SHP Railguns don't play their image

Bug #896123 reported by Graion Dilach
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

SHP railguns won't play their anim.

I thought it's my code, but I checked with RA2 Madness and neither mod played their image.

##### STEPS TO REPRODUCE #####
Create an SHP railgun and try it out.

##### ADDITIONAL INFORMATION #####
Was tested using trunk, not SW branch.

Tags: shp
Revision history for this message
Graion Dilach (graiondilach) wrote :
Revision history for this message
mevitar (mevitar) wrote :

Could you post your code? If I understand properly I tested something like that not so long ago and it did play its animation.

Edit: this works in r986:

[LargeRailgunSys]
HoldsWhat=LargeRailgunPart
BehavesLike=Railgun
SpiralRadius=0
ParticlesPerCoord=.005
SpiralDeltaPerCoord=0
MovementPerturbationCoefficient=0
PositionPerturbationCoefficient=0
VelocityPerturbationCoefficient=0
Laser=yes
LaserColor=255,255,0

[LargeRailgunPart]
Image=IRONFX
BehavesLike=Gas
MaxEC=15
WindEffect=0
DeleteOnStateLimit=yes
EndStateAI=15
StateAIAdvance=1

Revision history for this message
Graion Dilach (graiondilach) wrote :

Honestly, while the default example code yields no success for me, your code works. I don't know what causes it.

Seems I'm the stupid.

Revision history for this message
Renegade (renegade) wrote :

mevitar, could you test with the code from http://www.modenc.renegadeprojects.com/Particles_and_ParticleSystems#Example_Code please? (In both stock YR and Ares trunk.)

Revision history for this message
EVA-251 (eva-251) wrote :

I can confirm this. Using Ares 0.1.986

[SmallRailgunSys]
BehavesLike=Railgun
HoldsWhat=SmallRailgunPart
Spawns=yes
SpawnFrames=4
SpawnRadius=1
Slowdown=.002 ; Can be any number, .002 is a good value
ParticleCap=7
SpawnCutoff=10
SpawnTranslucencyCutoff=11
ParticlesPerCoord=.02

[SmallRailgunPart]
BehavesLike=Railgun ; This is a must
BehavesLike=Smoke ; This aswell
MaxEC=45
Image=RAILPART1 ; Short small anims are the best ones
Velocity=5.0
Deacc=.05
WindEffect=0
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=3

Animation did not play in 0.1.986, but played in stock. The map was the same and the conditions (framerate, etc) were basically the same.

Revision history for this message
Renegade (renegade) wrote :

Sucky. Can we please get another confirmation, just to be sure? (mevitar?)

In the meantime, could the testers "go back in time" please and test older versions, to see where this started?

Revision history for this message
Chanterier (speederyr) wrote :

This one doesn't work for me in the latest trunk:

[PsyBeamSys]
HoldsWhat=PsyBeamPart
BehavesLike=Railgun
SpiralRadius=6
ParticlesPerCoord=.04
SpiralDeltaPerCoord=.035
MovementPerturbationCoefficient=0
PositionPerturbationCoefficient=0
VelocityPerturbationCoefficient=0
Laser=yes
LaserColor=255,0,255

[PsyBeamPart]
Image=RAILANIM
ColorList=(255,0,255),(150,150,150)
ColorSpeed=.009
BehavesLike=Gas
MaxDC=0
StartFrame=0
EndStateAI=10
MaxEC=10
Velocity=.3
StateAIAdvance=2

This one does:

[WaveForceSys]
HoldsWhat=WaveForcePart
BehavesLike=Railgun
SpiralRadius=15
ParticlesPerCoord=.04
SpiralDeltaPerCoord=.03
MovementPerturbationCoefficient=0
PositionPerturbationCoefficient=0
VelocityPerturbationCoefficient=0
Laser=yes
LaserColor=25,175,255

[WaveForcePart]
BehavesLike=Gas
Image=PULSPROJ
MaxDC=0
StartFrame=0
EndStateAI=10
MaxEC=10
Velocity=.3
StateAIAdvance=2

Furthermore, the WaveForce railgun only failed me once when I got too much of stuff going on and detail level dropped. PsyBeam railgun is the one which tends to work and not from time to time, but this time it doesn't seem to work at all. I'll update this post if I see it work again.

Revision history for this message
Renegade (renegade) wrote :

Curious...thank you!
Testers, could you explore that further?

Revision history for this message
mevitar (mevitar) wrote :

I can't reproduce this with any of those railguns. They all work for me. Could any of you check if your works with IRONFX and/or PIFF anims? (and check if my railgun works for you)

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

I cannot reproduce this in trunk. See picture.

[ParticleCannon]
AmbientDamage=1000
Damage=0
ROF=100
Range=10
Projectile=ParticleCannonP
Speed=100
Warhead=IonCannon2WH
Report=IonCannonAttack
Anim=CRMUZZLE
IsRailgun=true
AttachedParticleSystem=ParticleCannonSys
LaserInnerColor=25,20,255
LaserOuterColor=25,20,255
LaserOuterSpread=25,20,205
LaserDuration=10
IsLaser=true
Supress=yes
Burst=2

[ParticleCannonP]
Inviso=yes
AA=no
AG=yes
Image=none
SubjectToElevation=yes

[IonCannon2WH]
CellSpread=2
Verses=150%,125%,100%,145%,100%,125%,90%,80%,70%,100%,100%
InfDeath=6
Wood=yes
Wall=yes
Fire=yes
Deform=100%
Sparky=no
ShakeXlo=1
ShakeXhi=1
ShakeYlo=1
ShakeYhi=2
AnimList=IBALLHIT
WallAbsoluteDestroyer=yes

[ParticleCannonSys]
BehavesLike=Railgun
HoldsWhat=ParticleCannonPart
Spawns=yes
SpawnFrames=.01
SpawnRadius=.01
Slowdown=.002
ParticleCap=3
SpawnCutoff=5
SpawnTranslucencyCutoff=1

[ParticleCannonPart]
BehavesLike=Railgun
BehavesLike=Smoke
MaxEC=15
Image=PPRAIL
Translucency=0
Velocity=5.0
Deacc=.05
WindEffect=0
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=3

Make sure to add the animations to [Animation], sys to [ParticleSystems] and part to [Particles]

Revision history for this message
Graion Dilach (graiondilach) wrote :

OK, tried EVA's code (which seems to be the default gamemate code I used 3 or 4 times, IIRC) with IRONFX and it works.

Now I'm confused.

Revision history for this message
Renegade (renegade) wrote :

Hmmm...it's time I add a status "confirmed weird".
Thank you Graion, that's important to know; if your INI is a simple testing INI with that code and not much more, could you upload it here so EVA can test with your complete INI?

That way, we can see if it's anything in EVA's code conflicting with the railgun, or something in EVA's environment in general.

Revision history for this message
Graion Dilach (graiondilach) wrote :

OK, guys. I attached a rulesmd. In this rulesmd:

GI's use EVA's railgun.
GGI's use Mevitar's railgun.
Grizzlies use Speeder's first railgun.
IFV's use Speeder's second railgun.
IFV's with Engineers use YR Modder's railgun.

All railguns use IRONFX as animation, all weapons were cloned from MechRailgun, only IsRailgun was decommented and AttachedRailgunSystem varies. Everybody's railguns were renamed in the particlesys list and particlelist to their posters' name, their codes are at the end of the rulesmd.

Here all works as should, however I haven't tested this in huge games.

Revision history for this message
Renegade (renegade) wrote :

Could all listed posters (EVA, mevitar, Speeder, YR Modder) please test this file as well as IRONFX'd versions of their own code and report back?

Revision history for this message
mevitar (mevitar) wrote :

Tested in normal battle against the AI on The Alamo map, they all work for me.

Revision history for this message
cranium (cranium) wrote :

I tested all codes in both trunk and 0.1.986 and they all worked, even using different anims. Posted pic using 0.1.986
Even Speeders one he said didnt work for him worked for me using the IRONFX and other anims.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

I think this is just user error.

Revision history for this message
EVA-251 (eva-251) wrote :

I think it has something to do with the filename for the animation.
Speeder noted that RAILANIM didn't work, but the other did.

RAILPART1 (railpart1.shp) didn't work for me. I renamed everything to RAILPRT (railprt.shp), it still didn't work. I changed it to "AIDSC" (aidsc.shp), it works fine.
Seems like it has problems with "RAIL" being the name of the graphic.

Revision history for this message
Renegade (renegade) wrote :

This isn't getting any less weird.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Sometimes, some names for a art entry(or whatever) dont work. I have had this problem before a few times. You will have to rename the animation(I dont think this problem can happend to voxel, hard to test becuse it is very rare bug) to something else.
It has nothing to do with Ares(this occur without Ares), if that is the case here.

Revision history for this message
EVA-251 (eva-251) wrote :

SS has two cases of this, not sure why, or even if the problems still exist.
Base defense [EDFTUR] had a voxel turret named edftur.vxl, which didn't work despite everything INI-wise being perfect. Changing it and the tags to aidstur.vxl worked fine.
Ship [SSFRIG] had voxel ssfrig.vxl, which also didn't work until it was renamed aidsb.vxl.

Absolutely defied all logic.

Revision history for this message
cranium (cranium) wrote :

o.k. here's what the deal seams to be. 0.1P1 let anims that start with RAIL work, I tested this on several, several, revisions. Seems it got broke all the way back to 0.1.696 the next revision after 0.1p1 that contains a new dll.inj file. However if I replace the 0.1.696 dll.inj file with the one from 0.1p1 it works again. So could the problem lie within the injection files?

Revision history for this message
Renegade (renegade) wrote :

Alright, testing people, here's something to do for you:
- Please make a railgun with an image RAILPART1 and see if it doesn't work.
- Please make a railgun with an image IRONFX and see if it does work.
- No matter the outcome of that, check the RAILPART1 weapon, with no changes, in all different theaters; see if the railgun appears or disappears in any particular theater.
- Using the name EDFTUR, do the same.

Point of this:
- We need to see if everyone can confirm that this is name-based and nothing else.
- We need to see if, through some weird bug, this is theater-based. Since two of the three reported broken file names have valid theater chars in second position, and theater-specific loading would explain different outcomes during testing, this is at least a possibility. If you can confirm this, tell us, if you can disprove it, tell us as well.

Revision history for this message
EVA-251 (eva-251) wrote :

whoa whoa, the EDFTUR stuff wasn't really related to this. -_-

Edit- Observations...it seems to be theater art related
RAILPART1, RUILPART1, RTILPART1 work on Temperate, Arctic and Urban, but don't work on desert maps, for example.
RGILPART1, if present, is used when a theater is missing art. (IE no RLILPART1 on Lunar)

Furthermore, it seems to be related to Ares code, as GAILPART1 didn't suffer this in stock Yuri's Revenge; it played just fine on urban and can be assumed to work on other theaters.

Revision history for this message
cranium (cranium) wrote :

Oooops, sorry D, 0.1P1 has a file # 0.1.690 which indeed has a last commit of 710.

My findings using RAILPART1,

0.1P1 allowed RAILPART1 to work in all theaters without using theater specific imagery, A,T,U,G,... any other commit, revision, dll did not.

using railgun with an image IRONFX "using 0.1.980, and 0.1.986" worked in all theaters.

RAILPART1 "unchanged, using 0.1.980, and 0.1.986 only worked in Snow Theater, all others failed.

RAILPART1 "using 0.1.980, and 0.1.986" and having all theater imagery, RAILPART1,RTILPART1,RUILPART1,RGILPART1 in directory allowed it to work in all theaters

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Using trunk,
I used my railgun code(posted earlier), I changed name of PPRAIL to RAILPART1:
Worked on all terrain types.
IRONFX was tested before, and it worked.

How come RAILPART1 works fine for me and not EVA-251? It wierd, EVA is your animation listed in [Animations] and exist in art? If not, try do so.

Revision history for this message
cranium (cranium) wrote :

Hmmm, I could have sworn I updated trunk before testing this. Now that it's updated to 0.1.990.0 It indeed does work in all theaters without having all theater specific imagery.

Revision history for this message
EVA-251 (eva-251) wrote :

Please don't take me for a fool. I've had the animation listed for 5 years.

Anyways, from IRC earlier today:
[12:06] hm
[12:17] blargh
[12:17] I know what's wrong
[12:17] Oh?
[12:18] yeah, we messed up YR++
[12:18] in YR, ObjectTypeClass::NewTheater is at 0x237 , in YR++ it's at 0x235
[12:18] it's reading crap and assuming it's reading NewTheater

Rev 380 of YR++/Rev 990 of Ares (going by what you and Cranium say) seems to fix this.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

That explains why I didnt have this. I never noticed that trunk was updated.
Yeah this is fixed, anything else left?

Revision history for this message
Graion Dilach (graiondilach) wrote :

AFAIK, no.

RA2 Madness used railpart* animations and I checked it on Urban, EDFTUR was interpreted for Deserts, Speeder used Urban maps for testing (assuming from PULSPROJ)

Except concluding the theater's importance and marking this as fixed, nothing remains.

Revision history for this message
Chanterier (speederyr) wrote :

Um, no. Actually I used the very same Temperate theater-based map for both railguns.

I'll do more tests soon.

Revision history for this message
Graion Dilach (graiondilach) wrote :

BTW, checked, using rev 990, this works now.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Resolving as fixed.

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