013-01-04 22:46   
(Last edited: 2013-01-06 01:30)
TS capital: Added missing subsystem. Removed duplicate map. Added model paths. Fixed -destroyed subsystems. Added eyepoint. Changed lods to use turret subsystems. Fixed debris center points.
TS Dark Knife: Added missing subsystems. Removed unneeded lod maps. Added debris. Added model paths.

(0001123)
FUBAR-BDHR   
2013-02-18 02:06   
(Last edited: 2013-02-19 03:53)
MR Thoughtforce: Added debris. Model rotated to fly correct direction. Fixed subsystems to prevent holes in model. Added missing subsystems.

TR Triumviron: Added debirs. Fixed eyepoint. Added subsystems. Added model paths. Removed unneeded lod maps.

(0001124)
FUBAR-BDHR   
2013-02-20 08:23   
Marking this as done. The only ship left is the KI Lordship and that model is being reworked and will be fixed then.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
944 [The Babylon Project] Interface minor always 2013-02-15 09:09 2013-02-15 09:09
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: Zathras 2.7  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Help for 1024x768 of IO main hall
Description: The engine supports more then 2 main halls now so I added Skullar's optional ones as additional table entries. I noticed no help files included so I proceeded to add one for the ISN version and fix the help for the default. I could not find a way to get help working with more then 2 main halls. This is probably something that needs addressed code side before I can fix this.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
932 [The Babylon Project] Asset - Effects tweak always 2013-01-18 10:13 2013-02-14 09:48
Reporter: wesp5 Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 2.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version:  
Summary: Corrected beam and particle colors
Description: Several beam and particle colors in TBP are not like shown in the TV series.

Definately wrong
1. Drazi powerbeam: yellow in show, red in TBP. Corrected by changing df_b1/2/3.dds files included in the attached archive.
2. Nial beams: greenish in show, white in TBP. Corrected by changing nialbeam01.dds file included in the attached archive.

Closer to show
1. EA and Narn powerbeams: more red in show, more red-yellow in TBP. Corrected by changing ea_b2 file included in the attached archive.
2. Minbari powerbeams: more green in show, more green-yellow in TBP. Corrected by changing minbari_b1/3/4/5.dds files included in the attached archive.

Personal improvements
1. Spitfire Quantum Bolt: added violet hint on edges to indicate Shadow tech. Done by changing quantum_bolt.dds file included in the attached archive.
2. Vorlon dreadnought muzzle glow: added beam-lines towards the arms. Done by changing vorlon_glow_h file included in the attached archive and table edit.

Possible corrections (never actually seen in show)
1. Centauri powerbeam: in my opinion should be yellow, is red in TBP. Corrected by assigning Drazi beam instead of EA beam in attached weapon table file.
2. Brakiri powerbeam: in my opinion should be yellow, is red in TBP. Corrected by assigning Drazi beam instead of EA beam in attached weapon table file.

Personal table corrections
1. Drakh scatter gun: in my opinion should be blue like all other Drakh weapons. Corrected in attached weapon table, search for wesp5.
2. Dilgar plasma guns: in my opinion should be pink like all other Dilgar weapons. Corrected in attached weapon table, search for wesp5.
3. Vorlon power beams: restored to the original beams in TBP, search for wesp5.
4. Vorlon muzzle glow: restored to the original beams in TBP, search for wesp5.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: effects.rar (49,263 bytes) 2013-01-18 10:13
https://mantis.hard-light.net/file_download.php?file_id=228&type=bug
wesp5-wep.tbm (2,017 bytes) 2013-01-19 08:09
https://mantis.hard-light.net/file_download.php?file_id=229&type=bug
Notes
(0001096)
FUBAR-BDHR   
2013-01-19 08:11   
Can you test the attached .tbm file and see if it contains all the fixes and they work. You should never actually edit the .tbl files themselves.
(0001098)
wesp5   
2013-01-19 17:18   
Yes, everything works fine, once I figured out I had to create a tables subfolder :)!
(0001102)
FUBAR-BDHR   
2013-01-26 02:54   
New Nial beam texture added.
New Drazi beam textures renamed and added as the default
Alternate Drazi Light beam #Red added using original sections so red or yellow can be chosen by FREDDer
Alternate Brakiri Medium Beam #Yellow added so red or yellow can be chosen by FREDDer
Alternate Yellow CR battle laser added.

Changing the Minbiri beam effects would also change the ISA ones.
(0001103)
FUBAR-BDHR   
2013-01-26 08:22   
The muzzleglow for the Vorlon dreadnaught was a good idea but due to teh way the engine renders the effect it just doesn't work. That one can't be added.
(0001107)
wesp5   
2013-01-28 11:27   
I have some questions to understand what I have to change in my own patch:

- New Drazi beam textures renamed and added as the default: Didn't they already had the drazi beam in the name? I don't need to change anything there, right?
- Alternate Brakiri Medium Beam #Yellow added and Alternate Yellow CR battle laser added: This means I have to select them in the missions I want them in?

No problem about the Minbari beam effects, in my opinion they are too yellow but then the earlier FI beams were greener than the latter ND beams anyway.

What do you mean about the Vorlon muzzleglow having engine render issues? Of course the directions isn't correct, but most of the time it looks better.
(0001111)
FUBAR-BDHR   
2013-02-01 23:42   
Alright everything has been decided except the quantum bolt. In order of your original list:

Definately wrong
1. Drazi powerbeam: this is in. Red added as second option.
2. Nial beams: this is in

Closer to show
1. EA and Narn powerbeams: this was left out as it effects more then just these 2 ship classes.
2. Minbari powerbeams: this was also left out as it changes the ISA weapons as well.

Personal improvements
1. Spitfire Quantum Bolt: still deciding this one.
2. Vorlon dreadnought muzzle glow: doesn't work correctly. The effect rotates with the player ship making it look bad. It also doesn't scale properly with the larger ships.

Possible corrections (never actually seen in show)
1. Centauri powerbeam: Red makes more sense for the Centauri but the yellow was added as an option.
2. Brakiri powerbeam: Now default to yellow with red as option

Personal table corrections
1. Drakh scatter gun: This one is out. The effect being used was specifically made for this weapon.
2. Dilgar plasma guns: This is in. Use of the Centauri effect was probably a placeholder
3. Vorlon power beams: Both effects the core contains are incorrect and one is not really better the the other. With that in mind we decided against making the change. A whole new effect is needed here and it should just be done right.
4. Vorlon muzzle glow: Same as above.
(0001113)
wesp5   
2013-02-02 13:14   
(Last edited: 2013-02-03 12:37)
Okay, all of the above is fine with me :)!

As for the Quantum Bolt, maybe there are versions shown in later battles that are more violet. In my opinion this effect would really look much better if it was completely violet, but it wasn't on the show so that's up to you.

As for the Centauri beams, I think alone the fact that they are firing it from antenna like guns like the Minbari, Brakiri and Drazi points in the direction that this should be more advanced than the red-out-of-orifices-beams.

(0001120)
FUBAR-BDHR   
2013-02-14 09:48   
Quantum bold effect added. That was the last one on the list.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
441 [The Babylon Project] Other feature always 2009-09-26 20:21 2013-02-14 08:59
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: Textures need coverted from TGA and JPG to DDS.
Description: There are some TGA and JPG textures still in TBP.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000453)
FUBAR-BDHR   
2010-03-06 04:20   
(Last edited: 2010-03-06 04:31)
Looking over this most of these are duplicates or not used. Should have the ones that are fixed.

Questionable ones:

Arms.pcx
Body.pcx
Heat.pcx
Shockave1 2 and 3.tga

Guessing these are leftover from FS2:
Tdebris1 and 2.pcx
Vdebris1 and 2.pcx
Sdebris1 and 2.pcx

(0000454)
FUBAR-BDHR   
2010-03-06 05:00   
Effects needing checked are Hyperspace.pcx, 1 and 2.tga.
(0001119)
FUBAR-BDHR   
2013-02-14 08:59   
Calling this one fixed. The remaining textures either aren't used or are not a problem.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
902 [The Babylon Project] Model issue minor always 2012-11-11 04:03 2013-02-14 08:37
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: low OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CR Brezebel - Turret issues
Description: The 2 turrets on this ship have major issues. They should be multi-part but are single-part. The FOV is set to 90 which leaves major blind spots and results in the ship firing through it's own hull.

The problem is fixing it could easily unbalance existing missions. Research into how many missions use the ship and of those which if any would result in balance issues if the changes are made.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001117)
FUBAR-BDHR   
2013-02-14 08:37   
Checked all the missions and this really should break any balance. The problem now is the turret really needs some geometry changes if it's going to work correctly. The base is too big for it to rotate properly and one of the turrets actually has it just stuck into the hull.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
940 [The Babylon Project] Model issue minor always 2013-02-03 21:49 2013-02-14 03:56
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version: Zathras 2.7  
Summary: Check and adjust fire points on multipart turrets
Description: Seems there was either a PCS2 or engine change at some point as quite a few of the fire points on multipart turrets are now off. They show up correctly in PCS2.03 but not in PCS2.1 versions and fire from the wrong position in game.

Should just review them all and adjust where needed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
942 [The Babylon Project] Model issue minor always 2013-02-11 00:20 2013-02-14 03:56
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: high OS Version:  
Status: resolved Product Version: Zathras 2.7  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version: Zathras 2.7  
Summary: Tanker uses Freighter maps resulting in conflict with HTL Freighters
Description: In order to preserve compatibility with texture replacement the HTL Freighter maps need to be the same name as the original Freighter maps. The problem is there is no HTL Tanker so the Tanker picks up the HTL freighter maps when they are present thus breaking the model.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001116)
FUBAR-BDHR   
2013-02-14 03:56   
Resolved by duplicating freighter maps and setting the tanker to use the copies. Some missions are affected and will need to be updated.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
925 [The Babylon Project] Model issue minor always 2013-01-13 22:10 2013-02-13 10:41
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version:  
Summary: Fighterbays do not have enough bay paths to support launching full wings
Description: All the ships with fighterbays should have at least 6 bay paths for launching fighters. Any less results in fighters stacking on top of each other and taking damage when full wings of 6 are launched.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001114)
FUBAR-BDHR   
2013-02-13 10:41   
All existing ships with fighterbays should now have at least 6 bay paths to support full wings. The only exception is the Skylark which isn't large enough to launch any ships or even a lifepod anyway.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
926 [The Babylon Project] Asset - Model minor have not tried 2013-01-13 22:33 2013-02-02 08:56
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version: Zathras 2.7  
Summary: Centauri Demos from Reven
Description: This is a leftover I forgot about from the original set of assets submitted by Reven. This is another version of the Vorchan with fighterbays and different weapons.
Tags:
Steps To Reproduce:
Additional Information: Adding this as an additional ship class isn't really necessary. I will modify the existing Vorchan to include untargetable fighterbay subsystems. This along with the new weapons will allow FREDders to reconfigure the Vorchan as the Demos.
Attached Files:
Notes
(0001112)
FUBAR-BDHR   
2013-02-02 08:56   
Fighterbays added to Vorchan so it can be used as this class as well.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
927 [The Babylon Project] Asset - Table addition minor have not tried 2013-01-13 22:35 2013-02-02 00:35
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version: Zathras 2.7  
Summary: Weapons for Centauir Demos
Description: Need to check these and get them added to Reven.vp
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
936 [The Babylon Project] Asset - Graphics (non-textures) minor have not tried 2013-01-22 03:02 2013-01-28 18:23
Reporter: emi_100 Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: assigned Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Animated Hyperspace fx
Description: Replace the old Hyperspace fx for Animated one.

The .pof model use 3 animated spheres that simulate the hyperspace fx.

Must be tested.

Link:
http://www.mediafire.com/?z1ocjz0b5d31tbc
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001104)
FUBAR-BDHR   
2013-01-27 01:55   
Appears to be some issues with the pof. The bounding box is showing infinity values which isn't a good thing. Can you try reconverting it.

Also there might be a problem with the texture being in .tga format. Since there is an existing .dds in the core that may override the .tga file. Can either try the texture as .dds or go with naming it with a 2 at the end and change it in the pof.
(0001109)
emi_100   
2013-01-28 18:23   
"The bounding box is showing infinity values which isn't a good thing. Can you try reconverting it."
yes.

"Also there might be a problem with the texture being in .tga format. Since there is an existing .dds in the core that may override the .tga file. Can either try the texture as .dds or go with naming it with a 2 at the end and change it in the pof."
no problem.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
934 [The Babylon Project] Asset - Textures minor have not tried 2013-01-22 02:43 2013-01-27 00:58
Reporter: emi_100 Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version:  
Summary: Drakh engine's Animated glow fx
Description: Add Drakh engine's Animated glow fx

Must be tested.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: e_drakhglow.rar (363,976 bytes) 2013-01-22 02:43
https://mantis.hard-light.net/file_download.php?file_id=230&type=bug
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
937 [The Babylon Project] Asset - Effects minor always 2013-01-24 15:14 2013-01-26 09:03
Reporter: wesp5 Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 2.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version:  
Summary: Asteroids explosion wrong
Description: If asteroids from the ships.tbl are used in a mission file, they explode like ships and not like asteroids normally do.
Tags:
Steps To Reproduce: 1. Start the "Dark Children" campaign from Vidmaster
2. In first mission fly to asteroid field and destroy normal asteroid.
3. Fly to special asteroids named "target x" and destroy them: ship explosion!
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
930 [The Babylon Project] Asset - Model feature have not tried 2013-01-16 01:17 2013-01-21 03:37
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version: Zathras 2.7  
Summary: Figure out how to get the HP auoroas into Zathras
Description: These were in the xmas pack. Need to decide on how to best work these in. They will need to be modified and the lod maps removed. New alternate textures may also be needed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001093)
FUBAR-BDHR   
2013-01-17 09:39   
Lod maps removed
Debris added.
Model paths added.
(0001094)
FUBAR-BDHR   
2013-01-18 03:31   
There are 2 campaigns that use custom textures.

-The Expedition has 2 missions that use alternate brown textures found in Gun.vp but only for multiplayer versions. Should not be an issue if they aren't found.
-The Relic uses it's own custom textures. This one could be a problem. I'll try to contact the author and see if he can create new ones for the HP auroras.

Ivanova's and Sinclair's ship classes are never used but are used by texture replacement. Unfortunately they exist in quite a few missions loadouts.

Sheridan's aurora ship class is used in Brak Attack 1. It also exists in quite a few missions loadouts.
(0001099)
FUBAR-BDHR   
2013-01-19 23:28   
Received new textures for Sheridan, Sinclair, and Ivanova as well as several new versions from emi_100 so we are covered there.

Slasher is going to make new versions of his for The Relic. Need to figure out how to best incorporate them for backward compatibility. Hopefully he won't need to re-release his campaign.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
929 [The Babylon Project] Asset - Textures feature have not tried 2013-01-16 01:14 2013-01-16 01:14
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: Zathras 2.7  
Summary: new maps from emi_100
Description: These need tested by the community and a decision made on which to incorporate in the next zathras.

I have a test mod ready to go showing ships with both the old and new versions.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
928 [The Babylon Project] Asset - Other minor have not tried 2013-01-13 22:59 2013-01-13 22:59
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: assigned Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: Zathras 2.7  
Summary: Add Nova nameplate templates to Zathras
Description: The template files for making nameplates were never added to Zathras. These should be zipped up and added.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
294 [The Babylon Project] Model issue trivial always 2009-08-23 18:59 2013-01-13 09:42
Reporter: Vidmaster Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 1.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version:  
Summary: Landscape Model doesn't show correctly in Briefings
Description: Same issue as the Asteroids. Viewpoint seems to be inside the model.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001086)
FUBAR-BDHR   
2013-01-10 00:21   
Asteroid field requires a code fix. http://scp.indiegames.us/mantis/view.php?id=2775
(0001087)
FUBAR-BDHR   
2013-01-10 00:36   
Moon landscape no longer clips. Also fixed Earth landscape.
(0001092)
FUBAR-BDHR   
2013-01-13 09:42   
I think the landscape changes made it into 2.6. Asteroids are fixed in 2.7

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
283 [The Babylon Project] Other feature always 2009-08-17 19:36 2013-01-13 09:40
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.7  
    Target Version:  
Summary: Target briefing icon needs changed
Description: Should have something better then a triangle in briefings.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001089)
FUBAR-BDHR   
2013-01-11 08:27   
Created a new model for this with a 10m target as detail0 and something close the the original pyramid as detail1. The non-invisible detail0 only shows in the tech room and if you are within 1 meter of the center of the target. So basically you have to fly into it and stop perfectly to see it.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
284 [The Babylon Project] Other feature always 2009-08-17 19:37 2013-01-10 05:46
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: assigned Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Jumpgate brieifing icon uses FS2 jump node
Description: We should have a jump gate instead of the FS2 jump node.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001088)
FUBAR-BDHR   
2013-01-10 05:46   
Created a new subspacenode.pof from the warp effect.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
923 [The Babylon Project] Other minor always 2013-01-09 08:38 2013-01-09 08:38
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Full nebula issues
Description: I noticed a weird occurrence in full nebula missions where ships will turn dark or blink out entirely when they fire weapons. This doesn't actually appear to be related to the weapon fire, ships, or the nebula itself as the bug still appears in TBP using those retail assets and copying the TBP nebula stuff to retail does not cause the same issue.

The actual issue seems to be the $Fog entries in objecttypes.tbl but the behavior is not consistent. Applying the same settings to retail results in different behavior then in TBP. For instance weapon fire does not seem to trigger it but looking at ships at certain angles does.
Tags:
Steps To Reproduce: Make a full nebula mission with a couple of friendly caps and some enemy fighters. A couple of Bin'Tak caps and Centauri fighters work well. Give the enemy fighters a delay so you can observe the ships before and after the weapons start to fire. You should notice part or all of the ship become dark (as if obscured by fog) or blink out entirely (thrusters may remain). This behavior will change when you move the ship off to the edge of the screen.
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
922 [The Babylon Project] Other minor always 2013-01-08 09:40 2013-01-08 09:40
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Models missing for subspace missions
Description: Even though we don't use the FS2 style subspace we at least need placeholder models to keep the game from crashing if someone enables it.
Tags:
Steps To Reproduce: enable subspace in fred and run a mission
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
907 [The Babylon Project] Model issue minor N/A 2012-11-19 22:46 2013-01-08 05:35
Reporter: Slasher Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 2.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.6  
    Target Version:  
Summary: EA Lifepod moves on wrong axis
Description: The EA Lifepod uses its front and back sides as ventral and dorsal surfaces respectively. It should travel with the narrower end (the one with the hatch) facing forward. See the evacuation of EAS Orion and EAS Damocles in "Between the Darkness and the Light." Probably an easy fix using PCS transform function.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001066)
FUBAR-BDHR   
2012-11-20 00:06   
(Last edited: 2012-11-20 00:25)
OK so what you are saying is the "engine" subsystem is in the correct location but the model is rotated 90 degrees on the z axis.

See if this is what you mean: http://fubar5.fubar.org/tbp/lifepod.pof

(0001067)
Slasher   
2012-11-20 01:36   
I dropped it in FRED2 and it looks like it will move with the proper orientation now.
(0001068)
FUBAR-BDHR   
2012-11-20 02:32   
(Last edited: 2012-11-20 02:45)
So now we need to confirm this change will not break any existing missions.

List of missions with this ship:

2261 M5.FS2 (fortune hunters)
5 BONUS 3.FS2
ACHEN SCHOOLING FLIGHT.FS2
BABYLON 5 FALL OF NIGHT.FS2
BABYLON 5 IN THE BEGINING.FS2
BABYLON 5 SEVERED DREAMS.FS2
BRAK ATTACK 12B.FS2
BRAK ATTACK 18.FS2
EBW-INT.FS2
GOL_CUT_45.FS2
HOSTAGE.FS2
HOSTAGESINGLE.FS2
RELIC01.FS2
RW05 - PAL.FS2
SURVIVOR6.FS2
SURVIVOR7.FS2
SURVIVOR8.FS2

(0001085)
FUBAR-BDHR   
2013-01-08 05:35   
I checked all the missions that I know of that contain a life pod and the orientation in them doesn't seem to matter. Most of them are used as either bombs or dummy ships. The rest just play dead. Only 1 mission actually had docking and that was relic01.fs2.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
566 [The Babylon Project] Model issue minor always 2010-06-14 20:33 2013-01-08 02:10
Reporter: Vidmaster Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: low OS Version:  
Status: resolved Product Version: Zathras 1.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: Explorer turret firing angle buggy
Description: Turrets shooting through the entire model, looks really really silly.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000552)
FUBAR-BDHR   
2010-09-12 09:01   
Should be fixed in Zathras2 Alpha5. Also made the rest of the side hangers work and added the 4 lower ones up front as well. 13 hangers now. Oh and I fixed it so the fighters don't just do loops in the front hanger. They actually clear the bay now.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
909 [The Babylon Project] Model issue minor always 2012-11-23 05:49 2013-01-08 02:08
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.6  
    Target Version:  
Summary: Bin'Tak - Multi-part turrets not set up
Description: While most of the turrets are multi-part they were never set up correctly. The barrels will need adjusted to point down the uvec and the uvec/fvec entries added. The tables will also need to be updated with initial positions, rotation limits, fire down normals, etc.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001084)
FUBAR-BDHR   
2013-01-08 02:08   
Turrets now set up with proper uvec/fvec and animations.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
913 [The Babylon Project] Model issue major always 2012-12-31 07:21 2013-01-03 04:49
Reporter: FUBAR-BDHR Platform:  
Assigned To: user42012 OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.5  
    Target Version:  
Summary: Brakiri Meteor Shower model file missing
Description: Seems there was never a model file made for this and it's using the FS2 Hornet. A new model will be needed.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001081)
FUBAR-BDHR   
2013-01-01 07:16   
Same model with alternate texture will also be used for venom cluster bombs.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
914 [The Babylon Project] Model issue minor always 2012-12-31 07:23 2013-01-01 07:16
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Secondary weapon model cleanup
Description: Most if not all of the secondary weapons need some fixing. Tech models aren't properly scaled or are missing. Eyepoints are missing. Some don't have lods and ones that do are using multiple maps.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001080)
FUBAR-BDHR   
2013-01-01 07:15   
Everything done with the following exceptions:

Brakiri Meteor Shower: New model required and separate mantis ticket filed for that
Venom cluster bomblets: New model required. Can use the same model as the Meteor Shower with a different texture.
Narn Energy Mine: No idea how to do a tech model for this as it's just a bunch of thruster glows. If one is ever needed I guess we will have to figure it out then or create a tech animation.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
912 [The Babylon Project] Model issue minor have not tried 2012-12-17 08:43 2012-12-17 08:43
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: low OS Version:  
Status: new Product Version: Zathras 2.4  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Firehawk - rework reactor/engine subsystems
Description: It should work like it is but at some point when a few code bugs are worked out the engine should be parented to the reactor to prevent any ugly results if no_replace is used.

Probably want to make the sunhawk work the same way.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
911 [The Babylon Project] Model issue minor always 2012-12-05 23:24 2012-12-06 06:18
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: high OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.3  
    Target Version:  
Summary: Invalid model dock points
Description: The following models have invalid dock points:

shchaser.pof
drakhfighter.pof
leaguebase.pof
jastat.pof
asteroidbase.pof
EADP.pof
god.pof
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001073)
FUBAR-BDHR   
2012-12-06 04:26   
(Last edited: 2012-12-06 06:17)
jastat.pof done
drakhfighter.pof done
eadp.pof done
god.pof done
asteroidbase.pof done
leaguebase.pof done
shchaser.pof done


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
910 [The Babylon Project] Model issue trivial always 2012-12-05 21:24 2012-12-05 21:24
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: low OS Version:  
Status: new Product Version: Zathras 2.3  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: DI Sekhmet: Engine area geometry tweaks needed
Description: The rear fins and details around the engine are only attacked to the engine itself. This has the potential of looking really bad if anyone were to use the no-replace sexp on the engine subsystem.

As this is a special case I didn't bother fixing it when updating the rest of the model. It should be addressed at some point though.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
906 [The Babylon Project] Model issue minor N/A 2012-11-19 22:40 2012-11-20 00:27
Reporter: Slasher Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 2.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.3  
    Target Version:  
Summary: Sharlin docking path error
Description: The vanilla Sharlin model has its dock path specified as $path06, but this appears to be the path to the engine subsystem. The dock point should probably have $path05 specified, as this appears to be the one leading to the actual dock point on the geometry.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001065)
FUBAR-BDHR   
2012-11-19 23:52   
Fixed for 2.3

$Path05 was correctly pointing to the dock but for some reason the dock itself was linked to $Path06.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
904 [The Babylon Project] Other trivial N/A 2012-11-16 00:49 2012-11-16 01:40
Reporter: Slasher Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: No voice overs for EA Support Ship
Description: When support ships are called in TBP, unless the voice synthesizer is running, there will be no sound played. Also applies to all support ships of any species.

This is probably an artifact from TBP's pre R3.0 days, before TBP became a standalone game. Before then, TBP required a full install of FreeSpace 2 to "fill in some of the gaps," the support ship voice overs being one of them.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
515 [The Babylon Project] Textures minor always 2010-01-18 21:23 2012-11-11 04:03
Reporter: andicirk Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: various models have wrong size textures etc ( not ² ) or something generally wrong with texture
Description: list of affected ships

fire hawk

sunhawk

ea orion

olympus

sharlin

torv

whitestar
Tags:
Steps To Reproduce:
Additional Information: all these are in TBP core

Attached Files:
Notes
(0000452)
FUBAR-BDHR   
2010-03-06 04:17   
Fixed firehawk, sunhawk, and Orion but the others I can't find where they are even used. Can you confirm there is an actual error generated? Guessing leftover textures that were converted to dds and no deleted.
(0000541)
FUBAR-BDHR   
2010-08-06 08:28   
If any others pop up after 2.0 is out let me know

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
786 [FreeSpace Port MediaVPs] minor always 2011-06-29 18:38 2011-09-12 04:17
Reporter: MatthTheGeek Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: bitmap missing for SSLBeam
Description: Could not find a usable beam section (0) bitmap for 'SSLBeam'!
WARNING: "Could not find a usable beam section (0) bitmap (beamwhite) for weapon 'SSLBeam'!" at weapons.cpp:3223
Tags:
Steps To Reproduce:
Additional Information: Line 3033 of the attached log.
Attached Files: fs2_open.log (106,926 bytes) 2011-06-29 18:38
https://mantis.hard-light.net/file_download.php?file_id=206&type=bug
Notes
(0000727)
MjnMixael   
2011-09-12 04:17   
Fixed in tables.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
766 [FS Upgrade Project (Media VPs)] Model Related minor N/A 2011-02-24 15:30 2011-05-11 15:04
Reporter: MatthTheGeek Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Offset and Center of Mass values deviate from Retail on bomber05.pof
Description: Offset and Center of Mass values deviate from Retail on bomber05.pof, in MV_Assets.3612.vp.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000688)
MjnMixael   
2011-05-11 15:04   
Fixed.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
764 [FS Upgrade Project (Media VPs)] Texture Related minor have not tried 2011-02-22 22:45 2011-05-11 14:43
Reporter: MatthTheGeek Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: no glowmap for AWACA
Description: The map AWACA has parts that could use a glow map, but it doesn't have one yet.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000686)
MjnMixael   
2011-05-11 14:43   
glowmap added by MjnMixael.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
620 [FreeSpace Port MediaVPs] minor always 2010-11-18 08:38 2011-05-11 14:30
Reporter: FSF Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: New Cheops POF info
Description: Turret00 is parented to debris; turret05 has the firepoint inside the turret base and facing the wrong way.
Tags:
Steps To Reproduce:
Additional Information: Also some unwrapping issues in the antenna area, reconversion is needed to fix that.
Attached Files:
Notes
(0000666)
MjnMixael   
2011-03-26 03:29   
VA committed a new cheops model that should resolve all of these issues. I'll be testing it shortly.
(0000685)
MjnMixael   
2011-05-11 14:30   
POF Fixed up by Vasudan Admiral.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
765 [FS Upgrade Project (Media VPs)] Misc/Other/Unsure minor N/A 2011-02-22 22:47 2011-03-26 03:31
Reporter: MatthTheGeek Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.7.x  
    Target Version:  
Summary: glowpoints in MV_Effects instead of MV_Assets
Description: The glowpoint textures are located in the MV_Effects.vp, while they should be in MV_Assets, since only the MVP pofs use them.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000667)
Zacam   
2011-03-26 03:31   
Corrected in SVN for Next Release.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
770 [Project MULTI] feature always 2011-02-26 02:25 2011-03-04 08:23
Reporter: SDM Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Lobby Not Working
Description: The lobby in multiplayer has not been working for awhile now.
Tags:
Steps To Reproduce:
Additional Information: I was told that reporting known issues that haven't been reported is better than not reporting it at all.
Attached Files:
Notes
(0000659)
SDM   
2011-03-04 08:23   
Seemingly resolved.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
771 [Project MULTI] major always 2011-02-26 22:50 2011-02-26 22:50
Reporter: Lester Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Several SEXPs not compatible with multi
Description: Some sexps not working in multi mode, appears to happen sporadically.
Tags:
Steps To Reproduce:
Additional Information: The set-object-position SEXP not working properly in multi. It appears to work only on the hoster's ship. The mission in question is attached.

The when-argument SEXP also doesn't appear to work. Never-warp doesn't work and player-use-ai can result in some weird issues, such as the player's ship randomly being controlled by ai, even though the SEXP has been set to off.

All of the errors listed appear in the attached mission.
Attached Files: bp2-mc03.fs2 (46,870 bytes) 2011-02-26 22:50
https://mantis.hard-light.net/file_download.php?file_id=201&type=bug
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
767 [Project MULTI] minor always 2011-02-25 04:53 2011-02-25 04:53
Reporter: SDM Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: STV Gauntlet Respawns to Close to Hell
Description: STV Gauntlet mission lone_m02.fs2
Respawns too close to Aeolus.
Also bad respawn point when Vasudan cruisers appear.
Recommend moving spawn location elsewhere.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
519 [FreeSpace Port MediaVPs] Table/TBM Related major always 2010-02-02 02:34 2011-02-15 04:41
Reporter: FUBAR-BDHR Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Port 3.1  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Capital02.pof containes subsystems not found in the table resulting in crash
Description: Looks like the FSPort ships.tbl is missing turrets 18 and 19 from the subsystem list.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000471)
VA   
2010-04-07 15:56   
Whoops, forgot to check this for ages. :\

Anyway why on earth does this cause a crash?? I notice the main MVP one now has both guns defined and given "" as the weapons, but because they are now targetable as turrets, it changes retail. I'm adding untargetable flags to both of them.
(0000475)
VA   
2010-04-07 17:08   
This is now fixed in the MVPs, but needs fixing for the port MVPs.
(0000544)
FUBAR-BDHR   
2010-08-21 08:01   
Well this is not fixed. MV-Assets in 3.6.12 MediaVPs contains a .tbm file that adds this to the Lucifer entry. FSport 3.2 is using Capital02-shielded.pof which does not contain the 2 turrets so when that .tbm gets processed it is adding 2 turrets that don't exist.

See this thread for the log: http://www.hard-light.net/forums/index.php?topic=71066.msg1405454#msg1405454
(0000655)
MjnMixael   
2011-02-15 04:41   
TBM added by VA to FSPort-mvps to resolve the debug error.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
207 [FreeSpace Port MediaVPs] Misc/Other/Unsure crash always 2009-06-16 10:16 2011-01-14 19:31
Reporter: Balthazor Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Attempting to view the PVI Karnak in the tech room causes game to not respond and crash
Description: Summary is essentially the issue; this behavior was reproduced using the individually downloaded VPs (downloaded June 15th, 2009) and using new or existing pilots with The Great War campaign selected.

All other tech room selections appear to work fine.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Karnak.zip (427,288 bytes) 2009-06-16 12:44
https://mantis.hard-light.net/file_download.php?file_id=38&type=bug
Notes
(0000124)
VA   
2009-06-16 12:46   
Ah I think I see what's going on. The Port and its MVPs were released during the whole 'getting used to normal maps' stage, and as such only the IBX cache files were included in the VP. FSO now needs two cache files per model - an IBX and a TSB, and generating either or both takes about the same length of time.

Since the Karnak is a hugely high detail model, generating the missing TSB file takes 1:20 on my beefy i7 processor, so I can definitely see how it might appear to have frozen your machine.

Check in your "FreeSpace2\fsport_mediavps\data\cache" folder and see if you have a Karnak.tsb file in there. If not, then it means it needs to be generated the first time the model is loaded by the game. (I *think* that when you terminate the game thinking it's frozen, the TSB won't appear)

Anyway, if you don't feel like generating it yourself, I've attached my TSB. Just stick it in the "FreeSpace2\fsport_mediavps\data\cache" folder and try again. :)
(0000125)
Balthazor   
2009-06-16 15:42   
Using your TSB it still took a little time to show up, but I let the program run its course and it did indeed display properly.

I'm running an FX-60, kind of dated, but not ancient. Waiting until Windows 7 to upgrade, hoping that SSD prices come down, and maybe a six-core i7 CPU might be out by then....
(0000126)
VA   
2009-06-16 15:49   
Heh, maybe it didn't like my TSB or something.

Anyway I'll leave this one open for now as a reminder to fix the cache files once the FSU figures out how best to deal with integrating the Port MVPs into the next release. :)
(0000132)
Zacam   
2009-06-18 00:25   
(Last edited: 2009-06-19 23:16)
Maintaining as open as a reminder.
Adding as a note from Wanderer via IRC:

<Wanderer> just a reminder to the mantis report - pvi karnak is buggy model
<Wanderer> that is it does generate a certain amount of vecmat issues when in use

(0000643)
MjnMixael   
2011-01-14 19:31   
Should work fine in the most recent release.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
602 [FreeSpace Port MediaVPs] crash always 2010-09-09 18:07 2011-01-14 19:29
Reporter: Molybdenum Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Game crashes on startup with 3.6.12 MediaVPs
Description: The game crashes, and spits out this message:
mv_exp-sct.tbm(line 973:
Error: Missing required token: [#End]. Found [[] instead.

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000642)
MjnMixael   
2011-01-14 19:29   
That table in question should be fixed in FSU.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
546 [FreeSpace Port MediaVPs] Model Related minor always 2010-04-01 00:12 2011-01-14 19:27
Reporter: FUBAR-BDHR Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Port 3.1  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Freighter01 subsystem and rotation issue
Description: Looks like a docking clamp was added to the Port-MVP version but for some reason the subsystem entry is commented out in the .tbm. This results in the errors listed below.

Rotation without rotation axis defined on submodel 'freighter01c-clamp' of model 'freighter01.pof'!
Rotation without rotation axis defined on submodel 'freighter01b-clamp' of model 'freighter01.pof'!
Not all subsystems in model "freighter01.pof" have a record in ships.tbl.
This can cause game to crash.

The first 2 are due to the lod1 and 2 versions having rotation set when they probably don't need to. The last one is caused by the clamp having the $special=subsystem property in the pof and the entry being commented out in the .tbm.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000467)
FUBAR-BDHR   
2010-04-01 00:47   
Also noticed the thruster cones on lod1 and 2 have rotation set. Lod1 and 2 probably don't even need those cones and they defiantly should be set to rotate.
(0000641)
MjnMixael   
2011-01-14 19:27   
Duplicate of bug 00603

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
599 [FreeSpace Port MediaVPs] minor have not tried 2010-08-24 21:16 2011-01-14 19:25
Reporter: FUBAR-BDHR Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: fighter02.pof contains subsystem communication instead of communications
Description: This generates a warning that it needs to be fixed.
Tags:
Steps To Reproduce:
Additional Information: Subsystem "communications" in model "fighter02.pof" is represented as "communication" in ships.tbl. Although FS2_OPEN 3.6 and later will catch and correct this error, earlier versions (as well as retail FS2) will not. You are advised to fix this if you plan to support earlier versions of FreeSpace.

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! do_new_subsystem + 241 bytes
<no module>! read_model_file + 16354 bytes
<no module>! model_load + 754 bytes
<no module>! mission_parse_handle_late_arrivals + 185 bytes
<no module>! mission_parse_maybe_create_parse_object + 340 bytes
<no module>! post_process_ships_wings + 93 bytes
<no module>! post_process_mission + 49 bytes
<no module>! parse_mission + 1531 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! multi_sync_pre_do + 769 bytes
<no module>! multi_sync_do + 109 bytes
<no module>! game_do_state + 1318 bytes
<no module>! gameseq_process_events + 237 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
Attached Files:
Notes
(0000640)
MjnMixael   
2011-01-14 19:25   
Changed the subsystem name in the POF. Should be fixed.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
603 [FreeSpace Port MediaVPs] major have not tried 2010-09-09 19:46 2011-01-14 19:24
Reporter: FUBAR-BDHR Platform:  
Assigned To: MjnMixael OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: freighter01.pof subsystem and rotation issues
Description: 2 subsystems are defined with rotation without axis. Freighter01b-clamp and freighter01c-clamp. These should not be subsystems at all as they are LODs and result in the other error of subsystems not being in the table.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000639)
MjnMixael   
2011-01-14 19:24   
Just copied the data from the retail model to this one.. not sure where that data got lost in the first place though.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
509 [The Babylon Project] Model issue minor always 2010-01-16 00:35 2010-12-15 10:16
Reporter: andicirk Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.1  
    Target Version: Zathras 2.1  
Summary: EA ships missing lods and debri
Description: list of ships missing either lods or debri

DEBRI.....

all auroras ( including escort , sheridan,psi etc)
badger
thunderbolt all variatins (bomber , psi etc)
zephyr
breaching pods
crew huttle + psi
kestrel
valkyrie
support ship
freighter 1 and 2
fuel tanker
earth force 1
nova
warlock
cargo pod1
life pod
jumpgate +jumpgate vortex generator
all asteroids ( but i think im just being supid here)
escort
babylon 4

Tags:
Steps To Reproduce:
Additional Information: ea ships continued

LOD issues

tiger ................ lod 3 is still very high def
kestrel .............. lod 2/3 are the same
valkyrie ............. lod 0 used for all lods
defense platform ..... lod 0 used for all lods
baylon 5 ..............lod 0 used for all lods
life pod ..............lod 2/3 are the same
jump gate votex gen ...lod 0 used for all lods
babylon 4 .............lod 0 used for all lods
Attached Files:
Notes
(0000416)
andicirk   
2010-01-16 02:46   
this information was obtained using the f3 lab and running zathras
(0000551)
FUBAR-BDHR   
2010-09-07 05:29   
(Last edited: 2010-09-12 09:02)
Warlock debris done in Zathras 2.0. Also redid LODs so it doesn't use so many maps and fixed turrets.

B5 now has LODs.

EA Defense platform now with LODs and I added some live debris while I was in there and cleaned up the turrets.

(0000553)
FUBAR-BDHR   
2010-09-13 09:28   
(Last edited: 2010-12-15 10:14)
Starting new list for post Zathras 2.0

Kestrel LODs and debris done.
Valkyrie LODs and debris done.
Tiger no change required. LOD3 is only 162 polys.
Liefpod LODs and debris done.
Jumpgate remapped and debris added.
Jumpgate Vortex Generator LODs and debris. Collision detection fix. Added Reactor subsystems.
B4 was never finished. Needs lots of work. Opening up separate report for that.
Badger new lods to remove extra maps and added debris.
Zephyr new lods to remove extra maps and added debris. Missing paths added as well.
Aurora new lods to remove extra maps and added debris and missing paths.
Aurora MK1 ditto
Aurora escort ditto
Aurora Psi ditto
Aurora Sheridon ditto
Aurora Ivonova ditto
Aurora Sinclare ditto
Thunderbolt ditto
Thunderbolt#bomber ditto
Thunderbolt Psi ditto
Thunderbolt Psi#bomber ditto
Maint bot not on list be redone anyway to remove lod maps.
Breaching pod new LODs and added debris.
Crew Shuttle new LODs and debris added.
Psi Shuttle ditto
EA Support ship ditto
Freighter1 new lods, destroyed subsystems, and debris.
Freighter2 new lods, destroyed subsystems, and debris.
Tanker new lods, live debris, destroyed subsystems and debris
Asimov not on list but redid lods and fixed collision detection on debris.
PSI Command not on list but removed duplicate maps, redid LOD3, fixed side turrets, added missing paths, and fix engine hit boxes.
Earth Force 1 redid Lods, added both debris and live debris. Added missing destroyed version of subsystems. Fixed backward engine thrusters.
Skylark not on list be new lods and convert engines from special points to subobjects.
Olympus not on list but new lods and convert engines and nav from special points to subobjects.
Hyperion not on list but new lods, fixed side turrets, converted engines to subobjects, and fixed mesh errors.
Midwinter not on list but new lods, converted engines to subobjects and fixed mesh errors.
Nova new lods and debris. Added some features.
Cargo Pod done. Actually removed the lods on this one it's too small to need them. Debris added.

(0000605)
FUBAR-BDHR   
2010-12-15 10:16   
That should be everything listed that needed fixed. Starting a new ticket for other stuff I noticed.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
595 [The Babylon Project] Table issue feature always 2010-08-07 04:07 2010-12-15 08:31
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: Update interceptors to use burst fire instead of swarm.
Description: There are only so many swarm slots and even though they have been doubled for 3.6.12 we will still hit the limit. A better solution was implemented called burst and all primary weapons that use swarm should be converted to burst. Should cut down on lag and allow weapons to fire as they should instead of hitting a limit and not firing.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
516 [The Babylon Project] Textures trivial always 2010-01-18 22:07 2010-12-15 08:31
Reporter: Gunblaze Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 1.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.1  
    Target Version:  
Summary: A patch of wrong texturing on the Nova Dreadnought
Description: There is a small patch of mis-colouring on the back upper right hand side of the Nova's cowl, the error appears on both clean and nameplated novas, tried it in Zathras and 3.6.10 Fred. It looks like it might be the EA logo in the wrong place because there are visible yellow lines and the overall colour of the patch is blue.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: here it is.JPG (85,593 bytes) 2010-01-18 22:07
https://mantis.hard-light.net/file_download.php?file_id=182&type=bug
jpg
Notes
(0000604)
FUBAR-BDHR   
2010-12-15 08:31   
There were other map issues as well. Hope I got them all.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
604 [The Babylon Project] Model issue minor always 2010-09-14 04:06 2010-09-20 03:23
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: Zathras 2.1  
Summary: LOD issues with Poseidon.
Description: Rotation will disable at LOD1 when it shouldn't.

The whole model really needs work.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
606 [The Babylon Project] Table issue minor always 2010-09-20 03:10 2010-09-20 03:12
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: Maint bot - no weapon energy
Description: While this worked in 3.6.9 it was a bug that was fixed to prevent other beam issues.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000555)
FUBAR-BDHR   
2010-09-20 03:12   
Set weapon energy to 1 for now as the value doesn't matter. Can always change it later if we ever do a repair beam.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
605 [The Babylon Project] Model issue minor always 2010-09-19 02:35 2010-09-19 02:35
Reporter: FUBAR-BDHR Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: TBP 3.4b Final  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Babylon 4 - Never finished
Description: Lacking subsystems, lods, debris, turrets, model paths, etc.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
282 [The Babylon Project] Textures tweak always 2009-08-17 19:34 2010-09-07 05:27
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: low OS Version:  
Status: resolved Product Version: Zathras 1.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: Warlock UVmap slightly off
Description: When working on nameplates for the warlock the UVmap was slightly misaligned. I really don't know why the original worked. The problem was the map coordinates are off the texture so it results in a thin black like on one side. I tweaked it right before Zathras was released but apparently missed it by 1 pixel. Easy fix but a little time consuming in TS.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
584 [FS Upgrade Project (Media VPs)] Feedback/Feature Request major always 2010-07-24 07:51 2010-08-07 05:30
Reporter: Fury Platform:  
Assigned To: Zacam OS:  
Priority: high OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.12  
    Target Version:  
Summary: Adding version numbers to mediavps mod folders
Description: Due to increasing complexity of mediavps in each subsequent release, I strongly encourage adopting version numbers in mod folders. Meaning mediavps 3.6.12 would have mod folder named as mediavps_3612, mediavps 3.7.0 would have it named as mediavps_370.

This has a lot of benefits at the expense of disk space which is cheap for all but laptop users. Laptop users can just get external HDD or memory stick to store less needed stuff into.

Benfits:
- Allows mod developers and community to update old mods in peace, without being pressured by support requests.
- Mods retain consistency when they use mediavps they were developed on. Visual consistency is often as important as is being debug error free.
- FSU doesn't have the battle the nearly impossible fight of maintaining backwards compatibility. Instead FSU can focus in getting the best possible mediavps out the door without sacrificing anything on the altar of backwards compatibility.
- No need for upgrade instructions and troubleshooting. Each mediavps release is clean install to its own mod folder and mods will switch to new mediavps when they're ready to do so.

A lot of benefits to be ignored despite using more disk space.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
594 [The Babylon Project] Textures minor always 2010-08-06 07:26 2010-08-06 07:53
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 2.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: Narn debris glows cause white line on big surfaces
Description: Same as the EA debris issue. Only 509x509 of the 512x512 area is covered by the texture.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000540)
FUBAR-BDHR   
2010-08-06 07:53   
Seems these were just copies of the EA debris glow maps.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
593 [The Babylon Project] Textures minor always 2010-08-06 05:43 2010-08-06 07:19
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: EA-Debris01-glow.eff textures have white line
Description: This results in big surfaces where the texture tiles having white lines on them.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000539)
FUBAR-BDHR   
2010-08-06 07:19   
For some reason the images only covered 509x509 of a 512x512 area.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
430 [The Babylon Project] Model issue minor always 2009-09-14 02:52 2010-08-06 05:45
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: DH Destroyer null MOI
Description: Model has a null MOI and PCS2 doesn't like it.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000362)
FUBAR-BDHR   
2009-10-17 21:11   
Tracked down the major issues to debris 5,6,12,19, and 22 being bad. Not sure what to do about it yet.
(0000538)
FUBAR-BDHR   
2010-08-06 05:45   
Turned out LOD1 2 and 3 were corrupted as well as the debris. All were rebuilt from LOD0.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
560 [The Babylon Project] Table issue minor always 2010-06-10 01:23 2010-08-05 03:58
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: CR Marcanos subsystems do not match pof
Description: WARNING: "Invalid subobj_num or model_num in subsystem 'weapons' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'communications01' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'communications02' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'sensors' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'hangar01' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'hangar02' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret01-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret02-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret03-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret04-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret05-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret06-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret07-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret08-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret09-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret10-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret11-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret12-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret13-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret14-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret15-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret16-base' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret17' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret18' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret19' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret20' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret21' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret22' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret23' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret24' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret25' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret26' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret27' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret28' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret29' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret30' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret31' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
WARNING: "Invalid subobj_num or model_num in subsystem 'turret32' on ship type 'CR Marcanos'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4781
Frame 660 too long!!: frametime = 29.441 (29.441)
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
428 [The Babylon Project] Model issue major always 2009-09-10 04:29 2010-08-05 03:56
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: CR Marcanos null MOI
Description: Model has a null MOI and PCS2 doesn't get along with it.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
583 [FS Upgrade Project (Media VPs)] Feedback/Feature Request major always 2010-07-24 07:41 2010-08-04 09:40
Reporter: Fury Platform:  
Assigned To: Zacam OS:  
Priority: high OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: MV_Core loading order
Description: MV_Core should be loaded after MV_Effects and MV_Music. Core is stand-alone minimum package which does not depend on other packages, but to which everything else depend on more or less.

Current loading order prevents MV_Music and MV_Effects from overriding MV_Core when and if needed. MV_Music unlikely to be ever an issue, but MV_Effects will eventually be. Currently there are cache conflicts, in the future this issue will only escalate.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000531)
Fury   
2010-08-04 09:39   
MV_Core renamed to MV_Root
(0000532)
Fury   
2010-08-04 09:40   
eh, accidentally re-opened this :(

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
496 [FS Upgrade Project (Media VPs)] Feature Request minor always 2009-11-17 05:35 2010-07-29 18:35
Reporter: FUBAR-BDHR Platform:  
Assigned To: The E OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Dogfight variants of Shivan secondaries
Description: In order to have dogfights involving Shivan ships and GTVA ships with the new effects entries for the dogfights would need to be in the MediaVP tables. Missing are:

Rockeye D#Shivan
Tempest D#Shivan
Hornet D#Shivan
Tornado D#Shivan
Harpoon D#Shivan
Shivan Area Bomb D

If they could be added to mv_models-wep.tbm it would allow the same missions to be played with and without the mediavps.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: dogfight-wep.tbm (5,396 bytes) 2009-11-18 02:03
https://mantis.hard-light.net/file_download.php?file_id=175&type=bug
Notes
(0000374)
FUBAR-BDHR   
2009-11-18 02:03   
Attached .tbm with the dogfight entries.
(0000466)
The E   
2010-03-30 12:54   
Added in SVN revision 282.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
547 [FS Upgrade Project (Media VPs)] Effect Related minor always 2010-04-10 15:19 2010-07-27 07:49
Reporter: Fury Platform:  
Assigned To: Fury OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.12  
    Target Version:  
Summary: Effects inconsistencies
Description: - Exp04 between MV_Advanced and MV_Effects do not match
* This has been fixed in FSU SVN
- Particlesmoke01 between MV_Advanced and MV_Effects is different
- Rock_Exp only exists in MV_Advanced

Case in point, effects in MV_Advanced and MV_Effects should be same, but MV_Advanced uses animated or better quality effects.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000504)
Fury   
2010-07-27 07:49   
No longer valid for mediavps 3.6.12

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
552 [FS Upgrade Project (Media VPs)] Effect Related minor always 2010-05-01 07:14 2010-07-27 07:48
Reporter: Fury Platform:  
Assigned To: Fury OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.12  
    Target Version:  
Summary: newmiss5 referenced in mv_effects-wep.tbm
Description: In Tornado entries, this is retail effect to which there is no replacement in MV_Effects.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000502)
Fury   
2010-07-27 07:48   
This should be marked as resolved for mediavps 3.6.12
(0000503)
Fury   
2010-07-27 07:48   
Not an issue in mediavps 3.6.12

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
581 [FS Upgrade Project (Media VPs)] Mission Related minor always 2010-07-24 07:27 2010-07-27 06:46
Reporter: Fury Platform:  
Assigned To: Zacam OS:  
Priority: low OS Version:  
Status: resolved Product Version: 3.6.12  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.12  
    Target Version:  
Summary: Dockpoint error in The Sixth Wonder
Description: "There are multiple dock leaders in the docking group containing the leader Enif Station! Setting Enif Station as the sole leader..."
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000501)
Zacam   
2010-07-27 06:46   
Fixed in Commit 369.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
565 [The Babylon Project] Table issue minor always 2010-06-10 08:26 2010-06-10 08:35
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: SH Carrier - pof/table subsystem mismatch
Description: WARNING: "Not all subsystems in model "shcarrier.pof" have a record in ships.tbl. This can cause game to crash. List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem fighterbay in model was not found in ships.tbl!
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000490)
FUBAR-BDHR   
2010-06-10 08:35   
Added untargetable, unkillable fighterbay subsystem to table.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
563 [The Babylon Project] Model issue minor always 2010-06-10 07:33 2010-06-10 08:19
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: DH Mothership rotiation on debris-31
Description: WARNING: "Rotation without rotation axis defined on submodel 'debris-31' of model 'dhmother.pof'!" at modelread.cpp:1304
Model dhmother.pof: Rotating Submodel without subsystem: debris-31
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
564 [The Babylon Project] Model issue minor always 2010-06-10 07:34 2010-06-10 08:17
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: DH Tanker - rotation without axis on debirs
Description: WARNING: "Rotation without rotation axis defined on submodel 'debris-17' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-17
WARNING: "Rotation without rotation axis defined on submodel 'debris-0' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-0
WARNING: "Rotation without rotation axis defined on submodel 'debris-1' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-1
WARNING: "Rotation without rotation axis defined on submodel 'debris-2' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-2
WARNING: "Rotation without rotation axis defined on submodel 'debris-3' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-3
WARNING: "Rotation without rotation axis defined on submodel 'debris-5' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-5
WARNING: "Rotation without rotation axis defined on submodel 'debris-7' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-7
WARNING: "Rotation without rotation axis defined on submodel 'debris-8' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-8
WARNING: "Rotation without rotation axis defined on submodel 'debris-9' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-9
WARNING: "Rotation without rotation axis defined on submodel 'debris-10' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-10
WARNING: "Rotation without rotation axis defined on submodel 'debris-11' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-11
WARNING: "Rotation without rotation axis defined on submodel 'debris-12' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-12
WARNING: "Rotation without rotation axis defined on submodel 'debris-14' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-14
WARNING: "Rotation without rotation axis defined on submodel 'debris-15' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-15
WARNING: "Rotation without rotation axis defined on submodel 'debris-16' of model 'dhtanker.pof'!" at modelread.cpp:1304
Model dhtanker.pof: Rotating Submodel without subsystem: debris-16
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
561 [The Babylon Project] Model issue minor always 2010-06-10 07:20 2010-06-10 07:26
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: EA Nova - subsystems pof/table mismatch
Description: WARNING: "Not all subsystems in model "nova.pof" have a record in ships.tbl. This can cause game to crash. List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem turret18b in model was not found in ships.tbl!
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000489)
FUBAR-BDHR   
2010-06-10 07:26   
Removed subsystem info from LOD1 of turret18.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
562 [The Babylon Project] Model issue minor always 2010-06-10 07:22 2010-06-10 07:25
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: VF Xill - Rotation without axis on debris
Description: WARNING: "Rotation without rotation axis defined on submodel 'debris-7' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-7
WARNING: "Rotation without rotation axis defined on submodel 'debris-0' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-0
WARNING: "Rotation without rotation axis defined on submodel 'debris-1' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-1
WARNING: "Rotation without rotation axis defined on submodel 'debris-2' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-2
WARNING: "Rotation without rotation axis defined on submodel 'debris-3' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-3
WARNING: "Rotation without rotation axis defined on submodel 'debris-4' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-4
WARNING: "Rotation without rotation axis defined on submodel 'debris-5' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-5
WARNING: "Rotation without rotation axis defined on submodel 'debris-8' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-8
WARNING: "Rotation without rotation axis defined on submodel 'debris-6' of model 'xill.pof'!" at modelread.cpp:1304
Model xill.pof: Rotating Submodel without subsystem: debris-6
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
558 [The Babylon Project] Model issue minor always 2010-06-10 01:16 2010-06-10 07:18
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: CR Rutarian debris issues
Description: WARNING: "Rotation without rotation axis defined on submodel 'debris-0' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-0
WARNING: "Rotation without rotation axis defined on submodel 'debris-1' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-1
WARNING: "Rotation without rotation axis defined on submodel 'debris-2' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-2
WARNING: "Rotation without rotation axis defined on submodel 'debris-3' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-3
WARNING: "Rotation without rotation axis defined on submodel 'debris-4' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-4
WARNING: "Rotation without rotation axis defined on submodel 'debris-5' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-5
WARNING: "Rotation without rotation axis defined on submodel 'debris-6' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-6
WARNING: "Rotation without rotation axis defined on submodel 'debris-7' of model 'rutarian.pof'!" at modelread.cpp:1304
Model rutarian.pof: Rotating Submodel without subsystem: debris-7
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000488)
FUBAR-BDHR   
2010-06-10 07:18   
Removed rotation

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
559 [The Babylon Project] Table issue minor always 2010-06-10 01:21 2010-06-10 07:05
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: CR Ritan subsystem issue
Description: WARNING: "Not all subsystems in model "cratmshuttle.pof" have a record in ships.tbl. This can cause game to crash. List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem weapons in model was not found in ships.tbl!
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000487)
FUBAR-BDHR   
2010-06-10 07:05   
Removed weapons subsystem from pof as the ship has no weapons.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
557 [The Babylon Project] Model issue minor always 2010-06-09 22:39 2010-06-09 22:42
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: GOD sat subsystem navigation defined in pof but not table
Description: $Navigation defined as special point in pof but never tabled.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000486)
FUBAR-BDHR   
2010-06-09 22:42   
Can't think of any reason this needs a nav subsystem and there is no valid way of every having used it. Removing from pof.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
556 [The Babylon Project] Model issue minor always 2010-06-09 22:36 2010-06-09 22:41
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: Zathras 2.0  
    Target Version:  
Summary: Maint Bot - rotation without axis on debris
Description: For some reason rotation is defined on the debris without and axis which isn't legal and I can think of no reason for debris to have rotation.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000485)
FUBAR-BDHR   
2010-06-09 22:41   
Fixed by setting rotation to none in pof

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
541 [FS Upgrade Project (Media VPs)] Effect Related trivial always 2010-03-14 17:04 2010-04-07 17:00
Reporter: FSF Platform:  
Assigned To: VA OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Not all of the new effects have an entry in a wxp.tbm
Description: Several unused weapon effects in mv_effects and mv_advanced do not have an entry in a wxp.tbm, leading to missing LOD errors. The ones I found so far are shieldhit01a (mv_advanced) and vepar_impact (mv_effects), but there may be more.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000474)
VA   
2010-04-07 17:00   
shieldhit01a is used as the terran default shield impact effect (check mv_advanced-sdf.tbm), but yeah the vepar impact does not appear to have been used. Deleted!

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
495 [FS Upgrade Project (Media VPs)] Model Related tweak always 2009-11-15 08:06 2010-04-07 16:49
Reporter: FUBAR-BDHR Platform:  
Assigned To: Zacam OS:  
Priority: low OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Couple of eyepoint problems
Description: Looking over the Shivan ships for possible use as player ships in MULTI I noticed a few eyepoint issues. Most (if not all) are not on Shivan ships.

Bomber2T-01 has it's normal pointing backwards
Bomber2T-03 has it attached to debris instead of the correct object.
Fighter08 also has it attached to debris
Fighter2V-01 is on detail1 instead of 0
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000473)
VA   
2010-04-07 16:49   
Fixed in revision 286. Nice catches. :)

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
527 [FS Upgrade Project (Media VPs)] Table/TBM Related crash always 2010-02-04 21:16 2010-04-07 16:38
Reporter: FUBAR-BDHR Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Port 3.1  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Scienece01.pof subsystems not in table
Description: Looks like reactor is missing from both the standard and medical variants.

On a side note there are also 2 extraneous $fov entries in the LODs.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000472)
VA   
2010-04-07 16:38   
There's really no point in the reactor subsystem, so I've removed it. Looks like someone else has already removed the fov tags, so I'll mark this one as resolved. :)

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
465 [The Babylon Project] Other crash always 2009-10-29 21:50 2010-03-06 01:33
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: PXOHelp.txt does not exist = crash
Description: Need to create a pxohelp.txt file for Zathras.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000367)
FUBAR-BDHR   
2009-11-03 19:58   
This has been added. Went with a general one for all FS2netD supported games/mods. Still needs some tweaking with a mods section.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
508 [The Babylon Project] Model issue minor always 2010-01-15 23:37 2010-03-06 01:32
Reporter: andicirk Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Omega x lod mix up
Description: Lod 3 has more detail than lod 2
Tags:
Steps To Reproduce:
Additional Information: i hate mantis
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
444 [FS Upgrade Project (Media VPs)] Mission Related crash always 2009-09-29 16:50 2010-01-22 00:34
Reporter: The E Platform:  
Assigned To: The E OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: Loop2-2 crashes debug
Description: Assert: p_objp->callsign_index >= 0
File: missionparse.cpp
Line: 2473

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_11d.exe! SCP_DumpStack + 260 bytes
fs2_open_3_6_11d.exe! WinAssert + 208 bytes
fs2_open_3_6_11d.exe! parse_object + 930 bytes
fs2_open_3_6_11d.exe! parse_objects + 192 bytes
fs2_open_3_6_11d.exe! parse_mission + 515 bytes
fs2_open_3_6_11d.exe! parse_main + 459 bytes
fs2_open_3_6_11d.exe! mission_load + 215 bytes
fs2_open_3_6_11d.exe! game_start_mission + 169 bytes
fs2_open_3_6_11d.exe! game_enter_state + 482 bytes
fs2_open_3_6_11d.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_11d.exe! game_process_event + 242 bytes
fs2_open_3_6_11d.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_11d.exe! game_main + 728 bytes
fs2_open_3_6_11d.exe! WinMain + 330 bytes
fs2_open_3_6_11d.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_11d.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlProcessFlsData + 211 bytes
ntdll.dll! RtlProcessFlsData + 166 bytes
Tags:
Steps To Reproduce:
Additional Information: I'll try to track this down further and fix it
Attached Files:
Notes
(0000342)
The E   
2009-09-29 17:01   
Crashes with current SVN as well, using a 5615 nightly.
(0000343)
The E   
2009-09-29 17:41   
REopened to add note:

When assigning callsigns, FRED puts a section like this:

#Callsigns:
$Callsign: Snipes
$Callsign: Xinny
$Callsign: Zero
#end

After the #Alternate Types and before the #Players sections. Leaving it out will cause debug to fail; regular builds will just ignore the set callsign.
(0000344)
The E   
2009-09-29 17:45   
Fixed in svn 233.
(0000424)
The E   
2010-01-22 00:34   
Yes, it is.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
501 [FS Upgrade Project (Media VPs)] Model Related minor always 2009-12-20 02:06 2009-12-31 06:38
Reporter: FUBAR-BDHR Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Port 3.1  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: Transport02.pof has rotation defined but no axis
Description: Newer builds have a check for this and this model is triggering it. There is a $special=no_rotate under properties but no idea why. It is a valid property and in the code.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Transport02.7z (88,170 bytes) 2009-12-31 06:37
https://mantis.hard-light.net/file_download.php?file_id=178&type=bug
Notes
(0000380)
FUBAR-BDHR   
2009-12-20 02:08   
Forgot to say it's the landing gear.
(0000383)
FUBAR-BDHR   
2009-12-21 23:50   
Got the same error today with just the MediaVPs no Port.
(0000389)
Zacam   
2009-12-31 06:33   
Rotation without rotation axis defined on submodel 'gearleftb' of model 'transport02.pof'!
Rotation without rotation axis defined on submodel 'gearightb' of model 'transport02.pof'!
Rotation without rotation axis defined on submodel 'gearleftc' of model 'transport02.pof'!
Rotation without rotation axis defined on submodel 'gearightc' of model 'transport02.pof'!
(0000390)
Zacam   
2009-12-31 06:38   
POF Corrected with FSU SVN Commit 256.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
503 [FS Upgrade Project (Media VPs)] Model Related minor have not tried 2009-12-27 20:00 2009-12-31 06:27
Reporter: FUBAR-BDHR Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: Science01.pof has rotation defined on detail-2
Description: Checked retail FS2 and it's fine but the one in FSPort-MediaVPs has rotation defined for detail-2 but no axis (probably why it wasn't caught).

Double checked the MediaVPs one and it has it as well.



Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Science01.7z (624,328 bytes) 2009-12-31 06:27
https://mantis.hard-light.net/file_download.php?file_id=177&type=bug
Notes
(0000388)
Zacam   
2009-12-31 06:26   
POF corrected in FSU SVN Commit 255.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
462 [The Babylon Project] Other minor always 2009-10-14 22:57 2009-11-27 21:46
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: TBP 3.4b Final  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: AVI to OGG video conversion
Description: This should be done at some point.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000364)
FUBAR-BDHR   
2009-10-22 23:30   
So far I've only found 3: cr.avi, infestationintro.avi and survivor.avi

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
433 [The Babylon Project] Model issue minor always 2009-09-16 02:29 2009-10-08 22:37
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: normal OS Version:  
Status: resolved Product Version: Zathras 1.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: BI Tashkat bound box issue
Description: Turrte01 and 02 have reversed bounding boxes.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
281 [The Babylon Project] Model issue major always 2009-08-17 19:28 2009-10-08 06:40
Reporter: FUBAR-BDHR Platform:  
Assigned To: FUBAR-BDHR OS:  
Priority: immediate OS Version:  
Status: resolved Product Version: Zathras 1.0  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Poseidon .pof model paths messed up or missing
Description: The 3.4b model collision box was off and the antenna subsystem center was off. Apparently the antenna model path was also messed up and in fixing the subsystem all paths after the antenna became corrupt or where left out of the .pof upon save.
Tags:
Steps To Reproduce:
Additional Information: Fixed version currently being tested. Should be in the next release or first patch.
Attached Files:
Notes
(0000358)
FUBAR-BDHR   
2009-10-08 06:40   
Fixed in Vidmaster.vp included in the latest Fortune Hunters. Will be in the next version of Zathras.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
270 [FS Upgrade Project (Media VPs)] Misc/Other/Unsure minor always 2009-08-04 11:20 2009-10-08 03:53
Reporter: Dilmah G Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Terran Support ship messages do not play
Description: The rearming complete, and rearming aborted messages for the Terran support ship do not play, and I'm not entirely sure they play for the Vasudan supports either. This happens on all missions using MVPs, regardless of campaign.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000237)
Zacam   
2009-08-08 04:16   
Is this in SP or Multi, or both?
(0000331)
Zacam   
2009-09-20 23:17   
(Last edited: 2009-09-21 03:14)
The Terran Support Ship will play: When told to Depart and will acknowledge we asked to re-re-arm a ship.

Messages that do not play: Re-Arming Complete, Re-Arming Aborted, or any other messages that it may have also played.

Opened as an SCP Bug, http://scp.indiegames.us/mantis/view.php?id=1996

(0000357)
Zacam   
2009-10-08 03:53   
Issue resolved in SCP code on SCP SVN Commit 5616.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
440 [FS Upgrade Project (Media VPs)] Mission Related minor always 2009-09-22 19:44 2009-09-23 03:03
Reporter: Aardwolf Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: Debriefing audio in Exodus (sm3-06.fs2) contains repeat
Description: Debriefing stage 2 of Exodus (sm3-06.fs) has the following text:

"Excellent work, pilot. Your first sortie as leader of the 70th Blue Lions proved you are just the officer to lead this outfit. The Shivans launched a savage attack, but you and your squadron held them off. Because of your tactical leadership, the entire convoy safely reached Epsilon Pegasi."

The sound file used for this stage is sm306_db_01.wav. However, this sound file also has R. Loggia reading the lines for debriefing stage 12, the text of which is as follows:

"We need to deploy your unit to 3rd Fleet Headquarters pronto. Assemble your squadron in the ready room."

This briefing stage uses the audio file sm306_db_12.wav
Tags:
Steps To Reproduce:
Additional Information: This is an issue with the retail audio files, and would probably require a truncated version of sm306_db_01.wav be added to the mediavps.
Attached Files: SM306-Debrief.7z (105,038 bytes) 2009-09-23 03:03
https://mantis.hard-light.net/file_download.php?file_id=173&type=bug
Notes
(0000338)
Zacam   
2009-09-23 02:40   
(Last edited: 2009-09-23 02:59)
I'm probably going to replace SM306_DB_12 with the extracted/cropped version from SM306_DB01. It seems to flow a bit better, like 12 got recorded later after they realized that putting where they did broke up the debrief flow (why continue if you've just given a Pronto order, after all?).

So, there will be 2 wav replacements done in MV_Core so that it can be applied for those who cannot run the MediaVPs but still use the FSO to play retail.

Resolved in FSU Commit 231.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
438 [FS Upgrade Project (Media VPs)] Model Related minor always 2009-09-19 14:16 2009-09-21 03:59
Reporter: Fury Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: Serious problem loading model subspacenode.pof, 36 normals capped to zero
Description: Error in summary field pops up every time a mission using new mediavps subspacenode.pof is loaded to fred2_open debug. Reproducible in both 3.6.10 and .11 fred2_open debug.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: SubSpaceNode.7z (7,413 bytes) 2009-09-21 03:55
https://mantis.hard-light.net/file_download.php?file_id=172&type=bug
Notes
(0000328)
Zacam   
2009-09-19 21:10   
(Last edited: 2009-09-19 21:25)
The Retail SubSpaceNode.pof does not have this error.

The best that I can do is bring the reported number of capped normals to 10.

I've attached the Retail, Current and Modified MediaVP version.

Versions from 3.6.8Z and 3.6.10 Beta are matching the current MediaVP model, so this has been around for awhile.

Further, I wouldn't necessarily call this a serious error. FRED does place the SubSpaceNode and carry on. Now, if FRED crashed immediately afterwards, then we'd have a more significant problem.

However, it is an annoyance that does not need to exist, so it shall be taken care of.

Comparing the models, the difference I see between Current and Retail is: sphere01 is now Node. Apparently no effect, but who knows. Dummy Texture assigned, no idea if there is an issue there since it doesn't seem to care.

I fixed the MOI from Retail as well as the Center of Mass and Mass itself. Bounding Boxes I can accept having a bit of drift. But our (MediaVP) models Max Radius is almost TWICE that of the Retail model.

I then purged BSP and Calculated Smoothing data. And now we have a unit at 10.

(0000337)
Zacam   
2009-09-21 03:59   
(Last edited: 2009-09-21 04:00)
Attached SubSpaceNode.7z for a corrected Model.

#IRC Excerpt:
<Esarai> I opened it up... and there are no zero-area faces and no duplicates.
<Esarai> I did notice about 46 faces out of 102 had normals that faced away from the rest of the normals.
<Esarai> so I aligned them.
<Esarai> And in PCS2 it renders smoothly
<Esarai> not that blotch job it was on the current.
#End Excerpt

SVN Commit 230, after correcting MOI to Retail and removing dummy texture association.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
297 [FS Upgrade Project (Media VPs)] Table/TBM Related minor always 2009-08-29 18:10 2009-09-21 02:09
Reporter: FUBAR-BDHR Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: TAG-C not player allowed but V inlcudes it in player loadouts
Description: That's pretty much it. The TAG-C is allowed in quite a few V missions (even though it's useless in most) and since it's not player allowed it throws warnings and blocks debugging.
Tags:
Steps To Reproduce:
Additional Information: The multi gauntlets are a good example of this.
Attached Files:
Notes
(0000304)
DaBrain   
2009-09-08 19:30   
In this case I think we have no choice, we have to overthrow [V]'s work.

I'm not quite sure which solution is better though.

Enable usage for the player, or remove it from the missions loadouts.
(0000312)
FUBAR-BDHR   
2009-09-08 23:52   
Well as far as the MVPs go you could just player_allow them. Of course that doesn't get around the issue when playing with retail data. Guess it's getting time to sit down and have a big discussion on multi and mods. Maybe even making multi a mod.
(0000320)
VA   
2009-09-12 00:23   
(Last edited: 2009-09-12 00:24)
Does not having player_allowed prevent them from being used in retail missions? If so we should remove them from the mission loadouts and if not we should add the flag to the tbm unless there's a twist to the issue I'm missing?

I don't currently have time to do a manual test, and none of the missions that I just tried then allow the TAG-C in the first place - are we actually talking about the main campaign here or multi only?

(0000321)
FUBAR-BDHR   
2009-09-12 00:59   
Did a quick search and there are some single missions. TSM-104 5 & 6 also have them. Not sure how many others. The big problem is that retail FRED added them to the load out automatically so there will probably be a bunch of mods with them as well. I think this is a relatively new check as I found the bug (or one related to it) not too long ago.

Also from the weapon description they were clearly intended to be player allowed.
(0000336)
Zacam   
2009-09-21 02:09   
Removed TAG-C from the Training Mission load-outs.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
260 [FS Upgrade Project (Media VPs)] Model Related major always 2009-07-21 17:43 2009-09-21 02:01
Reporter: Zacam Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: won't fix  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: GTM Hippocrates off-center
Description: Reported by sigtau in IRC.

Model is off-center, causing it to enter from warp off center to the warp portal.
Tags:
Steps To Reproduce:
Additional Information: Needs correction before release.
Attached Files:
Notes
(0000222)
Zacam   
2009-07-21 17:44   
Will be correcting ASAP.
(0000243)
VA   
2009-08-09 02:12   
Is this different to retail behaviour? I see absolutely nothing different between retail and MVP that could change it. :\
(0000335)
Zacam   
2009-09-21 02:01   
Will await any High Poly model before worrying about it. Effect occurs in Retail as well.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
235 [FS Upgrade Project (Media VPs)] Mission Related major always 2009-07-06 12:05 2009-09-21 01:28
Reporter: macfie Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Allow warp sexp doesn't work
Description: Whenever the "never warp" sexp is used in a mission it will not reset. The "allow warp" sexp will not work to reset it.
Tags:
Steps To Reproduce:
Additional Information: This appears that it might be unique to the English version of the game. Several of the people that I work with on the FSCRP that are using other versions of FS2 have not noted this problem.
Attached Files:
Notes
(0000156)
Zacam   
2009-07-09 02:41   
(Last edited: 2009-07-09 02:42)
I'll look in to this, but I don't know specifically what to do about it. I can only think of three campaign missions where warp is disabled on the player, Is the issue with one of them, or something else?

(0000176)
macfie   
2009-07-13 20:20   
We were upgrading Aftermath and were using Never warp and then allow warp to restore warp capabilities. When I tried to run the mission it did not restore warp. It workes for the other team members but not for me. I had this problem in the past but generally got around it by using break warp and fix warp instead.
(0000333)
Zacam   
2009-09-21 01:28   
Nothing to fix or report.

$Formula: ( when
    ( has-time-elapsed 0 )
    ( never-warp "Alpha 1" )
)
+Name: Test
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
    ( true )
    ( do-nothing )
)
+Name: Nothing
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
    ( has-time-elapsed 60 )
    ( allow-warp "Alpha 1" )
)
+Name: Test 2
+Repeat Count: 1
+Interval: 1
+Team: 0

Works in a mission.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
439 [FS Upgrade Project (Media VPs)] Texture Related crash always 2009-09-20 00:05 2009-09-20 00:08
Reporter: Zacam Platform:  
Assigned To: Zacam OS:  
Priority: immediate OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: 0001994: Debug builds crash when trying to view ships in the F3 Lab or the Tech Room.
Description: It seems to happen only in debug builds, but with debug builds it occurs consistently.

It could possibly have to do with 'paged-in' models, but since I haven't tried viewing models after playing a mission that used them, I can't say for sure.

The error itself is an assert in gropengltexture.cpp, on line 622. See "Additional Information" for the full error message.

System running with Intel 945GM graphics. Error log states:

Loading cubemap.dds (512x512x24)
ASSERTION: "!resize" at gropengltexture.cpp:622
Int3(): From c:\temp\fs2_open\code\globalincs\windebug.cpp at line 897

Due to no mip-maps available in conjunction with the -mipmap flag.
Tags:
Steps To Reproduce:
Additional Information: Assert: !resize
File: gropengltexture.cpp
Line: 622

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 260 bytes
<no module>! WinAssert + 208 bytes
<no module>! opengl_create_texture_sub + 2711 bytes
<no module>! opengl_create_texture + 998 bytes
<no module>! gr_opengl_tcache_set_internal + 217 bytes
<no module>! gr_opengl_tcache_set + 137 bytes
<no module>! opengl_render_pipeline_fixed + 1895 bytes
<no module>! gr_opengl_render_buffer + 232 bytes
<no module>! gr_render_buffer + 58 bytes
<no module>! model_render_buffers + 1947 bytes
<no module>! model_really_render + 2816 bytes
<no module>! model_try_cache_render + 55 bytes
<no module>! model_render + 676 bytes
<no module>! labviewer_render_model + 2253 bytes
<no module>! labviewer_do_render + 147 bytes
<no module>! lab_do_frame + 149 bytes
<no module>! game_do_state + 1453 bytes
<no module>! gameseq_process_events + 237 bytes
<no module>! game_main + 728 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
Attached Files:
Notes
(0000329)
Zacam   
2009-09-20 00:06   
Adding Mip Maps to the CubeMap.dds seems to resolve the issue.
(0000330)
Zacam   
2009-09-20 00:08   
Fixed in Commit 226.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
296 [FS Upgrade Project (Media VPs)] Mission Related major always 2009-08-27 19:38 2009-09-13 18:54
Reporter: The E Platform:  
Assigned To: The E OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: Messages sent from <any wingman> don't seem to work
Description: Problem was reported by Rodo when playing SM1-04. Wingmen messages were not being sent. Replacing <any wingman> with Alpha 2 seemed to have worked. Tested this on 3.6.11 5537, and I can confirm the issue.
I have no idea, however, what the cause for this is, since the same mission from root_fs2.vp, which uses the same sexps, has no such issues.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000285)
The E   
2009-08-28 08:18   
For additional weirdness, loading the retail version with mediavps works as well.
(0000286)
The E   
2009-08-28 08:37   
(Hopefully) Fixed in svn revision 214. I loaded the retail mission into FRED 3.6.10, imported the backgrounds from the mediavps one, and voila. Working speech.
(0000322)
Zacam   
2009-09-13 18:54   
Which is funny, since the retail uses <any wingman> in exactly the same places.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
301 [FS Upgrade Project (Media VPs)] Table/TBM Related minor N/A 2009-09-03 23:28 2009-09-07 14:10
Reporter: The E Platform:  
Assigned To: VA OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Erinyes' Secondary bank capacity has been altered
Description: In mv_models-shp.tbm, the Erinyes' $SBank Capacity has been altered from (40, 50) to (50, 50)
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000293)
The E   
2009-09-03 23:30   
I'm reverting this to the retail settings, unless this was done for a specific reason?
(0000298)
VA   
2009-09-07 14:10   
Looks like it changed between the initial MVP release and the first patch, and I have no idea why, since the SVN logs up till the branch are gone. :(

But yeah fully agreed that this should not happen, so I'm going to mark as resolved by your SVN commit. :)

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
208 [FS Upgrade Project (Media VPs)] Misc/Other/Unsure trivial always 2009-06-16 15:44 2009-09-06 20:31
Reporter: Balthazor Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fury#Shivan displays in the weapon category of the tech room.
Description: An empty entry named Fury#Shivan displays in the weapon category of the tech room. I have tried creating a new pilot at both the login screen and in the barracks, and restarting The Great War campaign, but the entry remains.

No model or text is associated with this 'weapon' entry.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000127)
VA   
2009-06-16 15:55   
Yeah, it looks like the Port tables have:
$Flags: ( "in tech database" "player allowed" )
for the Shivan fury.

While it's technically a Port bug, we'll probably end up fixing it one way or another, so I'll leave this open too. :)
(0000128)
Balthazor   
2009-06-16 18:41   
Err... sorry, I mistakenly thought this project page was for FS Port, not the FS Upgrade project.

I'll restrict reported issues to the FS Upgrade project in the future, and direct FS port issues to their subforum or wherever they receive such information.
(0000129)
VA   
2009-06-17 01:06   
No no - keep them coming here. :)

FS Port bugs are fine by me because I'm actually hoping that the FSU might be able to join up with the Port. As a unified project it could mean the port could be continually updated in tandem with the MVPs and the main FS2 campaign.
(0000130)
Balthazor   
2009-06-17 08:55   
OK, you got it.
(0000133)
Zacam   
2009-06-18 00:31   
I just added Port 3.1 to the options to select from, should have thought of it sooner.
(0000135)
Goober5000   
2009-06-20 04:13   
This is fixed in Port SVN, though it won't be released-fixed until 3.2.
(0000297)
Zacam   
2009-09-06 20:31   
Fixed for Port 3.2

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
295 [FS Upgrade Project (Media VPs)] Table/TBM Related minor N/A 2009-08-27 09:54 2009-09-06 20:29
Reporter: The E Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Tech Descriptions in mv_tech-wep.tbm do not match descriptions in the retail weapons.tbl
Description: For some reason, several, if not all weapons have had their descriptions altered. Not their descriptions in the tech room, but the short stat readout you get in the weapon select screen.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000296)
Zacam   
2009-09-06 20:29   
Should hopefully be resolved in commit 213.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
290 [FS Upgrade Project (Media VPs)] Model Related minor always 2009-08-20 11:57 2009-08-24 00:12
Reporter: Fury Platform:  
Assigned To: Zacam OS:  
Priority: low OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.10  
    Target Version:  
Summary: Missing cache files
Description: The new mediavps are missing cache files for subspacenode, ast01, ast02 and ast03.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000281)
Zacam   
2009-08-24 00:12   
Amongst others.
Ast/AstA/AstB01-03, Asteroid01-01 through 03-02, C_Baby, Capital01A, Cargo01, ClusterBomb, Disruptor, EMPulse, Fury, MiniCap, Missile2, Phoenix, SDebris01-03, SphereC, Stiletto, SubSpace_Big, SubSpace_Small, SubSpaceNode, Support01 & 02, Synaptic, TDebris01-03, T-Laser, UnknownShip, VDebris01-03 and WarpHole01.

All added in what should be the upcoming Patch.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
292 [FS Upgrade Project (Media VPs)] Mission Related minor N/A 2009-08-20 22:03 2009-08-20 22:41
Reporter: The E Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: SM3-06: Invalid message.
Description: See here: http://hard-light.net/mantis/view.php?id=291
Fixed mission is attached.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: SM3-06.fs2 (79,724 bytes) 2009-08-20 22:03
https://mantis.hard-light.net/file_download.php?file_id=59&type=bug
Notes
(0000277)
The E   
2009-08-20 22:41   
Fixed in svn revision 211

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
291 [FS Upgrade Project (Media VPs)] Mission Related minor N/A 2009-08-20 21:43 2009-08-20 22:39
Reporter: The E Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CoOpSM3-06: Invalid message name
Description: Fred gives me this error:
---------------------------
Error
---------------------------
Error in mission event "#4 Low Hull": Invalid message name

In sexpression: ( when
   ( < ( hits-left "Sulla" ) 50 )
   ( send-message
      "Sulla"
      "High"
      "Sulla L H"
   )
)
(Error appears to be: Sulla L H)
---------------------------
OK Cancel
---------------------------
---------------------------
Error
---------------------------
Error in mission event "#4 Critical Hull": Invalid message name

In sexpression: ( when
   ( < ( hits-left "Lambda 1" ) 10 )
   ( send-message
      "Sulla"
      "High"
      "SullaCH"
   )
)
(Error appears to be: SullaCH)
---------------------------
OK Cancel
---------------------------
---------------------------
Error
---------------------------
Error in mission event "Scipio Lost but not last": Invalid message name

In sexpression: ( when
   ( and
      ( is-destroyed-delay 0 "Lambda 1" )
      ( or
         ( not
            ( is-destroyed-delay 0 "Sulla" )
         )
         ( not
            ( is-destroyed-delay 0 "Lambda 2" )
         )
         ( not
            ( is-destroyed-delay 0 "Vesalius" )
         )
      )
   )
   ( send-message
      "#Command"
      "High"
      "Scipio Lost"
   )
)
(Error appears to be: Scipio Lost)
---------------------------
OK Cancel
---------------------------

The first two are easily fixed; and should be fixed in the attached mission, but that last one has me scratching my head. There is no Scipio in this mission.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: CoOpSM3-06.fs2 (82,526 bytes) 2009-08-20 22:20
https://mantis.hard-light.net/file_download.php?file_id=60&type=bug
Notes
(0000275)
The E   
2009-08-20 22:09   
Final fixx0red mission is now attached.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
285 [FS Upgrade Project (Media VPs)] Mission Related major always 2009-08-17 20:15 2009-08-20 05:27
Reporter: The E Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CoOpSM1-04 parsing issues
Description: When loading up this mission in FRED, several errors pop up.
Tags:
Steps To Reproduce:
Additional Information: Error: F:\Space\FreeSpace\mediavps 3611\MV_Assets\data\missions\CoOpSM1-04.fs2(line 83:
Error: Missing required token: [$camera_pos:]. Found [$Ani Filename: cb_sm1-04_b.ani] instead.

File: parselo.cpp
Line: 262


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: F:\Space\FreeSpace\mediavps 3611\MV_Assets\data\missions\CoOpSM1-04.fs2(line 85:
Error: Missing required token: [$camera_pos:]. Found [$Stage Text:] instead.

File: parselo.cpp
Line: 262


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: F:\Space\FreeSpace\mediavps 3611\MV_Assets\data\missions\CoOpSM1-04.fs2(line 86:
Error: Missing required token: [$camera_pos:]. Found [XSTR("A Subspace Portal?] instead.

File: parselo.cpp
Line: 262


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: F:\Space\FreeSpace\mediavps 3611\MV_Assets\data\missions\CoOpSM1-04.fs2(line 88:
Error: Missing required token: [$camera_pos:]. Found [Recon flights in $b Gamma $b Dra] instead.

File: parselo.cpp
Line: 262


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: F:\Space\FreeSpace\mediavps 3611\MV_Assets\data\missions\CoOpSM1-04.fs2(line 90:
Error: Missing required token: [$camera_pos:]. Found [We do not know why the $f Erikso] instead.

File: parselo.cpp
Line: 262


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Attached Files:
Notes
(0000265)
FUBAR-BDHR   
2009-08-18 04:36   
You have the most current MediaVPs? I fixed and submitted a fixed copy to Zacam ages ago.
(0000267)
The E   
2009-08-18 10:39   
Yeah, I got these missions fresh from svn before I started looking at them.
(0000274)
Zacam   
2009-08-20 05:27   
Re-Fixed. For reals this time.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
286 [FS Upgrade Project (Media VPs)] Mission Related minor N/A 2009-08-17 20:56 2009-08-18 18:48
Reporter: The E Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: SM3-06 Orders are invalid for Abraxis
Description: As it says in the Summary. The Abraxis had invalid starting orders. Fix is attached.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: SM3-06.fs2 (79,589 bytes) 2009-08-17 20:56
https://mantis.hard-light.net/file_download.php?file_id=56&type=bug
Notes
(0000269)
Zacam   
2009-08-18 18:48   
Will be added to the Patch

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
278 [FS Upgrade Project (Media VPs)] Mission Related tweak N/A 2009-08-17 11:33 2009-08-18 18:47
Reporter: The E Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.10  
    Target Version:  
Summary: TSM1-04 Freighter name change
Description: For consistency's sake, I changed GTT Argo 03 to Argo 03.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: TSM-104.fs2 (49,871 bytes) 2009-08-17 11:33
https://mantis.hard-light.net/file_download.php?file_id=55&type=bug
Notes
(0000268)
Zacam   
2009-08-18 18:47   
Will be Assigned to the Patch.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
276 [FS Upgrade Project (Media VPs)] Mission Related major always 2009-08-14 02:44 2009-08-14 02:47
Reporter: Zacam Platform:  
Assigned To: Zacam OS:  
Priority: immediate OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: TSM-104: Invalid Ship name referenced
Description: Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000258)
Zacam   
2009-08-14 02:47   
"GTT Argo 01" and "GTT Argo 02" ref's changed to "Argo 01" and "Argo 02"

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
275 [FS Upgrade Project (Media VPs)] Mission Related major always 2009-08-13 19:57 2009-08-14 02:29
Reporter: The E Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: Problem with ship names in SM3-10
Description: The PVFr Duamutefs' departure cue was causing both FRED and FS2 to complain, since it referenced the Duamutef.

Error: Invalid point.

In sexpression: ( <
   ( distance
      "Jump Node right:1"
      "Duamutef"
   )
   300
)
(Error appears to be: Duamutef)

Fixed mission is attached.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: SM3-10.fs2 (102,617 bytes) 2009-08-13 19:57
https://mantis.hard-light.net/file_download.php?file_id=54&type=bug
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
274 [FS Upgrade Project (Media VPs)] Mission Related crash always 2009-08-12 20:11 2009-08-14 02:28
Reporter: FUBAR-BDHR Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.11  
    Target Version:  
Summary: CoopLoop1-3 Love the traitor - invalid use of wing in break warp = crash
Description: Event No Jump in CoopLoop1-3 is using break-warp on wing Alpha but break-warp only excepts individual ships as arguments.
Tags:
Steps To Reproduce:
Additional Information: Latest MediaVPs using 3.6.11. I believe the revision is 5513. Lastest as of 08-11. FRED will not allow you to select a wing for that sexp.
Attached Files:
Notes
(0000250)
FUBAR-BDHR   
2009-08-12 20:25   
BTW Break warp in multi not the best thing. If you plan on doing some rework that would be a good thing to eliminate and replace with a desertion debrief or something.
(0000256)
Zacam   
2009-08-14 02:28   
Is now:
$Formula: ( when
   ( true )
   ( break-warp
        "Alpha 1"
        "Alpha 2"
        "Alpha 3"
        "Alpha 4"
    )
)
+Name: No Jump
+Repeat Count: 1
+Interval: 1

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
259 [FS Upgrade Project (Media VPs)] Model Related minor always 2009-07-21 17:12 2009-08-09 02:03
Reporter: Zacam Platform:  
Assigned To: VA OS:  
Priority: normal OS Version:  
Status: resolved Product Version:  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: SJ Sathanas LODs
Description: Model shows and renders up to 4 LODs in F3.

Model (SuperCap2S-01) physically only has 3.

Same with the SJD model (MiniCap)
Tags:
Steps To Reproduce:
Additional Information: MiniCap really only needs 1 LOD so that the engine has something to page in for it. Never mind that it's not supposed to be targetable, it could use even less resources than it currently is.
Attached Files:
Notes
(0000242)
VA   
2009-08-09 02:03   
Fixored.
Note that minicap.pof isn't the model SJD Sathanas uses - and blip.pof does already have 4 lods to match the table - which are all the same tetrahedron. No need to optimise this due to the fact that you'd be saving all of 12 polys. ;)

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
183 [FS Upgrade Project (Media VPs)] Mission Related major N/A 2009-06-08 05:17 2009-06-21 20:46
Reporter: Zacam Platform:  
Assigned To: Zacam OS:  
Priority: high OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Ship $Name values containing Class Prefix
Description: Majority votes seem to favor NOT displaying Class designator
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000111)
Zacam   
2009-06-08 05:20   
Currently in progress.
(0000112)
Mobius   
2009-06-08 17:17   
Hi there... =)

What am I supposed to do? Should I compile a list of corrected ship names and post it here?

I could easily make the changes via FRED and attach a .rar here (looks like Mantis allows that, to some extent). Is it the most appropriate modus operandi? Thanks in advance for the much needed info.
(0000113)
Zacam   
2009-06-08 23:41   
Well. Let us see here:

It's Open. It is Acknowledged. It's assigned. And I even posted that it is in progress.

So, I guess if you are impatient as all get go, you _could_ do it yourself.

Or, you could wait for me to close it once I commit the mission changes, since any future release is sorta contingent on (IMO) fixing this issue.

More helpful? Find anything that you don't already see here, and post it.
(0000114)
Mobius   
2009-06-09 14:37   
Sorry for that - I'm not that familiar with Mantis, so I thought this issue was assigned to me.
(0000118)
Zacam   
2009-06-13 23:54   
Single Player Campaign corrections committed in SVN 159.

Still Pending Co-Op changes.
(0000139)
Zacam   
2009-06-21 20:46   
All SP and Co-Op missions now only display Class Prefix for ship names in Command and Mission Briefs, iin mission, only Ship Name displays in HUD.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
186 [FS Upgrade Project (Media VPs)] Mission Related crash always 2009-06-14 05:27 2009-06-14 11:05
Reporter: Zacam Platform:  
Assigned To: Zacam OS:  
Priority: urgent OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.10  
    Target Version:  
Summary: SM2-08 Causes Sexp Overflow
Description: Debrief state for checking if any Sathanas Turrets are destroyed exceeds 4096 characters.

This also makes it impossible to validate the achievement should you happen to destroy a turret.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Fixed-SM2-08.fs2 (53,957 bytes) 2009-06-14 11:05
https://mantis.hard-light.net/file_download.php?file_id=37&type=bug
Notes
(0000119)
Zacam   
2009-06-14 05:34   
(Last edited: 2009-06-14 12:33)
Corrected RETAIL mission is attached, as this issue was present there as well, but Retail FRED never cared to report it.

Fixed version to FSU SVN in commit 161.

Edit:

Final fixed version in commit 162, which corrects being able to get Medal of Valor, even if the Maahes dies.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
185 [FS Upgrade Project (Media VPs)] Model Related tweak N/A 2009-06-13 21:42 2009-06-13 21:43
Reporter: Zacam Platform:  
Assigned To: Zacam OS:  
Priority: normal OS Version:  
Status: resolved Product Version: 3.6.10  
Product Build: Resolution: fixed  
Projection: none      
ETA: none Fixed in Version: 3.6.10  
    Target Version:  
Summary: Eyepoint Centering
Description: http://www.hard-light.net/forums/index.php/topic,63694.msg1256390.html#msg1256390
Tags:
Steps To Reproduce:
Additional Information: GTB Medusa
GTB Ursa
GTB Zeus
GTF Ulysses
GTF Pegasus
GTF Hercules Mark II
GTF Pegasus
GTF Erinyes
GTF Hercules
GTF Loki
Attached Files:
Notes
(0000117)
Zacam   
2009-06-13 21:43   
FSU SVN Commit 157.