Reminder: Internet Explorer 6 or below are NOT supported.





There are currently 87 users playing Freelancer on
34 servers. | February. 15, 2019 |
Browsing this Thread:
1 Anonymous Users
Re: Ship Shaking |
||||
---|---|---|---|---|
Just popping in
![]() ![]() Joined:
2008/10/10 20:44 Group:
Registered Users
Posts:
14
![]() |
Is it possible to write a programm that detects where the Freelancer.exe calls the D3DX routine (D3DXQuaternionRotationYawPitchRoll) for the camera?
If I understood you right, you would just have to add that normalization after this point. Thank you for making this point clear to me anyways ![]()
Posted on: 2008/10/14 8:37
|
|||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/2/26 20:36 From Germany
Group:
Webmasters Registered Users
Posts:
1761
![]() |
So, I have been doing some research on this and found quite a few things, sadly my conclusion is bad:
Not fixable. I was right earlier in this thread, floating points simply lose precision and at values of like 5000k, this precision error is already 0.5m. Thats why your cockpit jumps all over your screen that far out in a system. @LS: FL doesnt really use D3DX functions as far as Im aware, they have their own math library which can be found in x86math.dll.
Posted on: 2009/4/28 14:45
|
|||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Home away from home
![]() ![]() Joined:
2008/2/10 22:00 Group:
Registered Users FLServer Admins Senior Members
Posts:
1281
![]() |
I'll look thru my math code and see if I ever wrote a matrix normalization routine.
Posted on: 2009/4/28 15:13
|
|||
Galaxy Empire Youtube Videos |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/2/10 15:03 Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1018
![]() |
i smell a hook plugin ^^
Posted on: 2009/4/28 15:21
|
|||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/6/24 16:40 From http://www.freeworlds-tow.net/dev
Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1123
![]() |
I'm crossing my little fingers and toes that it does mean that
![]()
Posted on: 2009/4/28 22:18
|
|||
![]() |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/2/10 15:03 Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1018
![]() |
Quote:
im hoping so bad ill cross your fingers and toes FOR you ^^ *edit* cant believe i spelt toes as "tows" rofl
Posted on: 2009/4/28 22:19
|
|||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/2/26 20:36 From Germany
Group:
Webmasters Registered Users
Posts:
1761
![]() |
There is no real way to fix this. The important thing to understand here is that Freelancer uses floating points (and I think, D3D8 also only supports floating points for camera stuff, but I may be terribly wrong there) for everything related to space positions and the camera.
When you are at 1000k and 1.0 = 1m, you have a precision of around 6cm. Now imagine your ship standing at position 0, 1000000.03, 0 Since floating points cannot hold 1000000.03, but only 1000000.0 and 1000000.063, your ship and/or the camera may jump 6cm all the time. You see your ship shaking. Also, what is important to understand: At those precision errors you can no longer fly in a straight line, your ship will shake when flying (or lets say, your ship will fly in zig-zag-pattern). This is especially visible at extreme distances, like 10000k, if you would login with 2 chars and would spectate the other player flying around.
Posted on: 2009/4/28 22:30
|
|||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Home away from home
![]() ![]() Joined:
2008/6/13 22:44 Group:
Registered Users FLServer Admins Senior Members
Posts:
543
![]() |
This happens also to sur files, I've noticed that my station at 140000, 105000, 120000 has nearly no collision detection, so i moved the station to 100000, 70000, 95000 and the collision detection is back as it should be.
Greetz Mind Note: Its a modul station made of 12 parts + the dock.
Posted on: 2009/4/28 23:32
|
|||
![]() |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/6/24 16:40 From http://www.freeworlds-tow.net/dev
Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1123
![]() |
Hmm, that's interesting. We haven't noticed this effect at FWs, and we have stations 500km from the centre.
Posted on: 2009/4/29 2:17
|
|||
![]() |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Home away from home
![]() ![]() Joined:
2008/6/2 10:17 Group:
Registered Users $$$ Supporters $$$ Senior Members
Posts:
1847
![]() |
Quote:
Can we have a look at your constants.ini Sushi please?
Posted on: 2009/4/29 12:37
|
|||
"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/6/24 16:40 From http://www.freeworlds-tow.net/dev
Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1123
![]() |
Code: [Constants]
Posted on: 2009/4/29 12:52
|
|||
![]() |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/6/24 16:40 From http://www.freeworlds-tow.net/dev
Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1123
![]() |
Well, I stand corrected. The base collision works about 70% of the time at this distance from the centre. Very interesting. I'll have to get my guys on it to see what's going on.
What's even stranger is that collision detection works fine on the ships at this distance.
Posted on: 2009/4/29 13:11
|
|||
![]() |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Home away from home
![]() ![]() Joined:
2008/2/10 22:00 Group:
Registered Users FLServer Admins Senior Members
Posts:
1281
![]() |
I agree with W0dk4 there i a limit to how much the normalizing will help. Even in GE the ship begins to shake a little bit at 2 million units out. And I use normalization on all of my matrices. The only sure fire way to get around the problem is to split up huge systems into sections and move everything in the system each time a player crosses one of the boundary. don't know difficult it would be to make a plugin for that but I have a feeling it wouldn't be easy.
Posted on: 2009/4/29 15:27
|
|||
Galaxy Empire Youtube Videos |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/6/24 16:40 From http://www.freeworlds-tow.net/dev
Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1123
![]() |
Alright, did a lot more thorough testing here:
130km seems to be a cutoff for all hiboxes. Ones that worked under 130km, may not work over 130km Some boxes work fine at 150, 200, 300,400, 500km. These boxes seem to be square in shape, with no rounded/curve points to them. Combining the hitboxes didn't seem to have an effect at under 130km or 500km. The box worked or it didn't. So, what does this mean...I dunno...aside wanting the source code and being pissed at digital anvil for making these arbitrary cutoffs :@
Posted on: 2009/4/29 15:42
|
|||
![]() |
||||
|
Re: Ship Shaking |
||||
---|---|---|---|---|
Starport Admin
![]() ![]() Joined:
2008/2/10 15:03 Group:
Registered Users Starport Admin $$$ Supporters $$$
Posts:
1018
![]() |
Quote:
Speak to blackhole, i believe he said something about this a while ago when he was talking about something similar, dunno if hell remember but im PRETTY sure it was him i was speaking to about this issue some time ago, tho i could be wrong.
Posted on: 2009/4/29 18:01
|
|||
|