Several issues with Pumo Mines (2021 public release)

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PuMo
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Several issues with Pumo Mines (2021 public release)

Post by PuMo »

In the case of Pumo Mines there are present various issues, I will make a quick list here but tell me if separate reports are needed.

Anyway I will be attaching a couple of small videos where many of those bugs are present while flying through the hub level.

https://youtu.be/z-CxQCc4hFU?si=Cf29eB8dk9oMH24L
https://youtu.be/u5XUnpU3Y1A?si=jz1AeVe6UHuI8jMQ

The main issues are:
  • Custom .oof flares are rendered untextured, fully flat and magenta
  • All level colored lights are getting ignored, everything is rendered as white light
  • Lighting, coronas and trails from weapon blobs are not getting their colors from their 3d Models or Textures, they are also rendered white
  • Fusion recharge screen color is not getting its color from the 3D blob models
  • Fog is not getting its color correctly, it is set as gray in the level but it's being rendered red
  • The skybox and visible outer shell of the level is not being rendered through the white forcefields, as if they were opaque textures or not being rendered additively
  • The speed values of the blobs from the 'Catacomb' missile (replacement of Smart Missile) are extremely slow and not as they are defined in the custom .ham, where they are very fast
Note that none of those bugs are happening at all in 1.18.77, all those reported issues are working as they should in that version.

I'm attaching also some screenies of the untextured flat flares:
ImageImage
PuMo, Almighty overlord and emperor of Torbernite, Ruler of the mining realms of the deep green caves of Autunor, slayer of beasts - a.k.a. R.a.M. Land - CEO of Pumo Software
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Re: Several issues with Pumo Mines (2021 public release)

Post by Adminion »

Is this the correct look?

Image
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Re: Several issues with Pumo Mines (2021 public release)

Post by PuMo »

Almost but not quite, it still needs to render some of its textures like the 'puff' in the end and the glowing 'star' plane in the back, as defined in its .oof model.

This is how Pumo Mines flares look in v1.18.77:

Image
PuMo, Almighty overlord and emperor of Torbernite, Ruler of the mining realms of the deep green caves of Autunor, slayer of beasts - a.k.a. R.a.M. Land - CEO of Pumo Software
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Re: Several issues with Pumo Mines (2021 public release)

Post by Adminion »

They have a glow effect. Is that from D2X-XL, or did you build it into the POF model?

I have put a glowing hull around the flares, but you will hardly see them because the flares are too bright.
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Re: Several issues with Pumo Mines (2021 public release)

Post by Adminion »

  • Custom .oof flares are rendered untextured, fully flat and magenta
    - fixed
  • All level colored lights are getting ignored, everything is rendered as white light
    - fixed
  • Lighting, coronas and trails from weapon blobs are not getting their colors from their 3d Models or Textures, they are also rendered white
    - fixed
  • Fusion recharge screen color is not getting its color from the 3D blob models
    - fixed
  • Fog is not getting its color correctly, it is set as gray in the level but it's being rendered red
    - the fog in the hub level was red
  • The skybox and visible outer shell of the level is not being rendered through the white forcefields, as
    if they were opaque textures or not being rendered additively
    - the forcefield texture seems to be opaque - I exported it and it had no alpha channel. The walls they sit on also are opaque. I gave them some transparency for a test, and then I could see the skybox segments through them
  • The speed values of the blobs from the 'Catacomb' missile (replacement of Smart Missile) are extremely slow and not as they are defined in the custom .ham, where they are very fast
    - Custom weapon speeds are only accepted when "allow custom weapons" is checked in the gameplay options right now. That was off by default; I have removed that option altogether (I don't even remember why I had put it in). There also were a few bug fixes around custom HXM and HAM data handling.
I will publish v2.0.3 with these fixes tomorrow.
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Re: Several issues with Pumo Mines (2021 public release)

Post by PuMo »

Thanks for dealing with those bugs!

Regarding this:
Adminion wrote: Mon Oct 12, 2026 1:25 am They have a glow effect. Is that from D2X-XL, or did you build it into the POF model?

I have put a glowing hull around the flares, but you will hardly see them because the flares are too bright.
I'm using almost the same approach of D3 flares, the flares in Pumo Mines uses D3-format .OOF models (sometimes different depending on level, as they change in model and color), and there are two baked textured planes into the model, one for the starry glow in the tail and the puffy one at the tip of the flare.
PuMo, Almighty overlord and emperor of Torbernite, Ruler of the mining realms of the deep green caves of Autunor, slayer of beasts - a.k.a. R.a.M. Land - CEO of Pumo Software
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Re: Several issues with Pumo Mines (2021 public release)

Post by Adminion »

These textures actually were meant to produce an impression of glow. D2X-XL now does a full proper glow effect for flares. Is that good enough for you?
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Re: Several issues with Pumo Mines (2021 public release)

Post by Adminion »

pm-flare.jpg
pm-flare.jpg (8.68 KiB) Viewed 262 times
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Re: Several issues with Pumo Mines (2021 public release)

Post by PuMo »

Ok, as far as I could see 2.0.5 now loads the submodels properly. However I'm still seeing a couple of issues:

Lasers, Fusion and other 3D-model based weapons are still not showing their proper custom colored lights and trails, it's still not reading the info from the actual 3D models from the mod's HXM files.

Also although the flare is glowing green as it should in the hub, it should be like that only in certain levels, as there are levels where the player is supposed to use other ships with their own weapon colors and flares. i.e. in Mineral Valley episode they should glow yellow from levels 1 to 5, and blue from levels 6 to 8. They worked perfectly fine in v1.18.77, but once more it seems the light and glow colors are not being read directly from the individual models in the HXM files. Same happens with some weapons like lasers and fusions, which have different model colors in the HXMs.

And also I think I may found the actual issue with the 'opaque' forcefields, in 1.18.77 they are rendered additively by default, but I suppose that for 2.0 I need to specifically add the additive flag to them? (haven't tested that yet, tbh)
PuMo, Almighty overlord and emperor of Torbernite, Ruler of the mining realms of the deep green caves of Autunor, slayer of beasts - a.k.a. R.a.M. Land - CEO of Pumo Software
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Re: Several issues with Pumo Mines (2021 public release)

Post by Adminion »

Weapon colors: That's weird, I explicitly looked out for that, and for me they did. Will re-check.
Flare colors: Will check.
Force fields: My bad, I changed them from additive to alpha blended - will change that back.
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