Author Topic: 3.6.9 Release Candidate 7  (Read 96436 times)

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Re: 3.6.9 Release Candidate 7
Call me crazy, but I already replaced the files.  That doesn't answer the 'where did they go, anyway' question: my intro and cutscenes were working as recently as RC6 just fine.  It's all a mystery to me.

And I don't have 'disc 2' anymore, I slapped all the FS2 discs into one image.  Changing discs sucks balls.  ;)

 

Offline CaptJosh

  • 210
Re: 3.6.9 Release Candidate 7
Great if you have a DVD burner. I don't.
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline ShivanSpS

  • 210
Re: 3.6.9 Release Candidate 7
I busy and I dont have time to fully test it... but I think that IA can see Sthealth ships :S

I check it and confirmed that Icant target an enemy pegassus... but when I playing the "endgame" mission, the (Monitor mission where the Iceni jumps to the nebula), I choose Sthealth Pegassus for my wing as always  do it since the first time I played it... And in this mission All of my wingmen dead... on normal,  this NEVER happend to me before (Killed by fighters not cruisers or deimos), those fighter launch me even Hornets! against a Pegassus :P and I wacht one of my wingmen daying by 2 Harpoon launched from a Loki... that cant be, even the Deimos anti-fighter Turrets target and shoot me at 1.5k Rage :O, that is max range :P... please check it people :S

 
Re: 3.6.9 Release Candidate 7
Great if you have a DVD burner. I don't.

I don't burn it: I just mount it as an image.  I guess that's great if you have a fileserver, not so great if you don't. :) 

 
Re: 3.6.9 Release Candidate 7
So, why am I getting these black boxes?
Run a debug build, start the game until you get the pilot select screen, press ESC to exit, post a link (or attach) your fs.log file.

File attached.

Interestingly, it gives me an error when running debug that it doesn't when running a non-debug build.
Something about an .eff missing a frame?  :confused:
It also screws up the pilot selection screen, making everything green, distorted, and divided into quarters.... :ick:


[attachment deleted by admin]
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

"You can fight like a krogan, run like a leopard, but you'll never be better than Commander Shepard!"

 

Offline Zacam

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Re: 3.6.9 Release Candidate 7
The problem you are seeing is that previously, the objective would only be shown after it was completed.  The bug fix allows it to be shown when it's added as an objective, so you can see that it's something you need to do, rather than only as something that you have done.

This is just something that we are testing though, and why the build in question is considered "willrobinson".

If it previously showed an objective that needed to be completed only after said objective was completed, how was it ever showing the objective in the first place? I may be confusing with using the term objective. In FSPort it selects various "Objectives-to-be-performed" well before it's a requirement to perform and accomplish those objectives, at which point (once you DO perform and complete it) it then turns into listing TWO instances of "Objective-is-now-complete" namely, the new one that's been hanging around for next to forever above everything else and the "regular" one that is in line with all of the rest of the listed "Completed-Objectives".

Make more sense? I'm pretty sure you've actually already seen what I'm describing, but I feel that I should clarify my explination a bit better. And I'm also pretty sure that there is something about your explination that I'm not quite getting, but it's really hot where I am right now and my brains not quite kicking into gear.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline taylor

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Re: 3.6.9 Release Candidate 7
Make more sense? I'm pretty sure you've actually already seen what I'm describing, but I feel that I should clarify my explination a bit better. And I'm also pretty sure that there is something about your explination that I'm not quite getting, but it's really hot where I am right now and my brains not quite kicking into gear.
"Objective" being something in the directives list on the HUD.  The problem was that it would previously only be added to the directives list once it had been successfully evaluated, and found either true or false.  Until the directive had succeeded, or failed, you didn't necessarily know about it.  The fix was so that the objective/directive would be considered "current", meaning that it would show up in the directives list as soon as it's something that you are supposed to do as opposed to something that you have already done, or failed to do.

The original FS1 missions are actually designed to take advantage of this problem though.  Because of that we're actually going to change the behavior to default to how it was before, but offer the option to make it "current" for mission designers.  That should properly address everyone's issues. :)

 

Offline Zacam

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Re: 3.6.9 Release Candidate 7
So, the native missions of FS1, to work in SCP, need more of an update other than just converting them then?
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Re: 3.6.9 Release Candidate 7
Even though I got the patches I still get messed up models and effects.
Amd3200+ Radeon x700 using Omega drivers.


 Copy and paste from debug mode

==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Passed cmdline options:
  -2d_poof
  -alpha_env
  -env
  -jpgtga
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -ballistic_gauge
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -snd_preload
  -mod FOW,FOW
  -wcsaga
Building file index...
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\'
Searching root pack 'C:\games\freespace2\1mv_effects.vp'
Searching root pack 'C:\games\freespace2\1mv_models.vp'
Searching root pack 'C:\games\freespace2\DEM.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP1.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP2.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP3.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP4.vp'
Searching root pack 'C:\games\freespace2\Homesick.vp'
Searching root pack 'C:\games\freespace2\mp-710_adveffects.vp'
Searching root pack 'C:\games\freespace2\mp-710_effects.vp'
Searching root pack 'C:\games\freespace2\mp-710_models.vp'
Searching root pack 'C:\games\freespace2\mv1_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_alphapatch.vp'
Searching root pack 'C:\games\freespace2\mv_core.vp'
Searching root pack 'C:\games\freespace2\mv_effects.vp'
Searching root pack 'C:\games\freespace2\mv_models.vp'
Searching root pack 'C:\games\freespace2\mv_music.vp'
Searching root pack 'C:\games\freespace2\mv_textures.vp'
Searching root pack 'C:\games\freespace2\root_fs2.vp'
Searching root pack 'C:\games\freespace2\smarty_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp'
Searching root pack 'C:\games\freespace2\stu_fs2.vp'
Searching root pack 'C:\games\freespace2\Sync.vp'
Searching root pack 'C:\games\freespace2\tango1_fs2.vp'
Searching root pack 'C:\games\freespace2\tango2_fs2.vp'
Searching root pack 'C:\games\freespace2\tango3_fs2.vp'
Searching root pack 'C:\games\freespace2\warble_fs2.vp'
Searching root 'f:\'
Found 34 roots and 17262 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X700 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5147 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Unable to find extension "GL_NV_fog_distance".
  Using extension "GL_EXT_secondary_color".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_ARB_transpose_matrix".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_ARB_pixel_buffer_object".
  Unable to find extension "GL_APPLE_client_storage".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
Unable to parse scripting.tbl!  Code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-sdf.tbm"
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-mfl.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
couldn't find particle pcx for Akheton SDG
found ani Akheton_Particle for Akheton SDG, with 11 frames and 25 fps
couldn't find particle pcx for Morning Star
found ani Morningstar_Particle for Morning Star, with 21 frames and 10 fps
couldn't find particle pcx for Maxim
found ani Maxim_Particle for Maxim, with 21 frames and 10 fps
couldn't find particle pcx for UD-8 Kayser
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for UD-8 Kayser, with 7 frames and 30 fps
couldn't find pcx for Circe
found ani Circe_Bitmap for Circe, with 20 frames and 15 fps
couldn't find particle pcx for Lamprey
ANI Lamprey_Particle with size 86x86 (32.8% wasted)
found ani Lamprey_Particle for Lamprey, with 9 frames and 20 fps
couldn't find particle pcx for Shivan Heavy Laser
found ani Shivan_Laser_Stream for Shivan Heavy Laser, with 11 frames and 35 fps
couldn't find particle pcx for Shivan Mega Laser
found ani Shivan_Laser_Stream for Shivan Mega Laser, with 11 frames and 35 fps
pcx: Couldn't open 'VulcanX.pcx'
couldn't find pcx for Gattling Turret
couldn't find ani for Gattling Turret


==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Passed cmdline options:
  -2d_poof
  -alpha_env
  -env
  -jpgtga
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -ballistic_gauge
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -snd_preload
  -mod FOW,FOW
  -wcsaga
Building file index...
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\'
Searching root pack 'C:\games\freespace2\1mv_effects.vp'
Searching root pack 'C:\games\freespace2\1mv_models.vp'
Searching root pack 'C:\games\freespace2\DEM.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP1.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP2.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP3.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP4.vp'
Searching root pack 'C:\games\freespace2\Homesick.vp'
Searching root pack 'C:\games\freespace2\mp-710_adveffects.vp'
Searching root pack 'C:\games\freespace2\mp-710_effects.vp'
Searching root pack 'C:\games\freespace2\mp-710_models.vp'
Searching root pack 'C:\games\freespace2\mv1_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_alphapatch.vp'
Searching root pack 'C:\games\freespace2\mv_core.vp'
Searching root pack 'C:\games\freespace2\mv_effects.vp'
Searching root pack 'C:\games\freespace2\mv_models.vp'
Searching root pack 'C:\games\freespace2\mv_music.vp'
Searching root pack 'C:\games\freespace2\mv_textures.vp'
Searching root pack 'C:\games\freespace2\root_fs2.vp'
Searching root pack 'C:\games\freespace2\smarty_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp'
Searching root pack 'C:\games\freespace2\stu_fs2.vp'
Searching root pack 'C:\games\freespace2\Sync.vp'
Searching root pack 'C:\games\freespace2\tango1_fs2.vp'
Searching root pack 'C:\games\freespace2\tango2_fs2.vp'
Searching root pack 'C:\games\freespace2\tango3_fs2.vp'
Searching root pack 'C:\games\freespace2\warble_fs2.vp'
Searching root 'f:\'
Found 34 roots and 17262 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X700 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5147 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Unable to find extension "GL_NV_fog_distance".
  Using extension "GL_EXT_secondary_color".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_ARB_transpose_matrix".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_ARB_pixel_buffer_object".
  Unable to find extension "GL_APPLE_client_storage".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Found special extension function "wglSwapIntervalEXT".

 

 

Offline karajorma

  • King Louie - Jungle VIP
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    • Karajorma's Freespace FAQ
Re: 3.6.9 Release Candidate 7
Ummmm. What the hell are 1mv_effects.vp and 1mv_models.vp?

Those aren't official SCP VPs and they are higher priority than anything else you have on the list.

For that matter I'm also seeing the mediavps, DEM, Derelict and Sync mods all installed in the main folder. That's just asking for trouble. Read my FAQ's guide on how to install mods properly or get used to getting problems like this one.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline PotzUK

  • 28
    • PyroPort
Re: 3.6.9 Release Candidate 7
Would it be possible to reinstate the 'realtime' background editing in FRED?  In older CVS builts (31/07 for e.g.) if you made a change to the background it would update immediately.  In recent builds, you have to exit the background editor for it to update. 

Being able to see the background and edit it quickly saves a lot of time  8)

 

Offline ShivanSpS

  • 210
Re: 3.6.9 Release Candidate 7
I busy and I dont have time to fully test it... but I think that IA can see Sthealth ships :S

I check it and confirmed that Icant target an enemy pegassus... but when I playing the "endgame" mission, the (Monitor mission where the Iceni jumps to the nebula), I choose Sthealth Pegassus for my wing as always  do it since the first time I played it... And in this mission All of my wingmen dead... on normal,  this NEVER happend to me before (Killed by fighters not cruisers or deimos), those fighter launch me even Hornets! against a Pegassus :P and I wacht one of my wingmen daying by 2 Harpoon launched from a Loki... that cant be, even the Deimos anti-fighter Turrets target and shoot me at 1.5k Rage :O, that is max range :P... please check it people :S

Again, any other has try this?

 

Offline Zacam

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Re: 3.6.9 Release Candidate 7
Well, doing a clean re-install I now have the objectives-displaying-out-of-sequence (as in, things that need doing/need to be done) in FS2 as well as FSPort......and in fact, anything else I've tried running.

(And by clean, I do mean clean. Brand new OS on a brand new drive kind of clean.)

I was kinda of surprised to have the HUD Directives telling me to fly to within 125 untis of the Instructor before he even got of his spiel about following directions.

Quote from: taylor
The fix was so that the objective/directive would be considered "current", meaning that it would show up in the directives list as soon as it's something that you are supposed to do as opposed to something that you have already done, or failed to do.

The original FS1 missions are actually designed to take advantage of this problem though. Because of that we're actually going to change the behavior to default to how it was before, but offer the option to make it "current" for mission designers.

Which I still don't understand. Instructor say's "Target Me" and you get a HUD Directive that says "Target Instructor" which changes state to show completed once instructor is indeed targeted. Your saying you "fixed" that to do that, but it was already doing it, so what exactly was fixed again? Or were the files (the originals) coded deficiently in a broken fashion that only _seemed_ to work?

If so, how would one go about re-coding the existing FS1/FS2 missions to take advantage of the "option" of the new behaviour and would there be any gains in doing so? (And for FSPort atleast, would they even want to do so, since maintaining the ability to operate under "Retail" FS2.exe is necessary, would the changes made to the mission files render them un-usable under original FS2.exe?)
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline karajorma

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Re: 3.6.9 Release Candidate 7
Here's the problem make a mission like this

Event 1
when
-Time-Elapsed
--10
-Do-Nothing

Event 2 (Directive Text of some sort)
-when
--Is-event-true-delay
---Event 1
-Do-Nothing

What you'd expect to happen is that the directive appears as soon as the game starts and becomes completed as soon as Event 1 becomes true (i.e 10 seconds in)

What actually happens in older builds is that no directive appears at the start of the mission and the completed (or failed in some cases) directive appears when Event 1 becomes true or false.


It's a bug. But it's a bug that was there since retail and thus can't be fixed easily since missions were built with it present.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline ShivanSpS

  • 210
Re: 3.6.9 Release Candidate 7
The same happends if in a chain?

-Event 1 (no chained)
-when
-Time-Elapsed
--10
-Do-Nothing

-Event 2 (chained) (Directive Text of some sort)
-when
--true
-Do-Nothing

 

Offline karajorma

  • King Louie - Jungle VIP
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    • Karajorma's Freespace FAQ
Re: 3.6.9 Release Candidate 7
When you chain the two together you say that Event 2 shouldn't appear on the directives list until event 1 is complete.

You would get the same thing if event 1 does come true except now you'd get it even in builds that did have the bug fixed. If event 1 failed for some reason you'd never see the directive at all.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Goober5000

  • HLP Loremaster
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Re: 3.6.9 Release Candidate 7
It's technically not a bug; it's a design decision.

The way it was designed was as a substitute for chained directives (perhaps before chaining was implemented).  It was meant to work something like this:

Code: [Select]
when
--and
----is-event-true-delay
------"Traitor Revealed"
------0
----is-destroyed-delay
------0
------"Traitor Ship"
+Directive: Destroy Traitor

That sort of technique is different from what everyone is used to, but it's not a bug.  Whether it's good design is a matter of personal opinion.  Everyone seems to be focusing on the situations where it's inconvenient and forgetting the situations where it is. :)
« Last Edit: September 07, 2006, 12:41:37 pm by Goober5000 »

 

Offline ARSPR

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Re: 3.6.9 Release Candidate 7
IMO, it seems a weird way of working. Events, event chaining and so on should be user-friendly. They should behave the way a first look on them seems to show.

So maybe this bug/design decision would be useful if you didn't have alternative and clearer ways to do it (chained events or and/or structures). I think a tricky behaviour isn't good even if it saves some "event coding" in some situations.

I think you should fix it by default and maybe put a Launcher flag to enable the old/retail behaviour if desired. Even if you didn't use the old behaviour in old designed missions it wouldn't be very important for gameplay, so I think compatibility inquisitors won't complain (at least too much  ;)).
« Last Edit: September 07, 2006, 03:45:11 pm by ARSPR »
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
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Offline karajorma

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    • Karajorma's Freespace FAQ
Re: 3.6.9 Release Candidate 7
Other way round I'd say. Missions can identify themselves as being FS2_Open 3.6.9+ and use altered behaviour there.

The other way around needlessly introduces a new command line, (not to mention obligating us to support it) and breaks retail missions by default.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Shade

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Re: 3.6.9 Release Candidate 7
Yep, fixing it by default breaks certain retail missions. I tested that quite thoroughly. The way Taylor is going for will allow mission designers the choice to use the old behaviour, or the updated one through an optional argument. It can't be left to a user setting as that would randomly screw up missions designed for one or the other.

And if you're building a mission anyway, adding one optional argument to the SEXP isn't exactly a big chore.
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<Cobra|> You play this mission too intelligently.