Author Topic: Delenda Est (spoiler!)  (Read 40193 times)

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Offline CT27

  • 211
Re: Delenda Est (spoiler!)
For the love of God, please record the "station getting stuck and spinning around you" on video. It sounds hilarious.

Is it as hilarious as the picture/comic that was posted years ago of the Colossus basically being a giant bat and hitting a Sathanas a million miles?  :D

 

Offline Jellyfish

  • 29
  • No relent
Re: Delenda Est (spoiler!)
It's even more hilarious. It's basically a Karuna doing hula hoops with an Arcadia.
It would be funnier if it didn't break the mission, though.
"A weapon is only as powerful as its wielder. With this weapon, you'll be but an annoyance, which would greatly dishonor it. With this weapon, I can change history. With me, this weapon can shape the universe."

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Delenda Est (spoiler!)
Could the insanely rapid destruction of these ships be caused by bugged fusion mortars?

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Delenda Est (spoiler!)
Based on what yarn found - I'd say that could be very likely:

http://scp.indiegames.us/mantis/view.php?id=2634

I'm at work so I can't check - but could someone else open the table files to see if the fusion mortar has a damage radius by default?
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: Delenda Est (spoiler!)
Based on what yarn found - I'd say that could be very likely:

http://scp.indiegames.us/mantis/view.php?id=2634

I'm at work so I can't check - but could someone else open the table files to see if the fusion mortar has a damage radius by default?

Fusion mortar has a inner radius of 20 and a outer radius of 40. Is this what you mean?

Quote
$Name: @Fusion Mortar
$Model File: harbinger.pof
$Mass: 0.1
$Velocity: 100.0
$Fire Wait: 1.0
$Damage: 80 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 20.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 102 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed
$Flags: ("Big Ship" "Huge") ;;
$Trail: ;; Trail cannot be set if Exhaust is set
    +Start Width: 0.25 ;; Width of trail nearest missile
    +End Width: 0.75 ;; Width of trail before it "evaporates"
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.5 ;; how many seconds before trail disappears
    +Bitmap: MissileTrail01 ;; Bitmap used to draw trail
$Icon: iconmissile08
$Anim: LoadMissile06
$Impact Explosion: none


 

Offline niffiwan

  • 211
  • Eluder Class
Re: Delenda Est (spoiler!)
yep - that's the one - thanks.  However, it confirms that fusion mortars are not affected by the bug that yarn found.  Other missiles in the mission could be affected though - having said that the weapon tables on the wiki seem to indicate that none of them have a zero inner radius (unlike the FS1 weapon table - obviously the wiki may not be correct).
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: Delenda Est (spoiler!)
Hello everyone,

Since this problem is pretty weird, I made an experiment with following steps: (It's in 3.6.14_RC5, but since the problem exists in 3.6.12 also, I think there isn't much difference)

1. Play the mission normally until first checkpoint reached, then use cheats in following categories:
a. mark myself invulnerable.
b. Use [~ + shift + K] to destroy all turrets(press "select next live turret" and hold down the keys until all turrets destroyed) on all hostile ships except Carthage.
c. Remove the green beams at the bow and stern of Carthage. (Didn't remove the central one because it's used in mission events)

2. Do nothing and see whats going on.


After Katana and Altan Orde jumped in, both ships sustained at 100% hull for few seconds.
Then, both of their hull starts to decrease in a very slow speed (1% per 4~5seconds).

Their names on the escort list didn't blink, and no one attacking them. (Checked by pressing "target nearest attacker")
Sometimes, both of them stop decreasing their hull for few seconds, then the hulls start to decrease again.

Till the arrival of Imperieuse, Katana has 58% hull remain, while Altan Orde has 62%.


Perhaps someone could repeat this experiment and see if they get the same result ?

It may suggest this strange bug is not related to enemy weapons. Also, I don't think it's collision damage, because if two ships collide, their names on escort list will blink.

(I know the names on escort list won't blink if damage is done through SEXP(sabotage subsystem, hull), but there's no such commands in the mission file)

P.S. Sorry for bothering you guys with this strange problem. The plot and battle scenario of the mission are really enjoyable. If this seems too bizarre to you, please just leave it, save your time on WiH p2 :)

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Delenda Est (spoiler!)
No, this is absolutely worth paying attention to and fixing, and you are amazing for doing it. It seriously sounds like the mission script is somehow sabotaging their hulls.

e: Could it be the new Karuna models doing it somehow? A gun that fires into the hull?

 
Re: Delenda Est (spoiler!)
Played through twice last night. First time, edited the file to beam-lock and turret-lock all GTVA warships. Altan Orde went to 97, Katana went to 84, by the time the Imperieuse arrived.

Second time, left above modifications in place and also turret-locked the Altan Orde and Katana. Altan Orde went to 63, Katana to 54.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Delenda Est (spoiler!)
Played through twice last night. First time, edited the file to beam-lock and turret-lock all GTVA warships. Altan Orde went to 97, Katana went to 84, by the time the Imperieuse arrived.

Second time, left above modifications in place and also turret-locked the Altan Orde and Katana. Altan Orde went to 63, Katana to 54.

what the

Were the GTVA fighters doing this?

 
Re: Delenda Est (spoiler!)
GTVA fighters were all dead by the time the AO and Katana showed up. Their names didn't flash on  the escort list while taking damage.

 

Offline -Norbert-

  • 211
Re: Delenda Est (spoiler!)
Could it be, that a fighter got lodged into the model and thus is constantly colliding with the Frigate? Usually that wouldn't be a problem since fighters don't survive that for long, but if it's an invincible fighter....

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Delenda Est (spoiler!)
GTVA fighters were all dead by the time the AO and Katana showed up. Their names didn't flash on  the escort list while taking damage.

So...the ships took MORE damage with their own turrets locked?

Maybe repeat this a few times and do science?

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: Delenda Est (spoiler!)
 :wtf: This is one incredible bug...

 
Re: Delenda Est (spoiler!)
So, I've been getting some errors on startup. I haven't noticed them causing any gameplay issues, but I thought just to be safe I'd delete blueplanet and blueplanet2 completely and re-download. I emphasize: fresh installation. After doing that, I opened up Delenda Est (original file, not my modified one; I stupidly deleted it with everything else, but remaking it shouldn't take long) and decided to see if we still have karunas blowing each other up.

Unfortunately I couldn't get to that part of the mission, because apparently this has started happening since the time of my previous download:





Anybody else getting Macross in their WiH?
« Last Edit: April 01, 2012, 05:48:39 pm by LordPomposity »

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Delenda Est (spoiler!)
THE UBERBOMBERS RETURN

 
Re: Delenda Est (spoiler!)
This bug appears to be pretty ancient, actually...

http://www.hard-light.net/forums/index.php?topic=70050.0

Though thanks for posting that... I've always wanted to see that kind of insane unbalanced annihilation XD

And... I just got ninja'd by General Battuta himself. Nevermind =p

 

Offline qwadtep

  • 28
Re: Delenda Est (spoiler!)
Artillery inbound!

 

Offline crizza

  • 210
Re: Delenda Est (spoiler!)
THE UBERBOMBERS RETURN
Long time no see^^
THe Tevs should restart sending them, the war would be over in...oh wait...

 
Re: Delenda Est (spoiler!)
oh god not again
"Neutrality means that you don't really care, cuz the struggle goes on even when you're not there: Blind and unaware."

"We still believe in all the things that we stood by before,
and after everything we've seen here maybe even more.
I know we're not the only ones, and we were not the first,
and unapologetically we'll stand behind each word."