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Hosted Projects - FS2 Required => Between the Ashes => Topic started by: mjn.mixael on October 25, 2016, 01:32:48 am

Title: BtA Bug Report Thread
Post by: mjn.mixael on October 25, 2016, 01:32:48 am
Report your bugs and issues here! I'll do my best to fix them quickly.  :)
Title: Re: BtA Bug Report Thread
Post by: T-Man on October 25, 2016, 04:27:23 pm
Have just reached the start of the mission (see spoiler)...
Spoiler:
'Camp Angel'
. Immensely impressed with it so far! :yes:.

Did find a couple of things in what I've played so far but only one potentially game-breaking (it didn't repeat when I did the mission again). Will put parts in spoilers to prevent leaking mission names or mission info;

Am playing on easy difficulty and running the 24th October Nightly.

In general:

Spoiler:
Mission 'Act of Volition':
  • - I had a bug that meant the mission stopped progressing; it seemed to be the event that has the Intrepid saying the flight deck is now clear never triggered (the cruisers jumped out and we took out all the fighters, then nothing). It did when I re-did the end of the mission though.
  • - One of the freighters, the Beset IIRC, got disabled during the mission. It didn't affect my play through (does it not matter for the mission?) but thought I'd note it just in case.
  • - It may just be me being a crud pilot, but the barracudas in this mission seemed extremely hard to hit; I was unloading flails and avengers like a maniac (even firing missiles at them) and none of them seemed to take hits. Is it just me?

Spoiler:
Mission'Hammer's edict':
Code: [Select]
Could not find index 'Target' in type 'object'


------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "shipsaveload-sct.tbm - On Game Init"]:223: in function 'cpsp'
[string "?"]:1: in main chunk
------------------------------------------------------------------

1: Userdata [object]
2: String [Target]
------------------------------------------------------------------
Spoiler:
Mission 'Camp Angel':
  • In the briefing, the model of the Camp Angel says 'Diorama - Camp Angel' as it's class name. Doesn't break the game or anything but thought I'd pass on.

These don't change that fact that is an awesome campaign though. Superbly designed missions and a well thought out storyline to go with it. :yes:[/list]
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 25, 2016, 04:30:56 pm
T-Man are you running 3.7.4 for 3.7.5?
Title: Re: BtA Bug Report Thread
Post by: T-Man on October 25, 2016, 04:32:45 pm
T-Man are you running 3.7.4 for 3.7.5?

3.7.5. The fs2_open_3_7_5_20161024_c930d1a_x64_SSE2 nightly build.
Title: Re: BtA Bug Report Thread
Post by: niffiwan on October 25, 2016, 04:46:13 pm
Can you retest with 3.7.4, that's the version that BtA is supporting.
Title: Re: BtA Bug Report Thread
Post by: T-Man on October 25, 2016, 04:53:15 pm
Will do ASAP. Apologies I missed that note on the release page.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 25, 2016, 05:37:53 pm
SO. MUCH. AWESOME! Except:

 1: the HUD does not scale when I set $HUD scaling: to Yes , and with my 1920 x 1080 resolution it is very game-brakingly hard to read anything on the HUD or use the targeting reticle. have you checked to make sure that all the different HUDs scale properly?

 2: as said, many things in the Techroom are description-less. / have late-FS2 or other mod descriptions with them.

 3: the new Hippocrates model is not used, not impotent, but, still.

 sorry for nitpicks,
Title: Re: BtA Bug Report Thread
Post by: General Battuta on October 25, 2016, 05:54:50 pm
I feel like ships haring off into nowhere might be some kind of engine bug...
Title: Re: BtA Bug Report Thread
Post by: niffiwan on October 25, 2016, 06:13:41 pm
yeah, I've seen a few other people report that issue (using nightlies) on IRC, a suitable repro case from a motivated person would be super helpful at tracking it down & squashing it
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 25, 2016, 06:18:43 pm
Were the ships that were "haring of into nowhere" being ordered to enter a Canberra fighter bay?

I had a similar issue recently when I was working on my own mod.  Whenever I told a ship to enter the Canberra's bay, every once in a while it would go on a little sight seeing trip about 10Km behind it first, restricting the return path fixed it. I was going to but I forgot to tell BlackWolf about that. whoopees.



PS: The HUD is unusable without scaling for me, I don't want to be demanding but can you please look into this?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 25, 2016, 06:49:10 pm
Can I see a screenshot of your HUD, because I play on 1920x1080 and it's quite usable without altering anything from the mod.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 25, 2016, 07:08:52 pm
Can I see a screenshot of your HUD, because I play on 1920x1080 and it's quite usable without altering anything from the mod.

I am using 3.7.4 as recommended.

1st Attachment: BtA HUD
2nd Attachment: Unification war HUD with scaling on



[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 25, 2016, 07:11:32 pm
so what do you think is wrong with it?

I ran a test with $scale_gauges turned on and things more or less scaled correctly on all HUDs. The only issue was that some headanis become slightly too big and are overlapped by the message box. (Which is not something that can be easily fixed because that message box is not technically a HUD gauge and doesn't follow quite the same rules. I did set scaling to No for a reason. I am certainly willing to help you, but I need to get an understanding of what you think is game-breaking about the HUD when scaled or not scaled.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 25, 2016, 07:35:25 pm
Sorry, I edited my previous post.

See the comparison in the two attachments: both the same type of HUD at the same res both with $Scale Gauges: on; but the BtA one is smaller for some reason.

I tried to mess with the scaling myself and BtA did not scale the HUD. The 1st image did not change with scaling on or off for me.


Getting the targeting reticle, radar, and everything other then the messages to be about the size in the 2nd image would be perfect, It's not so much that their "too small" It's that their "out of perception."

I hate to be a nitpicker and I get that "game-braking" is a bit exaggerated here, but not everyone has 20-20 vision, (I'm not gonna lie, I actually do have good eyesight, so this is more subjective but you get the point)



Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 25, 2016, 07:44:03 pm
Well that's working exactly as intended. If you're talking about the messages, those are not run by the HUD system in FSO. Those are powered by a special script that Axem made and thus would not be affected by Scale Gauges. I'll have to discuss with Axem if there's an easy way to scale it in the script itself.

Otherwise, the rest of the HUD will scale. I just did so myself. It just won't look exactly the same as UWar because, while it uses the same elements, they have been modified.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 25, 2016, 07:49:45 pm
darn, my edits keep getting ninja'ed.
to prevent this from getting any longer can I just PM you?

both images are from different mods yes, but the point was that both of them had scaling on. so they should have been the same size, but are not. the Uwar shot was en example of what It should look like in terms of size

I feel like something was misunderstood- screen 0109 is from BtA, your mod. This is an image of a HUD with scaling on.

the other one, was from the Uwar, It also had scaling on. I used that image as an example of what it should look like and to show that scaling was not working in BtA. I used Uwar because It had more-or-less the same HUD elements.

I care not for the message gauge's scaling.


sorry language is hard.  :sigh:
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 25, 2016, 09:50:34 pm
OKAY, UPDATE: I fiddled around and found that just adding a tbm with $Scale_Gauges does not work. It has to be in the full .tbl


I have to put in the entire HUD .tbl and change the line for the game to register the difference, I was seeing no change between scaling on vs off because the .tbm I made was wrong apparently.
That's why we had trouble communicating, We saw different things.

It looks like something about the gauges only lets scaling work if It's in the .tbl and not a .tbm, strange. at least It's working now.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 25, 2016, 09:58:56 pm
That was going to be my next question. I'm glad you got it figured out. :)
Title: Re: BtA Bug Report Thread
Post by: AdmiralRalwood on October 25, 2016, 11:31:27 pm
It looks like something about the gauges only lets scaling work if It's in the .tbl and not a .tbm, strange.
That's not how tables work, but without knowing the exact contents of the TBM you tried to make, the exact filename you gave it, and which data folder you placed it in, I couldn't possibly tell you why it wasn't working before.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 25, 2016, 11:59:02 pm
It looks like something about the gauges only lets scaling work if It's in the .tbl and not a .tbm, strange.
That's not how tables work, but without knowing the exact contents of the TBM you tried to make, the exact filename you gave it, and which data folder you placed it in, I couldn't possibly tell you why it wasn't working before.
I could have mistyped something, It's happened before.  :rolleyes: likewise I came back to this thread because I had yet another HUD issue:

EDIT: for posterity, this was the exact contents of the TBM:
Code: [Select]
;General Shenanigans

$Scale Gauges: yes
It was put in /BtA SOC/data/tables , It's name was mv_root-hdg and it was a TBM



The Mustang/Uwar HUD scales now, but the FS1 HUD does not and it's still distorted.

I can attach some images if you want.

Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 12:25:49 am
OK, not counting screencam, here are all the available BtA HUDs with just $Scale_Gauges set to NO first and then YES. No other changes.

FS1
(https://ibin.co/2zlZIXNMlRub.jpg)
(https://ibin.co/2zlZCuwNKEuI.jpg)
FS2 (Yes, the Myrmidon exists in BtA solely to have an unused ship to assign the FS2 HUD to so that I could have all 4 in a single mod)
(https://ibin.co/2zlZKPWMa4Fu.jpg)
(https://ibin.co/2zlZG2W2Ldik.jpg)
UWar
(https://ibin.co/2zlZMHfMOV90.jpg)
(https://ibin.co/2zlZEn5N8gva.jpg)
Zod
(https://ibin.co/2zlZNqSBuCDa.jpg)
(https://ibin.co/2zlZHHwhYayo.jpg)

And finally, the FS1 HUD circle is not distorted. I checked.
(https://ibin.co/2zlZP5sr74Li.jpg)


If you want to do this properly, you need to copy the Hud Guages.tbl from BTA1_Core.vp and then change the setting there and save it to BtA/data/tables
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 05:12:23 am
Apparently you cannot target
Spoiler:
waypoints
in mission 1 after you restart the mission, i tried this several times. same is with
Spoiler:
"The will to act" mission where i cannot seem to target the thots via key f12
after restarting the mission.

Also
in mission
Spoiler:
"To steal a march on" mission objective "disable transports" dont get marked as true even after disabling transports what i can.
and 30min later ingame nothing happens, cannot get past that point at the moment. Great Story so far

using 3.7.4 as recommended

ps. it was kinda funny to see
Spoiler:
phi wing attack Antares station during civilian escort mission
i dont know if that was intentional :D
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 08:31:46 am
There is a known issue regarding hotkeys and multiple restarts. It's not that you can't target waypoints, it's that you can't target them with the hotkey. You can still find the waypoint using your radar and targetting it with the "target the object in my forward cone" key (defaults to Y). I'm assuming this is due to a code bug and since we were releasing on 3.7.4 (And aside from setting Hotkeys in the ships dialog in FRED, we aren't doing anything with them that people haven't done in FSO for years), it's an issue I just have to deal with. Generally restarting FSO gets the hotkeys to work again. We'll have to see if SDL helps at all in 3.7.5 when I work on compatibility there.

Spoiler:
In "To Steal A March On" that objective is impossible. I would need additional information to understand where the mission stalled out for you. This mission has an 'end sequence' that starts after a certain number of ships destroyed, a certain wing arrives OR a certain amount of time has passed. From there it's a chained set of events that lead to a warp out directive. It's more or less impossible for the mission to stall out with out an SCP or other error at work preventing the timer from functioning. Regardless of how you play the mission, after 450 seconds, you will start getting messages that lead to a Warp Out directive. So yeah, I guess I need a little more info from you on this one.

I assume you mean mission 6, "Acts of Voltion", with Phi wing? I bet I know why they are doing that. I probably gave them an attack order for an invisible object near Antares to force them to use their afterburners (before we had the SEXP good-afterburn-time). How were you close of enough to Antares Station to see that? Most of that mission takes place 10-14k out from the station.
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 09:12:49 am
There is a known issue regarding hotkeys and multiple restarts. It's not that you can't target waypoints, it's that you can't target them with the hotkey. You can still find the waypoint using your radar and targetting it with the "target the object in my forward cone" key (defaults to Y). I'm assuming this is due to a code bug and since we were releasing on 3.7.4 (And aside from setting Hotkeys in the ships dialog in FRED, we aren't doing anything with them that people haven't done in FSO for years), it's an issue I just have to deal with. Generally restarting FSO gets the hotkeys to work again. We'll have to see if SDL helps at all in 3.7.5 when I work on compatibility there.

Spoiler:
In "To Steal A March On" that objective is impossible. I would need additional information to understand where the mission stalled out for you. This mission has an 'end sequence' that starts after a certain number of ships destroyed, a certain wing arrives OR a certain amount of time has passed. From there it's a chained set of events that lead to a warp out directive. It's more or less impossible for the mission to stall out with out an SCP or other error at work preventing the timer from functioning. Regardless of how you play the mission, after 450 seconds, you will start getting messages that lead to a Warp Out directive. So yeah, I guess I need a little more info from you on this one.

I assume you mean mission 6, "Acts of Voltion", with Phi wing? I bet I know why they are doing that. I probably gave them an attack order for an invisible object near Antares to force them to use their afterburners (before we had the SEXP good-afterburn-time). How were you close of enough to Antares Station to see that? Most of that mission takes place 10-14k out from the station.


Oh, okay that figures it out with those hotkeys, im suprised i have not noticed that before.
Well about the phi wing, i happened to target phi 1 and its orders were to attack antares station when i stopped timewarp, so i was kinda cofused for a second there.

Spoiler:
Well... i tried the mission several times with different approaches with no different outcome, last thing what anyone says is that "thats the last of the transports" or something like that when all visible transports are disabled. after that nothing happens except few wings of enemy fighters and then nothing. i dont get warp out directive, and when i leave debriefing says "this is a red alert mission so no" something like that, and of course failure from admiral or whatever.
maybe i should record this thing or how else i could propably give more info about this?

Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 09:18:59 am
You can record it if you want. Also screenshots of the Event Log and Message Log at the point where the mission stalled would be helpful.
Title: Re: BtA Bug Report Thread
Post by: Thisisaverylongusername on October 26, 2016, 09:26:21 am
I managed to softlock it twice as well, by disabling all the remaining transports before nine of them could escape. At least, I think that's what happened.

Also, you don't have an AWOL debrief for that mission.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 09:43:39 am
Well, I think I see the cause of the soft lock for you overzealous pilots that manage to disable every transport. (How are you even doing that? Very Easy mode? Literally everything in this mission is shooting at you.) Stop disabling all.the.things. and the mission will progress as normal. I'll update the mission with a new hotfix soon.

There was no AWOL debrief because never-warp was supposed to be active throughout the mission. My fault!
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 09:51:41 am
Well, I think I see the cause of the soft lock for you overzealous pilots that manage to disable every transport. (How are you even doing that? Very Easy mode? Literally everything in this mission is shooting at you.) Stop disabling all.the.things. and the mission will progress as normal. I'll update the mission with a new hotfix soon.

There was no AWOL debrief because never-warp was supposed to be active throughout the mission. My fault!

well i have to try and disable just like 2  :D
btw. how to get event log? from debug mode?

(How are you even doing that? Very Easy mode? Literally everything in this mission is shooting at you.)

almost 20 years of experience in freespuz :D see sathanas shoot it to deth  :lol:


EDIT:okay, yeah now it works when i disable just a few, not like 9 transports  :lol: :lol:
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 10:02:08 am
Event Log is F4 while in mission, iirc. You can get to the Message log from there also. Debug build not required!

Spoiler:
You have to let at least three transports escape. That will allow the rest of the events to occur, if I'm reading the mission events correctly.
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 10:25:36 am
Event Log is F4 while in mission, iirc. You can get to the Message log from there also. Debug build not required!

Spoiler:
You have to let at least three transports escape. That will allow the rest of the events to occur, if I'm reading the mission events correctly.

how do i copy it, so that i could paste it here?  :D
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 10:28:11 am
You'll have to take a screenshot and upload it
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 10:30:02 am
You'll have to take a screenshot and upload it

stupid question, but what program should i use?
Spoiler:
ps. 3 is not enough, just disabled 11 transports and mission is not progressing
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 10:35:04 am
Just hit PrtScn on your keyboard. FSO saves the screenshots to Freespace2/data/screenshots

I think I have it fixed, but I'm waiting to see your Event and Message Logs to confirm that's where you are stalling out.
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 10:52:00 am
remove this when done

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 10:52:25 am
remove this when done
EDIT: for some reason prtscrn wont copy to freespace folder

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 11:02:50 am
Yup, I was right. I've got a fix.
Title: Re: BtA Bug Report Thread
Post by: antsa on October 26, 2016, 11:04:56 am
Yup, I was right. I've got a fix.

nice, hopefully my rambling helped somewhat.
 Great job with the campaing. it is sweet
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 11:12:09 am
BtA1_Core has been updated. You can get it from the release thread or re-run the installer. I'm at work at can't actually test it.. so here's hoping I don't regret pushing a fix without testing it myself first... But I'm 99% sure I fixed the problem reported. Your rambling helped.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on October 26, 2016, 03:42:28 pm
(this relates to the HUD discussion)

Okay, I did some image comparisons with BtA and FSport and found the problem, It turns out you are right, the HUD is scaling, my bad.

However; the indicators are not scaling to the correct size, and the bottom of the FS1 targeting reticle is offset too high.


I took some screenshots and put them in a folder, unzip it and do a slideshow/compare them. so you can see what I'm talking about.
Edit: since the zip i made got 0 looks, I just put the images here.
Edit 2: Nevermind

<sidenote> I really love your mod and I'm not trying to be rude or nitpicky or whatever, sorry if I came across that way at any point.  :(  I'm just trying to help fix what I think is an issue.

Thanks in advance

Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 04:25:54 pm
Except the HUD is not an issue. I specifically chose to disable scaling for a number of reasons. You're going to have to manually alter the hud_gauges.tbl to get the kind of HUD setup you prefer.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 26, 2016, 05:52:09 pm
TFW you watch AndrewOfDoom's stream of your mind and find all kinds of little bugs. :( New patch tomorrow, probably.
Title: Re: BtA Bug Report Thread
Post by: liontamer on October 27, 2016, 09:27:34 am
On Mac FSO 3.7.4

If I'm in the System Map (very cool feature btw) or Newsroom and hit F2 for options, when I hit accept FSO freezes the whole system (needs a hard reboot) although the music keeps playing.

Ben
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 27, 2016, 11:00:45 am
Well that's interesting. I'll look into it.
Title: Re: BtA Bug Report Thread
Post by: T-Man on October 27, 2016, 11:22:13 am
Noticed a few little ones, though none game-breaking so need to rush fixing them. Still loving the game (had to actually start again due to 7.4 not seeing my progress for some reason, but actually enjoyed it so no matter :yes:);

Running 3.7.4 20160704 build

Spoiler:
Up to 'Groundhog Day'.

'Hammer's Edict':
  • You can give commands to the Statis in the convoy. Intentional?

'The Texas Seven': (<This one only occurred during my 7.5 play through so may not apply; noted in case other's find it)
  • I was on my first and second play-throughs actually able to disable the Cardinal in the time given, which stopped it jumping and allowed us to actually destroy it (your face Ozy! :pimp:). I think it was pure luck (first time a science cruiser was nearby bombarding the engine and second time there were no fighters left between it and Alpha. In my 7.4 play through I was held up by a wing of Seths), but if a complete n00b like me can manage it others will no doubt. May be worth at some point putting guardian on the engines and/or upping the fighter cover to distract the player?

'How the West was lost':
  • Though the mission progressed fine (and even gave me the medal), I noticed the first of the primary objectives ('ensure all objectives leave the station at the start') never completed. Events went fine and got good debrief though.

'Rebels and Revolutionaries':
  • One of the Atlantis freighters did not count as being destroyed for some reason; when I went to debrief it said I had only got some of them despite getting all four (I checked my kills and had all four listed). I recall the third gave no message after (and possibly the fourth too) so it may be one of those?
  • Is there's meant to be more than 2 hercs at the second battle despite what wingman says? Two  more warp in and at least another two more always seem to pop out of nowhere (assume they arrive behind the carrier?)
  • I noticed the objective says the number of probes shouldn't go above 100; I went to 103 but it let me progress. Intentional?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 27, 2016, 11:36:11 am
Quote
Spoiler:
I noticed the objective says the number of probes shouldn't go above 100; I went to 103 but it let me progress. Intentional?

This one is intentional. I wanted there to be a little grey area in terms of success/failure.

I'll look into the rest. The bug you reported in The Texas Seven shows some wildly different AI behavior then. Makes me worried what is going on in 3.7.5... it seems very buggy.
Title: Re: BtA Bug Report Thread
Post by: PazTch on October 27, 2016, 01:55:21 pm
Groundhog day - all targets neutralized, debrief congradulates me and then mission failed cannot continue. Smthing im missing?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 27, 2016, 02:23:47 pm
That's interesting. Can you take a screenshot of that debrief?
Title: Re: BtA Bug Report Thread
Post by: PazTch on October 27, 2016, 02:36:22 pm
Double checked. Same

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 27, 2016, 03:47:48 pm
Hmm. You didn't happen to skip a mission did you? Either with cheats (skipmemymissionyo) or too many failures?

Go back in the mission and press Alt-0. That will put a list of variables on the screen. Find the one called "CampMode" and tell me if it's set to true or false.
Title: Re: BtA Bug Report Thread
Post by: PazTch on October 27, 2016, 04:05:58 pm
CampMode false. Did skip Rebels and Revolutionaries over too many fails, finished it on try 6 through tech room :D
Title: Re: BtA Bug Report Thread
Post by: PazTch on October 27, 2016, 04:08:04 pm
Guess I'll just redo the campaign, its awesome so no biggie!
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 27, 2016, 04:09:29 pm
As I suspected. The way I was checking for campaign vs tech-room was dumb. I have a fix. Attached is a fixed mission file for you. You can put this in BtA SOC\data\missions temporarily to be able to progress. I'll upload an official patch tomorrow.

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: PazTch on October 27, 2016, 04:15:16 pm
My sincere thanks to based mod development (and fixes) :)
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on October 28, 2016, 04:02:19 pm
Spoiler:
The Cardinal escaped, the Intrepid said it needs some time to recharge its drives, we frag a bunch of bombers and the remaining HoL strikecraft retreat... and the Intrepid sits there refusing to jump out. I set time compression to max and came back in five minutes to no avail. I lost the Trafalger, if that matters.

I'm one of the worst bomber pilots in the GTVA, so being stuck on the obligatory bombing mission makes me a sad panda. I kinda want to just cheat through it, but I'm not sure how the mission's supposed to end >_>
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 28, 2016, 06:24:54 pm
Pretty sure you get ordered to enter the Intrepid fighter bay at the end of that one if the Intrepid survives to end the mission. It never warps out.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on October 29, 2016, 10:09:55 am
I didn't get any such order.

But I did dig into the mission file, and I think I see what happened. I'm... not sure the Maibe wasn't still in the battlespace. It ended up at 1% hull and disabled, but obviously guardian'd, so I pulled it from my escort list. It looks like it's supposed to self-destruct at 23% hull and I think I bypassed that lobbing a Tsunami at it. So that ship was still there and the RTB never triggered.

I'd honestly forgotten about that until I looked at the mission file.
Title: Re: BtA Bug Report Thread
Post by: [Wolf]Maverick on October 29, 2016, 11:19:43 am
Hi,
love the campaign so far but i'm running into a bug on "gairas judgment"

The HOL Maiba (or something..,the Aten Class Cruiser) can't be destroyed, it stays at 1% no matter how much damage it gets.
Then the Trafalger was destroyed and the HOL Cardinal left the system. I protected the Interprid and destroyed all hostiles, but the mission doesn't continue.. i was flying for ten minutes but nothing happened. Did not get any orders.
I'm using Win 7 FSO3.7.4. Final

Thanks
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on October 29, 2016, 01:14:49 pm
That's the same problem I just had.



Skipping that mission makes the next one unwinnable, as you don't have access to the Force CXI. Cheat codes don't help either.



EDIT: I can't just skip the now-bugged Black Flag either, can I... Ugh, if skipping a mission is going to lock someone out of the rest of the campaign, a warning message of some sort wouldn't go amiss.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 29, 2016, 03:45:02 pm
I released an update a couple days ago that address the biggest problem of skipping -> progression locked.

What you're running into now is that a particular weapon is unlocked by the mission before it. It seems using the built-in campaign weapon progression is not always the best idea on the off chance that players use the built-in mission skipping. I've potentially got a fix for the HLC Maibe issue.

As for being locked out of Black Flag, that is due to not finishing Gerar's Judgement and thus the allow-weapon sexp was never triggered. Hmm. We could probably fix your progression by cheating the campaign file a bit.... Try this. Put this in BtA SOC/data/missions (create the folder location if it doesn't exist). Progress through Black Flag. Then you should be able to progress normally.

I had forgotten that FSO allows you to skip a mission you failed often. I had assumed any mission skipping would have been due to skipmemymissionyo cheat which is known to cause progression issues.

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on October 29, 2016, 05:05:55 pm
No joy, the weapons still aren't enabled. I've verified that the modified campaign file has been loaded by modifying the campaign description and ensuring that the edited version shows up in the campaign room (it does).

I guess I'll just restart. Who knows, maybe I'll do better in that
Spoiler:
gosh-darn amazing mission where all the civilians get murdered
.
Title: Re: BtA Bug Report Thread
Post by: [Wolf]Maverick on October 30, 2016, 02:42:06 am
Hi,
thanks this works.
Just ignore the Maibe, then everything works out.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on October 30, 2016, 09:39:31 pm
The mission after Camp Angel says the transports should be hotkeyed to F12, but they're not.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 30, 2016, 10:23:01 pm
They are, but for some reason FSO stops obeying hotkeys on multiple tries on 3.7.4.
Title: Re: BtA Bug Report Thread
Post by: CT27 on October 31, 2016, 02:09:11 pm
After completing the mission "Groundhog Day" (the one where you call in artillery strikes on various targets), a lot of the editorials and newsroom headlines disappeared.  There were only a few left and they were before Antares rebelled (i.e., the emails on the most recent ones read @gunara.gta instead of @gunara.af).  They just disappeared.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on October 31, 2016, 04:02:50 pm
Spoiler:
ROOT KEY 1824IG
isn't working over here. I get no response besides a new prompt.



EDIT: ...oh, I see.
Title: Re: BtA Bug Report Thread
Post by: CT27 on November 01, 2016, 03:06:03 am
To add onto what I said earlier there are no editorials for me between "The hand grasping the suns" and the final one (which I did get somehow) "The suns are released".


Is there any way I can get all the headlines and editorials back to read?
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on November 01, 2016, 02:13:18 pm
I'm not sure if this counts as a bug, but you can sequence-break "Playing Pirate" by failing to disable one of
Spoiler:
Beta wing
, but keeping them distracted long enough for Omega 1 to escape.

Typo in "The Armageddon Clock": "a rew minutes".

Misspelling in the briefing of "How the West Was Lost": "Envoked" should be "invoked".

I just got an AWOL failure during an in-mission jump in "Rebels and Revolutionaries" while jumping to the second carrier. ...and it just happened again. EDIT: Okay, it was the support ship jumping out while still docked with me.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on November 03, 2016, 02:23:48 pm
Okay, the mission after the decoy mission gives me a bunch of unnamed friendly ships and nothing else. I honestly thought it was going to be a credits mission(?) until nothing happened.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 03, 2016, 02:30:06 pm
I'm not sure which mission you are talking about.

Or rather, it does seem like you are talking about the post-campaign cutscene mission (bta1_m4_01.fs2). However, if you're able to fly around and see ship names, then you've somehow cheated into the mission. If you played the campaign without skipping missions, the cutscene will play. If not, it will just end-mission and send you to the credits screen in FSO.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on November 03, 2016, 03:59:18 pm
Hm. I don't recall doing anything unusual this time, I'm afraid.
Title: Re: BtA Bug Report Thread
Post by: CT27 on November 03, 2016, 05:11:28 pm
Any suggestions for my missing editorials/headlines issue?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 03, 2016, 05:53:19 pm
I'm still looking into that particular issue.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on November 03, 2016, 06:48:53 pm
I can confirm that I saw the same thing.
Title: Re: BtA Bug Report Thread
Post by: Black Wolf on November 05, 2016, 06:06:11 am
Not sure if this has been reported or not, but I just had a very frustrating bug in "To Steal a March On". My wingmates appeared to lose the ability to fire any weapons at some point. The mission seemed to freeze after the transports stopped being hostile. I cleared all the Zods out (not easy when nobody else is shooting), then accelerated time for a few minutes to make sure nothing was going to happen. Got a debriefing that had the audio about my willfully destroying transports, but the text said "Red Alert Mission. No Debriefing here!"
Title: Re: BtA Bug Report Thread
Post by: Thisisaverylongusername on November 05, 2016, 09:21:29 am
Well, some of the transports have to be destroyed for you to move on, and they have to be from enemy fire.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 05, 2016, 11:18:26 am
Well, some of the transports have to be destroyed for you to move on, and they have to be from enemy fire.

That's not true. But I'll look into the issue, BW.
Title: Re: BtA Bug Report Thread
Post by: Warrior Of Ice on November 06, 2016, 09:48:25 am
Mission Camp Angel shows checkpoints being reached, however upon restarting these do not appear to be available.

Running version 3.7.4 of FSO.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 06, 2016, 10:07:41 am
Those checkpoints are available during the intro cutscene. That's just the way Slasher designed. I wanted to change that, but it was a little too complicated. What I should do is just make that cutscene non-skippable.
Title: Re: BtA Bug Report Thread
Post by: eragon2890 on November 07, 2016, 05:11:43 am
I love the campaign slaves of chaos from what I see in the first missin, but here is a bug: I just ocmpleted the first mission. I achieved primary objective but failed to scan the freigthers. I got the victory debriefing text.

I could not proceed to the 2nd mission however, it said I failed it and had to replay??
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 07, 2016, 06:08:40 am
I need more info on that one. A screenshot of the debriefing would help. That mission has a pretty complicated debriefing set and if you did not scan a freighter, you cannot continue because the next mission pretty much depends on that.
Title: Re: BtA Bug Report Thread
Post by: eragon2890 on November 07, 2016, 06:20:28 am
I need more info on that one. A screenshot of the debriefing would help. That mission has a pretty complicated debriefing set and if you did not scan a freighter, you cannot continue because the next mission pretty much depends on that.

I thought so. But then, shouldn't scan the freighters be a primary objective? RIght now it's clearly marked as a secondary one. So you complete all primary objective then get told you failed the mission. that is very strange.

BTW, now on the 2nd mission, no more problems so far, love the campaign!
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 07, 2016, 06:24:08 am
Because objectives are shown at the end of the briefing, they are more of a story telling element than a mission pass/fail element. You go into the mission not knowing you'll need to scan a freighter, so it cannot be a primary objective. This kind of thing is done a few times in FS1/2 as well. You start a mission thinking you'll be doing one thing but events work out such that that's impossible and instead have to do something different.
Title: Re: BtA Bug Report Thread
Post by: eragon2890 on November 07, 2016, 06:26:51 am
Okay, but at the moment you get the objective shouldn't it be then marked as primary? Or is that impossible? I mean at that point command clearly knows how important that scan is, and more importnat then saving one or two containers...

Anyway, great campaign in general!
Title: Re: BtA Bug Report Thread
Post by: eragon2890 on November 07, 2016, 06:43:24 am
and another one! well, I decided I was getting tired of being killed in 5 seconds in mission 2 (you are supposed to play this campaign on medium right?) so I destroyed all the turrets before inspecting the containers and freighters.

Now the CI unit is sent in by command, but mission never progresses anymore at all... :-(
Title: Re: BtA Bug Report Thread
Post by: eragon2890 on November 07, 2016, 07:17:08 am
Umh, not really a bug, but, is the 2nd mission supposed to be THIS hard? I keep trying and trying and trying (on easy) but my wingmates are slaughtered in 5 seconds as soon as the shooting begins and the transport escaped even if I catch up with it and hammer it's engines continuously with dual subsystem damaging cannons...  :banghead: :banghead: :banghead: :banghead: :confused: :confused: :mad: :mad: :hopping:
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 07, 2016, 07:55:52 am
If the CI unit is sent in, the mission is over and you should have an RTB directive.

As for the difficulty, why are you destroying the turrets rather than reprogramming them? I mean, if you're having trouble on Easy on this mission, the turrets won't help a whole lot, but they will help.

Are you using the Disruptor to damage the engines or something else? How long are you waiting before trying to disable it?
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on November 08, 2016, 09:30:52 am
I've found that C-3-9, then an opportunistic dash at the transport, is an effective tactic there, on both Medium and Hard. You can also use your Harpoons to help disable it - iirc, two linked salvos will disable an Elysium with only moderate hull damage.
Title: Re: BtA Bug Report Thread
Post by: [Wolf]Maverick on November 08, 2016, 11:17:20 am
Hi,
i didn't get any checkpoints in Groundhog Day and have to repeat the artillery practice every time, is there a fix to that?
Thank you!!
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 09, 2016, 08:53:07 am
The one thing I'm not sure was fixed in the latest patch was the Groundhog Day checkpoints. They look pretty straightforward, but let me know. They only save in a campaign playthrough, fyi. They will not work from the tech room.
Title: Re: BtA Bug Report Thread
Post by: CT27 on November 10, 2016, 04:47:40 pm
I'm still looking into that particular issue.

Any luck with that?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 10, 2016, 05:27:59 pm
Sort of. The issue is that those entries become available only when playing in the campaign (and before the most recent patch, only if you never skipped a mission ever in any way) having successfully completed a mission.

So I've got a fix that will allow skipping and still make the entries available, but you'll have to play a mission in the campaign to get all the entries to appear. Playing from the tech room won't work.
Title: Re: BtA Bug Report Thread
Post by: CT27 on November 10, 2016, 06:40:21 pm
Thanks.  I take it you'll post here when that fix is available?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 10, 2016, 08:33:08 pm
Yes. Watch the release thread for updates.
Title: Re: BtA Bug Report Thread
Post by: eicca on November 10, 2016, 11:20:28 pm
Alright. In "Going out with a bang" are the enemy decoy fighters supposed to be 42,000 away?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 11, 2016, 12:51:48 am
Alright. In "Going out with a bang" are the enemy decoy fighters supposed to be 42,000 away?

Um, no. There is nothing in the mission logic that should cause that. Are you playing on 3.7.4?
Title: Re: BtA Bug Report Thread
Post by: eicca on November 11, 2016, 10:25:43 am
Alright. In "Going out with a bang" are the enemy decoy fighters supposed to be 42,000 away?

Um, no. There is nothing in the mission logic that should cause that. Are you playing on 3.7.4?

3.7.4 official. It looks like right at mission start they turn tail and head away from the battle at top speed and by the time I have to chase them down they've made it to 42 klicks out.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 11, 2016, 10:32:53 am
That sounds like an SCP bug of some sort... I've never seen that happen in my playthroughs, though.

I double checked the mission file. They have orders to protect an object near the Cardinal. I also checked some of the other invisible objects and things we use in the mission that could be causing it by the AI trying to attack it.. but all those objects are protected, so that can't happen.

I've heard a few others mention fighter AIs flying off into the sunset in random missions... so I'm going to go with SCP bug for now.
Title: Re: BtA Bug Report Thread
Post by: Nemesis6 on November 11, 2016, 10:57:57 am
Something's up with the wingmen in the "Rebels and Revolutionaries" mission -- I noticed that after the first drone ship is destroyed, I was always alone in attacking the drone ships, so I look where my wingmen are, and they'll be a few clicks back, not attacking the enemy, but just idly flying around not trying engage the bad guys, and ordering them to engage doesn't work. If one is not attacked, they disengage totally and just kind of fly around. This is with the 3.7.4 AVX build by the way.
Title: Re: BtA Bug Report Thread
Post by: Thisisaverylongusername on November 12, 2016, 09:43:26 am
I'm playing the Texas Seven. If you fly to the Cardinal before the escape pods carrying Ozymandias and co. arrive, you can destroy enough of them to softlock the mission. Also, it is possible to disable the Cardinal before it escapes.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 12, 2016, 12:58:57 pm
Can't say you didn't ask for it. :)

(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/imagebin_zpslnnrpq6v.jpg~original)

Will be in the next update.
Title: Re: BtA Bug Report Thread
Post by: eicca on November 12, 2016, 10:53:25 pm
Something's up with the wingmen in the "Rebels and Revolutionaries" mission -- I noticed that after the first drone ship is destroyed, I was always alone in attacking the drone ships, so I look where my wingmen are, and they'll be a few clicks back, not attacking the enemy, but just idly flying around not trying engage the bad guys, and ordering them to engage doesn't work. If one is not attacked, they disengage totally and just kind of fly around. This is with the 3.7.4 AVX build by the way.

I experienced something similar. I ordered them to attack the carrier and they didn't do jack. I had to take them on myself until my wingmen finished up with the fighters, usually too late...
Title: Re: BtA Bug Report Thread
Post by: Vidmaster on November 13, 2016, 11:52:56 am
I am stuck in M1 :-(  The unknown freighter self-destructs (verified via eventlog) when disabled and I am getting a court-martial ending. Still being congratulated on the cargo containers though, lol :-) Recommend fixing that too.

Freespace Installer says I am up to date, if I am not tell me  :)
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 13, 2016, 01:20:55 pm
Are you disabling it? Cause you're not supposed to... Obey orders, pilot! :p
Title: Re: BtA Bug Report Thread
Post by: Maximus1389 on November 16, 2016, 03:15:24 pm
Mission: The Texas Seven

Spoiler:
there is the point that all alpha wing gets disabled and you have to type a special order to the ship system.
At this point the mission got stuck. I cant type a blank and it doesnt matter what i type in. Nothing happens

Info:
- 3.7.4. SSE2
- no mission skipped
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 16, 2016, 03:33:59 pm
What keyboard are you on? QWERTY or something different?
Title: Re: BtA Bug Report Thread
Post by: Maximus1389 on November 17, 2016, 12:24:12 pm
I'm on QWERTZ, but i dont need to type z or y
Title: Re: BtA Bug Report Thread
Post by: borizz on November 18, 2016, 03:10:58 pm
I did what I think was the last mission and I had a missing debrief.

Spoiler:
I destroyed the cardinal but failed to guide the torpedoes around to the escaping transports. A cutscene appeared, with the transports escaping. A missing debrief message was then shown.

When I restart the game and go into the ready room, this happens:

Code: [Select]
LUA ERROR: [string "shipsaveload-sct.tbm - On Frame"]:1: bad argument #1 to 'maxn' (table expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of: (null)
Function type: (null)
Defined on: 0
Upvalues: 0

Source: (null)
Short source:
Current line: 0
- Function line: 0
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[C]: in function 'maxn'
[string "shipsaveload-sct.tbm - On Frame"]:1: in main chunk
[C]: ?
[C]: in function 'maxn'
[string "shipsaveload-sct.tbm - On Frame"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 18, 2016, 03:32:02 pm
I'm at a loss for the issue of not being able to type during The Texas Seven. I can't reproduce that at all.

borizz, I need more info on the missing debrief. If you destroyed the Cardinal, then you would get at least one debrief paragraph. As for your script issue.. I can't even understand how the shipsaveload-sct is throwing an error before the mission space is loaded...
Title: Re: BtA Bug Report Thread
Post by: borizz on November 18, 2016, 04:58:28 pm
I forgot, but I have a screenshot. No debriefing for mission: BTA1_M4_01.fs2. Please report this!
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 18, 2016, 05:43:08 pm
Ooooh. 4_01. Did you update at all recently?

EIDT: I know what's going on with that one.
Title: Re: BtA Bug Report Thread
Post by: borizz on November 19, 2016, 02:44:59 am
I used the freespace open installer to update on the 17th. I did that because I ran into a bug on the Texas Seven where I was able to disable the Cardinal before it could jump, which makes the mission go stuck (I destroyed it afterwards too).

EDIT: I just updated again, there was an update to BTA1_Core.vp.
EDIT 2: My campaign save got wiped, so I can't test anymore.
Title: Re: BtA Bug Report Thread
Post by: HLD_Prophecy on November 19, 2016, 11:32:02 am
Mission: The Will to Act

Spoiler:
The GTS Camden will not dock with Lt. Sermakh's Amun bomber. Sermakh won't cut his engines and the Camden goes on an endless loop attempting to dock until we all die from the endless waves of Horus. Please halp?
Title: Re: BtA Bug Report Thread
Post by: eicca on November 19, 2016, 02:21:31 pm
Ok. Here's the log file from "Going Out with a Bang" run from the mission simulator. Pisces 2 and 4 just accelerate away from the battle at full speed right from mission start. Running 3.7.4 official release on OSX 10.12


[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: Maximus1389 on November 23, 2016, 12:59:24 pm
I'm at a loss for the issue of not being able to type during The Texas Seven. I can't reproduce that at all.

borizz, I need more info on the missing debrief. If you destroyed the Cardinal, then you would get at least one debrief paragraph. As for your script issue.. I can't even understand how the shipsaveload-sct is throwing an error before the mission space is loaded...

Its not that iam not able to type. I can type everything except a blank(Space)
The thing is, that just nothing happens if i type something in.

Could id be that Win10 is the Problem?
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on November 27, 2016, 12:04:21 pm
I can't believe I forgot this one. On my laptop, the images in the newsroom clip over the text. Could this be a screen resolution issue? Mine's 16x9.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on November 30, 2016, 06:12:29 pm
Alpha 1 shows up on my ship orders list at the beginning of Bringing Down the Gavel (and Alpha 2 doesn't).
Title: Re: BtA Bug Report Thread
Post by: HLD_Prophecy on December 02, 2016, 04:32:10 pm
I can't believe I forgot this one. On my laptop, the images in the newsroom clip over the text. Could this be a screen resolution issue? Mine's 16x9.

I have same issue, same resolution too.
Title: Re: BtA Bug Report Thread
Post by: AdmiralRalwood on December 02, 2016, 04:37:15 pm
I really, really nope nobody actually has a screen with a resolution of only 16 by 9 pixels...
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on December 04, 2016, 01:29:57 pm
1600x900.



To Steal A March On has... issues. I had all the transports turn friendly with one (the Crethus, I think) not yet disabled, and then I got traitor'd when my Ballistae landed. Restarted, thought I passed but the mission hung with no hostiles, no dialogue, and no RTB. Restarted again, got to the point where the HOL starts attacking the transports, and got yelled at for firing on them (I was shooting a Seth that was nowhere near a transport).  Arg!!!
Title: Re: BtA Bug Report Thread
Post by: Dicax on December 13, 2016, 09:06:18 pm
(cross posted from the general help forum, thought maybe it was better here...)

So I've been having a really great time playing through Between the Ashes. Until I get to the mission "How the West Was Lost". Some ships are visible, cargo is visible, but I can't see those annoying dock workers and there is some kind of structure in the middle that I keep bumping into.
I've tried what I can think of: reinstalling Freespace, I've downloaded the MVPs individually and put them into the correct folder, I've looked at the log and it does say that the ships table and one other table is invalid !!! but I'm not sure if that's important.
The game was working fine up until that mission.

Log is attached.

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: DireWolf on December 22, 2016, 05:51:43 pm
Still working my way through the campaign, certainly worth the wait! Run into a few issues so far, however.

Spoiler:
1) When loading from the checkpoint in "Warm Welcome", I couldn't satisfy the objective to scan all of the cargo containers. Replaying the mission from the beginning solved the problem.
2) Encountered PVD Hope's issue with the GTS Camden in "The Will to Act".
3) In "Acts of Volition" Barracuda warheads appear to be impossible to hit when playing the mission for anything other than the first time in an FSO session. Restarting FSO makes the warheads vulnerable, but the issue manifests again whenever the mission is restarted.
Title: Re: BtA Bug Report Thread
Post by: Deepstar on December 23, 2016, 12:34:13 pm
I found some few errors in my "Mefistofele"-Playthrough.

In "Shell Game"in the 2nd Command Briefing Stage the CBAnim reads "recieved" instead "received".
In the same mission in the last stage, it also happens, that the enemies attack TC 1-24 and so abort the pursuit of yourself. You can use this moment to blow up the whole gang, because the enemies gather around the container, until this crate gets destroyed.

Also the Mako turns around directly after the death of the initial 10 pursuers, which does not make sense... because it happens before the second wave abort the pursuit and jump out and before the whole Sensoranomaly thing.
Title: Re: BtA Bug Report Thread
Post by: MrNerdHair on December 29, 2016, 11:07:04 am
I'm having a problem with a mission.

Spoiler:
Corrida de Toros: After the Cardinal shows up, the game crashes as soon as Ozymandias says "permit you the Sirius jump node".

This occurs for me on 3.7.5 SSE2, 3.7.4 SSE2, and 3.74 Debug SSE2. There is no error message dialog from the debug build on the crash, and the fs2_open.log doesn't look very revealing to me (I've attached it, though).

Any help would be greatly appreciated! I'm really looking forward to experiencing the campaign.

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: MrNerdHair on January 02, 2017, 11:32:34 pm
I'm having a problem with a mission.

Figured this one out myself! Apparently my binaries were old. My 3.7.4 was actually a pre-final build, and what my launcher lists as 3.7.5 was an old nightly.
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on January 29, 2017, 06:53:55 pm
In "Hammer's Edict":



Could not find index 'Name' in type 'asteroid'

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name:      (null)
Name of:   (null)
Function type:   (null)
Defined on:   0
Upvalues:   0

Source:      (null)
Short source:   
Current line:   0
- Function line:   0
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
   [C]: ?
   [string "shipsaveload-sct.tbm - On Game Init"]:223: in function 'cpsp'
   [string "?"]:1: in main chunk
------------------------------------------------------------------

1: Userdata [asteroid]
2: String [Name]
------------------------------------------------------------------



Dismissing the error let the mission proceed without further issue.
Title: Re: BtA Bug Report Thread
Post by: Makhpella on February 03, 2017, 08:38:13 am
Crashing on 'Shell Game'. No idea why. Started with yesterday's nightly, had no issues before.

First log is where I usually crash.

Second, I have no idea what happened there. Only occured once.

I have a checkpoint from the time I got through Mako's jump,  but that too crashes several seconds in. Another weird thing happened that time. I jumped out, entered subspace, exited, but the skybox kept spinning subspace-y, I couldn't move and i was nowhere near the Mako. No log though.

[attachment deleted by admin]
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on February 03, 2017, 12:45:32 pm
Don't use a nightly build with BtA. It's incompatible.
Title: Re: BtA Bug Report Thread
Post by: Makhpella on February 03, 2017, 01:08:32 pm
Oh. I got through... half of BtA with a nightly last year. But thanks, I'll 3.7.4 it.
Title: Re: BtA Bug Report Thread
Post by: Novachen on March 02, 2017, 06:52:16 pm
Mission: The Texas Seven

Spoiler:
there is the point that all alpha wing gets disabled and you have to type a special order to the ship system.
At this point the mission got stuck. I cant type a blank and it doesnt matter what i type in. Nothing happens

Info:
- 3.7.4. SSE2
- no mission skipped

Actually, i can confirm this error.

This whole terminal thing, seems to have problems if you play Freespace 2 in another language.

With the english setting it works without problems. And you have to type Y for Z on an QWERTZ-Keyboard.
If you play the game in another language with the related font file, german for example: Backspace, Spacebar and Enter do not work and so you can not continue with the mission.

Because i am doing a translation into german of this whole campaign, it takes so long for me to get to this mission... and so to encounter this error.

So the error seems to be an incompatiblity in the terminal-sct.tbm for other languages or something like that... but i did not dig into this file for a closer look for such things, yet.
Maybe you have to allow/consider the additional characters of the other languages in this file to get this thing working. But that is only a guess at the moment.


EDIT:

I was able to fix it.
If you use a different language, the Keys in the terminal-sct.tbm have to use the same name that Freespace 2 uses for them in the selected language.

For a german language setting it is for example "Leertaste", "Rücktaste" and "Eingabe" instead of "Spacebar", "Backspace" and "Enter".
So you need a unique terminal-sct.tbm for every language you use.
Title: Re: BtA Bug Report Thread
Post by: m!m on March 04, 2017, 01:01:42 pm
That really sounds like an engine bug. IMO it would make the most sense to always expose the English name to the script. I'll see what I can do about that.

EDIT: I submitted the required changes: https://github.com/scp-fs2open/fs2open.github.com/pull/1283
Title: Re: BtA Bug Report Thread
Post by: CKid on April 10, 2017, 08:49:21 pm
Just had a small bug in the mission "The Will to Act". The support ship failed to grab the bomber, it just kept fly around it saying 17 seconds till dock. A quick restart and the ships docked to complete the mission. Not quite sure what happened there.
Title: Re: BtA Bug Report Thread
Post by: m!m on April 11, 2017, 12:44:45 am
Which FSO version were you using? I have seen some weird support ship behavior while playing with 3.8 and I'm not sure if that's a regression since 3.7.4 or if that has always been there.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on April 11, 2017, 08:19:22 am
The support ship in that mission is not actually a support ship.
Title: Re: BtA Bug Report Thread
Post by: Novachen on April 12, 2017, 12:02:06 pm
The Arrival Cue of the "Battle Snail" seems not to be met in "Hammer's Edict". Maybe because i collected the Snail in the previous mission before the checkpoint.
Even there is the "Campaign Mission Success" that should change the SnailSave Variable back to "False".
But the Snail appears only, after i changed the CampMode event with an additional or that changed a "Saved" SnailSave back to "False".


Also it seems only to save the checkpoint of the first try in "The Will to Act", because i do not get a "Checkpoint Reached" in all following tries.

EDIT: Actually i can give some additional information, because i finished this mission now.
After i started this mission with this changed event once, i could revert to the original mission file, because the variable was set correctly permanently.
But i found out, that the campaign count this snail as the sixth one i've collected.
But because i collected them in all missions until now, it should be the seventh one.

So i think the error seems to be in the previous mission "Acts of Volition". I played it several times, because BtA is quite difficult on "Insane". But with the help of the checkpoints i was able to finish it finally. Unfortunately without a Snail, that seems to be vanish after you reach the second checkpoint, so i restarted this mission again from the beginning, was able to finish it in one go (if you select another convoy to protect this mission is much easier) and also find the snail in the course of it... but it seems that the game does not save it, if there are already previous saved checkpoints. Maybe the same error i encountered in "The Will to Act" even i got a "Checkpoint Reached" message.
Title: Re: BtA Bug Report Thread
Post by: Novachen on May 18, 2017, 12:59:08 pm
Next to the already reported bug in m2_01 i got some other reports by players of my translation, that also appear in the english version.

Systemmap
The Barbary Platform appear on the Systemmap before the actual mission (m1_02) is played.
In the description of Cintilante there you can read about five instead of three moons.
In the description of the Antares Station you can read something about a Governor Mkebe instead of Hirako, which is actually in charge. Also in the same description you can read that the construction is finished in early 2336. (Should be 2336 in general, because we are already mid to end-2336)

News Room
Some dates should be checked for consistency. For example m1_04 and m1_05 take place a day after the news article that reports about the events in m1_04.
Most of the article pictures in the Editorials are transparent, because they are missing an Alpha channel. So you can always read the text through them, which make the pictures barely visible sometimes.

m1_02 up to m3_04
The plural of "Snail" is used most of the time, even the player did not have a snail so far. This is caused because some mission does not use the $SnailCheck messages.
But the $SnailCheck is a little buggy as well, because the term "Snails" appears, if you find the first Snail only after the first mission. I fixed this in my translation with ( >= @SnailTemp[0] 1 ) instead of ( > @SnailTemp[0] 1 )
Or the complete code:
Code: [Select]
$Formula: ( when
   ( >= @SnailTemp[0] 1 )
   ( modify-variable
      "@SnailCheck[Snail]"
      "Snails"
   )
)
+Name: Snail Syntax Variable
+Repeat Count: 1
+Interval: 1

m2_01
AI wings stops their escort duty after the main ship of their assigned group is destroyed.
If your AI wings lose too many ships (most likely because they stopped their escort duty) before they have reached the formation, the HoL ambush can end before it even begins.

m2_02
Actually you can end up as a traitor if you fire too early on the PVN-HoL fighters and you already get the attack order.
Not all of the wingmates retreat to the retreat waypoint and so there were able to destroy the Alzumar even before the Attack order came.

(m2_03
Maybe not a bug in a classic way, instead more of a Balance issue. Actually it seems very unlikely that you can protect the Intrepid well enough to get the Medal, because you have to fight countless of enemy bombers after the Cardinal jumped out. Looks like ~20 enemies at once. Actually i was not able to get through this mission with an Intrepid that had more than 15% myself.)

m3_01
Both Anchas are back to 100% after the Midwinter Station stage.
You are jumping directly into a hostile situation. You do not get even the opportunity to give up. You will be more likely destroyed before you can empty your secondaries and shut down your engines.

m3_03
It can happen, that the final training stage is triggered, before cargo group Dynamic is destroyed. Even i was able to reproduce it only once.

m3_04
Epsilon appear over a minute before the countdown reaches zero.

m4_01
In the case, the player is able to collect all 19 snails, the whole HoL dialogue is skipped and it fades after a few seconds directly to the bonus sequence.
The whole game crashes with two error messages, if you try to start this mission after you return to the main menu after the previous one. This mission and its cutscenes only works if you play it directly after m3_04.
Code: [Select]
LUA ERROR: [string "shipsaveload-sct.tbm - On Frame"]:1: bad argument #1 to 'maxn' (table expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[C]: in function 'maxn'
[string "shipsaveload-sct.tbm - On Frame"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Code: [Select]
LUA ERROR: [string "flickerships-sct.tbm - On Frame"]:1: bad argument #1 to 'maxn' (table expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[C]: in function 'maxn'
[string "flickerships-sct.tbm - On Frame"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

Hope these are some neat additions for the next update :)
Title: Re: BtA Bug Report Thread
Post by: Soulrheever on July 16, 2017, 05:27:49 pm
Can't say I've ever encountered this particular issue before, but after downloading FSO 3.8 and BtA SoC, I've run into a problem: For whatever reason, I cannot get the campaign to appear in the campaign room. Makes it pretty hard to play. Anyone got some suggestions on what might be causing the mysteriously absent campaign issue?
It sure appears to exist in my FS2 folder, the launcher thinks its there, and the installer is pretty sure it's all up to date... everything loads up fine until trying to actually select BtA in the campaign room, where it just isn't there.  :confused:
Title: Re: BtA Bug Report Thread
Post by: AdmiralRalwood on July 17, 2017, 12:25:28 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: BtA Bug Report Thread
Post by: Soulrheever on July 17, 2017, 09:09:13 pm
I knew I was forgetting something!
Code: [Select]
==========================================================================
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.
==========================================================================
Opened log 'data/fs2_open.log', Mon Jul 17 19:06:52 2017 ...
  Initializing SDL...
FreeSpace 2 Open version: 3.8.0.RC1
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 30
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -no_emissive_light
  -nonormal
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 75
  -fxaa
  -fxaa_preset 9
  -enable_shadows
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -stretch_menu
  -mod BtA,BtA
Building file index...
Found root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Freespace 2\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\Freespace 2\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Games\Freespace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0x943ea405
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0xe6e993ef
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd3e32956
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0xdab2b7a3
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x0f8ff859
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x2f71e766
Found root pack 'C:\Games\Freespace 2\tangoa_fs2.vp' with a checksum of 0x3ea03d73
Found root pack 'C:\Games\Freespace 2\tangob_fs2.vp' with a checksum of 0xa46b4b05
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0x46514ea3
Searching root 'C:\Games\Freespace 2\BtA\' ... 0 files
Searching root 'C:\Games\Freespace 2\BtA\' ... 0 files
Searching root 'C:\Games\Freespace 2\' ... 5526 files
Searching root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\Freespace 2\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Games\Freespace 2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\tangoa_fs2.vp' ... 0 files
Searching root pack 'C:\Games\Freespace 2\tangob_fs2.vp' ... 0 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 19 roots and 14241 files.
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Razer Surround Audio Controller)
  Capture device: Microphone (IDT High Definition
... OpenAL successfully initialized!
  Initializing SDL video...
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
SDL: Creating window at 0,0 because window has same size as desktop.
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 7800 Series
  OpenGL Version   : 4.1.14008 Core Profile/Debug Context 21.19.137.1

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
WARNING: Failed to find uniform 'specFactor'.
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
Shader Variant Features:

Compiling passthrough shader...
Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
WARNING: Failed to find uniform 'depth_tex'.
WARNING: Failed to find uniform 'timer'.
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 2147483647
  Max elements indices: 2147483647
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.50
... OpenGL init is complete!
Initializing path renderer...
Size of bitmap info = 890 KB
Size of bitmap extra info = 64 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Initializing Joystick...
  No joysticks found
Printing joystick info:
  No joystick is being used.
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
FFmpeg library initialized!
FFmpeg: License: LGPL version 2.1 or later
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 202
Initializing head tracking...
TrackIR Init Failed - 1
    Failed to initialize 'TrackIR': Failed to initialize TrackIR.
Failed to load library '': 'Failed loading : The specified module could not be found.
'
    Failed to initialize 'FreeTrack': Library could not be loaded!.
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
FFMPEG Log: [theora @ 02d93840] 7 bits left in packet 82
FFMPEG Log: [ogg @ 02e3e8c0] Broken file, keyframe not correctly marked.
FFMPEG Log: [theora @ 0dae40c0] 7 bits left in packet 82
FFmpeg: Using video codec Theora (theora).
FFmpeg: Using audio codec Vorbis (vorbis).
Compiling new shader:
Video Playback
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Shader Variant Features:
FFMPEG Log: [ogg @ 02e3e8c0] Broken file, keyframe not correctly marked.
FFMPEG Log: [ogg @ 02e3e8c0] Broken file, keyframe not correctly marked.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Soulrheever.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'AoA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'BTA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'PI.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Soulrheever.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'BTA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'BTA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
PLR => Saving 'BTA.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Loading 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'BTA.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'BTA.FreeSpace2.csg' with version 5...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Mon Jul 17 19:07:06 2017
Hopefully someone much smarter than I can make something of that
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on July 17, 2017, 10:26:37 pm
Well. The campaign's not gonna show when you don't have the mod installed correctly. I can't exactly say what went wrong without know how you tried to install the mod... but something isn't right.

You have Games\Freespace2\BtA\ with 0 files in it. That means it's not finding any files for this mod at all. Additionally, all of the usual ways of installing BtA would create a folder called "BtA SOC". How exactly did you try to install this mod?
Title: Re: BtA Bug Report Thread
Post by: Soulrheever on July 17, 2017, 10:52:50 pm
Installed via the FSO Installer, and when that didn't work, I re-installed it manually by downloading every file and putting them all into the BtA SoC folder. Everything was installing to "BtA SOC". For whatever reason it's decided to be looking for stuff in BtA instead. So copy/pasting everything to "BtA" seems to have made it work. Weird. But problem solved!
Title: Re: BtA Bug Report Thread
Post by: niffiwan on July 17, 2017, 10:56:14 pm
Could be an issue with the old launcher not correctly handling mods with spaces in their name?
Title: Re: BtA Bug Report Thread
Post by: AdmiralRalwood on July 18, 2017, 02:38:28 am
Could be an issue with the old launcher not correctly handling mods with spaces in their name?
That, and he's also using 3.8 RC1 which has the double-loading bug:
Code: [Select]
-mod BtA,BtA
Soulrheever, update to FSO 3.8.0 RC3 (http://www.hard-light.net/forums/index.php?topic=93709.0) and wxLauncher 0.12 RC2 (https://github.com/scp-fs2open/wxLauncher/releases/tag/0.12.0-rc.2).
Title: Re: BtA Bug Report Thread
Post by: woutersmits on July 30, 2017, 11:12:45 am
i have trouble
Assert: "sexp_val != UNINITIALIZED"
File: sexp.cpp
Line: 24998

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
it keeps crashing

[attachment stolen by Russian hackers]
Title: Re: BtA Bug Report Thread
Post by: Bryan See on July 30, 2017, 11:15:31 am
Could be due to missions or the bug somewhere in the mission loading code.
Title: Re: BtA Bug Report Thread
Post by: woutersmits on July 30, 2017, 11:49:28 am
Assert: "sexp_val != UNINITIALIZED"
File: sexp.cpp
Line: 24995

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
i getting this  on all fso
something is wrong with your campaign
keeps chreshing

[attachment stolen by Russian hackers]
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on July 30, 2017, 02:46:19 pm
You didn't give a whole lot of info, but it looks like it's crashing on frame 0 of the first mission based on your log.

I was not able to reproduce this issue. Using 3.8 RC3 and the latest BtA files the campaign runs fine for me.
Title: Re: BtA Bug Report Thread
Post by: woutersmits on July 30, 2017, 02:51:02 pm
But if i played through it says first chackpoint it chrash afther ive got control of holstile pilots
Fighter while playing 8 ts crash
On act 02 m05
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on July 30, 2017, 03:02:31 pm
Uh.. try it with 3.8 RC1 and report back. I played through all of the missions on RC1.. something might have changed in the code between then and now.
Title: Re: BtA Bug Report Thread
Post by: woutersmits on July 30, 2017, 03:03:47 pm
Download link
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on July 30, 2017, 03:04:52 pm
SCP Board
Title: Re: BtA Bug Report Thread
Post by: woutersmits on July 30, 2017, 03:09:18 pm
If it isnt worming may i tell you
Title: Re: BtA Bug Report Thread
Post by: Novachen on July 30, 2017, 04:12:59 pm
Actually i do no see any special in this log what can cause the crash. Especially for this mission. The only information leads to the Camp Mode event... but that is present in all BtA missions.

Have you tried a 32-Bit build already?
Title: Re: BtA Bug Report Thread
Post by: woutersmits on July 31, 2017, 04:41:12 am
Assert: "sexp_val != UNINITIALIZED"
File: sexp.cpp
Line: 24991

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>

[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
this is the error
but still asame even on 32bit
and fso 3.8.0 wont run rc1 32bits
im really sorry

[attachment stolen by Russian hackers]
Title: Re: BtA Bug Report Thread
Post by: woutersmits on August 08, 2017, 02:09:30 am
Were s keep answers how to fix it
Title: Re: BtA Bug Report Thread
Post by: praseodym on October 29, 2017, 04:22:49 pm
Running the mod with the regular 3.7.4 build crashed when clicking on "System Map", however, this works running the debug build?! From Terminal with Ubuntu 14.04 64 bit it shows:
Code: [Select]
./fs2_open_3.7.4-compiled -mod BtA\ SOC/
WARNING: "Can't find mod 'BtA SOC/'. Ignoring." at cmdline/cmdline.cpp:1112
LUA ERROR: "[string "sysviewer-sct.tbm - On Game Init"]:24: attempt to index field 'Config' (a nil value)"

------------------------------------------------------------------
ADE Debug:

Name:  (null)
Name of:  (null)
Function type:  (null)
Defined on:  0
Upvalues:  0

Source:  (null)
Short source: 
Current line:  0
------------------------------------------------------------------
LUA Stack:

[string "sysviewer-sct.tbm - On Game Init"]:24: attempt to index field 'Config' (a nil value)

AL lib: ReleaseALC: 1 device not closed
Ideas?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 29, 2017, 04:48:57 pm
Use 3.8
Title: Re: BtA Bug Report Thread
Post by: lostllama on November 11, 2017, 12:23:02 pm
Hello, I've run into a wee problem in the mission "Camp Angel", in which pressing the 8 key does not make the asset menu appear (note that I have not assigned anything to that key in the controls menu).

I also noted that pressing 7 did not skip the training section but pressing Q or using the equalize shields button on the joystick did.  I'm not sure if that offers any insight into what's the cause.

Using build 3.8.0 (RC3) SSE2 64-bit.

I'm really liking the mission design and the extra detail you've put into this mod. Good stuff! :yes:
Title: Re: BtA Bug Report Thread
Post by: Novachen on November 11, 2017, 12:45:52 pm
The Asset Menu is available with B not 8.

And Skip Training is on Q, yes. And both keys should be shown correctly in the Directives screen, because both entries are correct in the mission file itself.

Try the full 3.8.0 build instead of an older Release Candidate one. Maybe this fixes it.
Title: Re: BtA Bug Report Thread
Post by: lostllama on November 11, 2017, 01:12:38 pm
It seems I just need glasses, thanks for pointing that out.
Title: Re: BtA Bug Report Thread
Post by: Ashani on September 01, 2018, 07:30:22 pm
Hello I've recently encountered problem with displaying news section. Sometimes news disappear, without any reason. Last time it showed me this errors, and closed the game, right before I've noticed that all news/editorials have vanished.

LUA ERROR: [string "dkjson.lua"]:535: bad argument #1 to 'strfind' (string expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
   [C]: ?
   [C]: in function 'strfind'
   [string "dkjson.lua"]:535: in function 'scanwhite'
   [string "dkjson.lua"]:683: in function <[string "dkjson.lua"]:681>
   (tail call): ?
   [string "parsecfg-sct.tbm - On Game Init"]:167: in function 'ReadJSON'
   [string "brieftitle-sct.tbm - On Game Init"]:5: in function 'Load'
   [string "brieftitle-sct.tbm - On State Start"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

LUA ERROR: [string "dkjson.lua"]:535: bad argument #1 to 'strfind' (string expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
   [C]: ?
   [C]: in function 'strfind'
   [string "dkjson.lua"]:535: in function 'scanwhite'
   [string "dkjson.lua"]:683: in function <[string "dkjson.lua"]:681>
   (tail call): ?
   [string "parsecfg-sct.tbm - On Game Init"]:167: in function 'ReadJSON'
   [string "sysviewer-sct.tbm - On Game Init"]:42: in function 'L'
   [string "sysviewer-sct.tbm - On Game Init"]:22: in function 'Init'
   [string "sysviewer-sct.tbm - On State Start"]:2: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

LUA ERROR: [string "sysviewer-sct.tbm - On Game Init"]:533: bad argument #1 to 'pairs' (table expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
   [C]: ?
   [C]: in function 'pairs'
   [string "sysviewer-sct.tbm - On Game Init"]:533: in function 'Draw'
   [string "sysviewer-sct.tbm - On Frame"]:3: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

EDIT:

Oh yeah about ~1 h before this error I've got another one suggesting that I might've been missing 1024xsomething from some file.
Title: Re: BtA Bug Report Thread
Post by: Crazy_Ivan80 on September 03, 2018, 01:58:43 pm
I'm having a tiny problem with BtA:
when I start the mod and arrive at the pilot selection screen I see the ui but no text whatsoever.
Using Knossos to start everything and my FSO version is the most recent.

thanks in advance
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on September 03, 2018, 04:20:03 pm
Can you post a debug log?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on September 04, 2018, 05:51:59 am
A fix for the journal issues has been posted to Knossos. Update to version 1.2.1.
Title: Re: BtA Bug Report Thread
Post by: Novachen on September 04, 2018, 09:00:23 am
And that is the only one, that was changed?

I am curious, because Knossos want to download the WHOLE modification again, even 1.2.0 is already installed :confused:

I do not feel, that this can be right or the meaning of the program if only a file with a few KB was changed  :rolleyes:

EDIT:
Mhh.. total changes of 660 KB in 7 files only, that were part of bta_core and bta_root. But except bta_maps all VPs have different hashes than the 1.2.0 VPs... :wtf:
Title: Re: BtA Bug Report Thread
Post by: Nightmare on September 04, 2018, 02:31:32 pm
Let us praise the bureaucratic documentation!
Title: Re: BtA Bug Report Thread
Post by: Crazy_Ivan80 on September 04, 2018, 07:44:55 pm
I'm having a tiny problem with BtA:
when I start the mod and arrive at the pilot selection screen I see the ui but no text whatsoever.
Using Knossos to start everything and my FSO version is the most recent.

thanks in advance


https://fsnebula.org/log/5b8ed4f5cb0d331d2a549754

I hope that's the log and that it's useful.
I can't glean much useful from it (but then again, I'm not used working with the log's content)
Title: Re: BtA Bug Report Thread
Post by: AcePilot on March 01, 2019, 06:59:45 am
Don't know if anyone is still supporting this but I'm wanting to play the BtA mod as it looks excellent but am unable to.

I am experiencing problems with text which is garbled, flickering and creates diagonal streaks across the screen.  Makes the game unplayable because I can not adjust pilot settings (due to not being able to see/read the text) and can not see the names of ships in the game HUD and so on.

I created a thread in the general FSO Support section here:

https://www.hard-light.net/forums/index.php?topic=95506.new#new

I'm trying to use various FSO 3.8 builds, none of which work.  Even have Knossos set to "nightlies"

I get the same problems with the Wings Of Dawn Mod too.

here are screenshots of both:

BTA Newsroom
http://tinypic.com/r/xe281j/9

BTA Options
http://tinypic.com/r/2ljpd04/9

WoD Profile Selection
http://tinypic.com/r/14bofa/9

WoD Options Screen
http://tinypic.com/r/qyi8fq/9

WoD Targetting Options Screen
http://tinypic.com/r/2f069w4/9

WoD Misc Options Screen
http://tinypic.com/r/16a7a4o/9

ideas welcomed.

Running on Lenovo Laptop

Intel Core i5-4200M CPU @ 2.50Ghz
Intel HD Graphics 4600
8GB RAM

Graphics drivers are up-to-date




Title: Re: BtA Bug Report Thread
Post by: MkDefender on September 05, 2019, 04:38:35 am
Hey there,
new user of the site, old fan of Freespace.

I am currently on playthrough of Between of Ashes and I must say I am astonished of quality of this mod so far. Really well done.

I have a problem with "Bringing down the Gavel mission" - after a second subspace jump, on subspace exit there is a screen flash. My screen stays white. I can hear sound but screen doesn't return to normal view after white flash. Game runs normal.

I have fiddled with FSOpen options and searched the forum but I didn't find a solution. Has anyone encountered this problem?

cheers,
mk
Title: Re: BtA Bug Report Thread
Post by: Novachen on September 05, 2019, 06:11:51 am
Afaik that is a known problem that is caused by FSO itself however.

At least the Nightly from 27.07.2018 (https://www.hard-light.net/forums/index.php?topic=94942.0) should work. Or 3.8.1-20180727 in Knossos.

Actually i am sure even most of the 2019 Nightlies should still work, as this is only a recent problem that was introduced a few weeks ago.
Title: Re: BtA Bug Report Thread
Post by: CapellaGoBoom on September 05, 2019, 12:37:01 pm
Hey there,
new user of the site, old fan of Freespace.

I am currently on playthrough of Between of Ashes and I must say I am astonished of quality of this mod so far. Really well done.

I have a problem with "Bringing down the Gavel mission" - after a second subspace jump, on subspace exit there is a screen flash. My screen stays white. I can hear sound but screen doesn't return to normal view after white flash. Game runs normal.

I have fiddled with FSOpen options and searched the forum but I didn't find a solution. Has anyone encountered this problem?

cheers,
mk


FSO 3.8.1-20190102 did it for me...give it a go
Title: Re: BtA Bug Report Thread
Post by: MkDefender on September 05, 2019, 02:16:27 pm
@CapellaGoBoom, Novachen,
thank you so much for your responses.
Can confirm that FSO 3.8.1-20190102 works around this issue.

cheers,
mk


Title: Re: BtA Bug Report Thread
Post by: t3mporary on September 29, 2019, 10:03:31 pm
@CapellaGoBoom, Novachen,
thank you so much for your responses.
Can confirm that FSO 3.8.1-20190102 works around this issue.

cheers,
mk
I'm having the same issue. Downloaded 3.8.1 through Knossos, but it still hangs there. Can you specify what you did?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 04, 2019, 10:11:58 am
I intend to find this bug, fix it, and release a patch this evening.
Title: Re: BtA Bug Report Thread
Post by: perihelion on October 12, 2019, 07:49:40 pm
Not sure if this is a problem with the latest upload (1.2.2) or if it is a problem with Knossos, or if it is a problem with the fact that I'm trying to do this on Linux.

BUT, what is happening is I was playing through 1.2.1 and had gotten to the mission where I'm supposed to escort the Vasudan ambassador (Hammer's Edict, I think it's called).  I had some trouble figuring out how best to approach the mission and set it aside for a week or so.  I came back some time later and saw that there was an update available.  I figured, hey! why not?  Installed the 1.2.2 update and then tried to play.  The BtA intro video was not there, just the FSPort video.  Then I am told that the active campaign is missing.  I check the campaign list and sure enough nothing is there.  I wonder if I tried to run the wrong mod by mistake out of Knossos, but sure enough it is BtA.

I'm very confused at this point, so I try some amateur problem solving.  I have Knossos verify mod file integrity.  I then get the message:

"An error was detected while validating the game file integrity. The following packages are invalid:
-Package BTA_Root of mod Between The Ashes
-Package BTA_Core of mod Between The Ashes
-Package BTA_Maps of mod Between The Ashes
-Package BTA_Movies of mod Between The Ashes
-Package BTA_Music of mod Between The Ashes
-Package BTA_Voice of mod Between The Ashes
-Package BTA_Anims1 of mod Between The Ashes
-Package BTA_Advanced of mod Between The Ashes
These mods are invalid and need to be redownloaded before they can be played without errors.
Do that now?"

Edit:
Then, thinking, "Oh great!  Problem Solved!" of course I say do that now and wait for everything to download again.  Then after coming back from some chores or something, I see the following dissapointment:
"A critical error has occurred! Knossos might not work correctly until you restart it.  The error has been reported and will hopefully be fixed soon."

I've been through this redownloading cycle nearly 4 times now.  I keep getting a validation error.  I have no idea what I'm doing wrong.  Is this the right forum for me to post this?  Or should I move this to the Knossos thread?
Title: Re: BtA Bug Report Thread
Post by: Colt on October 12, 2019, 10:55:02 pm
You're not alone. Downloaded BtA this morning and discovered that V1.22, although having the files, seems to only launch MediaVP's Freespace 2.

I was going to submit a report here earlier, but when I found that V1.21 I started to play it and lost track of time because this campaign's incredible.  :D
Title: Re: BtA Bug Report Thread
Post by: perihelion on October 12, 2019, 11:51:55 pm
Right?  Blew me away the first time I played it.  I figured I'd given it enough time that I'd try it again and see how much I'd forgotten.  I'm at the mission with the remote hijack and even though I've played it before, I'm still sitting here laughing my ass off.  That mission has got to be a spook's wet dream.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 13, 2019, 02:04:52 am
Huh... I'll look into it tomorrow.
Title: Re: BtA Bug Report Thread
Post by: perihelion on October 13, 2019, 08:59:51 pm
Correction to previous message.  It wasn't the FSPort intro video, it's the regular FS2 Intro video.  Sorry.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 13, 2019, 09:36:49 pm
For now I would go back to playing on 1.2.1. You can change the version in Knossos by going to..

Home > BtA Details > Select the version in the top left corner > Play
Title: Re: BtA Bug Report Thread
Post by: perihelion on October 15, 2019, 12:47:48 pm
Thanks man, have done and will continue.  That seems to be working for now as long as I specify an older FSO build to get past Bringing Down the Gavel.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 20, 2019, 02:22:23 pm
1.2.3 should be live.. try that and see how it goes.
Title: Re: BtA Bug Report Thread
Post by: perihelion on October 20, 2019, 06:29:04 pm
Thanks, mjn.mixael.  I just tried installing 1.2.3 and got the same weird error message from Knossos as before, saying it needed to be restarted before it could try again.  Not thinking, I did shut it down and restart it.  I should have snagged the log file before starting it again.  Stupid.

Anyway, I then tried to verify file integrity for the 1.2.3 version, and it gave me the same "files need to be re-downloaded" error message as before.  So I did that.  Sure enough, get to the end of downloading and reinstalling, and Knossos says it has an error and needs to be restarted.  Before I did this time, I snagged the log file.

Code: [Select]
INFO:MainThread:launcher.main: Running Knossos 0.13.3 on PyQt5 and Python 3.6.8 (default, Oct  7 2019, 12:59:55)
[GCC 8.3.0].
INFO:MainThread:launcher.main: OpenSSL version: OpenSSL 1.1.1  11 Sep 2018
WARNING:MainThread:integration.init: Failed to specify Unity version. Most likely Unity is not available.
INFO:MainThread:integration.init: No desktop integration active.
WARNING:Thread-4:repo.add_mod: Mod <Mod "Wings of Dawn Builds" 17.0.1 (fso-wod)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20180302 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20180419 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20171029 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20180924 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20180921 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20180929 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190306 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190309 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190313 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190322 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190323 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190324 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190329 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190402 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190406 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190407 (FSO)> is empty, ignoring it!
WARNING:Thread-4:repo.add_mod: Mod <Mod "FSO" 3.8.1-20190728 (FSO)> is empty, ignoring it!
INFO:Thread-4:util.download: Downloading "https://fsnebula.org/storage/45/c1/4716d8f72fea7afd30eaa0a25e25c21c17040841744d3e74bba6b4941e13"...
INFO:Thread-1:util.download: Downloading "https://porphyrion.feralhosting.com/datacorder/nebula/17/56/e9ff6a3e2d581180377f2965e5cc80d1b644a8d32892498a5c16f100ac9b"...
INFO:Thread-5:util.download: Downloading "https://cf.fsnebula.org/storage/0a/b2/7f6ae564340e5824b6966401b5c169af65daa238a31a4bd486351f9a803f"...
INFO:Thread-7:util.download: Downloading "https://fsnebula.org/storage/13/f8/1f8cddf7ea95642aa1989d38331b434589b7178d0644079c4f8799b34bc9"...
WARNING:Thread-4:tasks.work2: Missing file "data/config/axmessage.cfg" from archive "BTA_Core.7z" for package "BTA_Core" (Between The Ashes)!
ERROR:Thread-4:tasks.work2: Failed to unpack archive "BTA_Core.7z" for package "BTA_Core" (Between The Ashes)!
INFO:Thread-10:util.download: Downloading "https://cf.fsnebula.org/storage/32/18/83d2106b6ed394e7c2dd5a8e48f7e09c8b0b69777e88e26549d2a4c0c66b"...
WARNING:Thread-5:tasks.work2: Missing file "data/cbanims/cb_default.ani" from archive "BTA_Root.7z" for package "BTA_Root" (Between The Ashes)!
ERROR:Thread-5:tasks.work2: Failed to unpack archive "BTA_Root.7z" for package "BTA_Root" (Between The Ashes)!
INFO:Thread-9:util.download: Downloading "https://cf.fsnebula.org/storage/17/2e/a8d23d80cdf9768b76c1dce13c64f0a0805632286fd13ca8c83fc480d51c"...
ERROR:Thread-7:tasks.work2: File "https://fsnebula.org/storage/13/f8/1f8cddf7ea95642aa1989d38331b434589b7178d0644079c4f8799b34bc9" is corrupted!
INFO:Thread-8:util.download: Downloading "https://cf.fsnebula.org/storage/21/47/b7f8e1e832e36afc736d5fcbebacf82f3843f64cfc1a12440803e96083ce"...
WARNING:Thread-10:tasks.work2: Missing file "data/cbanims/2_cb_aflogo.png" from archive "BTA_Anims1.7z" for package "BTA_Anims1" (Between The Ashes)!
ERROR:Thread-10:tasks.work2: Failed to unpack archive "BTA_Anims1.7z" for package "BTA_Anims1" (Between The Ashes)!
INFO:Thread-6:util.download: Downloading "https://porphyrion.feralhosting.com/datacorder/nebula/68/86/e4b6d642a5e43750f8fe21be84b5d2d95003b1b0cbca89bd6b5a8bef7cb8"...
WARNING:Thread-8:tasks.work2: Missing file "data/voice/briefing/bta1_d1_01_br01.ogg" from archive "BTA_Voice.7z" for package "BTA_Voice" (Between The Ashes)!
ERROR:Thread-8:tasks.work2: Failed to unpack archive "BTA_Voice.7z" for package "BTA_Voice" (Between The Ashes)!
INFO:Thread-7:util.download: Downloading "https://cf.fsnebula.org/storage/13/f8/1f8cddf7ea95642aa1989d38331b434589b7178d0644079c4f8799b34bc9"...
WARNING:Thread-9:tasks.work2: Missing file "data/maps/AlphCent_back6.dds" from archive "BTA_Advanced.7z" for package "BTA_Advanced" (Between The Ashes)!
ERROR:Thread-9:tasks.work2: Failed to unpack archive "BTA_Advanced.7z" for package "BTA_Advanced" (Between The Ashes)!
WARNING:Thread-1:tasks.work2: Missing file "data/movies/Collapse.mp4" from archive "BTA_Movies.7z" for package "BTA_Movies" (Between The Ashes)!
ERROR:Thread-1:tasks.work2: Failed to unpack archive "BTA_Movies.7z" for package "BTA_Movies" (Between The Ashes)!
WARNING:Thread-6:tasks.work2: Missing file "data/music/AlbumArtSmall.jpg" from archive "BTA_Music.7z" for package "BTA_Music" (Between The Ashes)!
ERROR:Thread-6:tasks.work2: Failed to unpack archive "BTA_Music.7z" for package "BTA_Music" (Between The Ashes)!
WARNING:Thread-7:tasks.work2: Missing file "data/maps/afc_dvorak.dds" from archive "BTA_Maps.7z" for package "BTA_Maps" (Between The Ashes)!
ERROR:Thread-7:tasks.work2: Failed to unpack archive "BTA_Maps.7z" for package "BTA_Maps" (Between The Ashes)!
ERROR:MainThread:launcher.my_excepthook: UNCAUGHT EXCEPTION!
Traceback (most recent call last):
  File "/usr/share/knossos/knossos/tasks.py", line 385, in finish
    'Please run a file integrity check or reinstall (uninstall + install) it.' % title
TypeError: not all arguments converted during string formatting
In fairness, this is not the only problem I'm having with this install of Knossos.  I can't get Mantle or Friends and Foes to install at all.  Possibly I have a deeper issue with this install of knossos and need to find a way to start over.  I really don't know anymore.

Thank you very much for the time you have put into this project.  I almost finished my 2nd playthrough on version 1.2.1.  I beat the last mission, but for some reason I got a CTD instead of the successful mission message and epilogue.  All that aside, the writing, characterization, and atmosphere are superb!  As is the variety in the missions.  I remember when this first came out being worried that, since the focus was on a mission with minimal resources before the development of beams, that game play would be kind of humdrum.  It is ANYTHING but!  The scarcity of resources only heightens the desperation of the situation, and makes you sympathize with the people trying to make an honest living in the middle of the mess that is Antares.

This community has put out a huge amount of content over the years, but BtA is definitely in my top 3.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 20, 2019, 10:03:50 pm
1.2.3 was broken and removed. I was able to successfully install 1.2.4 on a test machine thanks to NGLD's help getting the issue fixed.
Title: Re: BtA Bug Report Thread
Post by: i on November 09, 2019, 01:54:53 pm
Afaik that is a known problem that is caused by FSO itself however.

At least the Nightly from 27.07.2018 (https://www.hard-light.net/forums/index.php?topic=94942.0) should work. Or 3.8.1-20180727 in Knossos.

Actually i am sure even most of the 2019 Nightlies should still work, as this is only a recent problem that was introduced a few weeks ago.
didnt work for me. bta 1.2.4, on 19.0.0-RC1, on 3_8_1_20191109 - same behavior
blank white screen after second alt+j in "bringing down the gavel"
what else would you recommend?

edit: tried also with 3_8_1_20180727 - nope, blank white screen :(
once more: fall back to 1.2.1 - get white blank screen after first jump
well
how could i get past this mission :( ?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 09, 2019, 02:47:07 pm
Afaik that is a known problem that is caused by FSO itself however.

At least the Nightly from 27.07.2018 (https://www.hard-light.net/forums/index.php?topic=94942.0) should work. Or 3.8.1-20180727 in Knossos.

Actually i am sure even most of the 2019 Nightlies should still work, as this is only a recent problem that was introduced a few weeks ago.
didnt work for me. bta 1.2.4, on 19.0.0-RC1, on 3_8_1_20191109 - same behavior
blank white screen after second alt+j in "bringing down the gavel"
what else would you recommend?

edit: tried also with 3_8_1_20180727 - nope, blank white screen :(
once more: fall back to 1.2.1 - get white blank screen after first jump
well
how could i get past this mission :( ?

An update should be available on Knossos soon.
Title: Re: BtA Bug Report Thread
Post by: i on November 09, 2019, 03:08:28 pm
wow, great, thanks.
anyway, if this could possibly help - here is debug log with last playthrough https://fsnebula.org/log/5dc72973cb0d3322e768473b
(i've tried 32bit version - well, no, same behaviour).
also there was strangeness with destroyed cargo containers count - i've double checked, that i'm destroyed them all, but mission counter show me only 17
1 that left could not be found anywhere, F9 do not help
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 09, 2019, 03:19:08 pm
I already knew (and fixed) the problem of the mission stopping on a white screen.. I just hadn't gotten it uploaded to Knossos yet. It should be live now.

As for the cargo, I just played that mission a bunch of times and didn't see that happen. You can pass with 17/18 anyway. I wouldn't worry about it for now.
Title: Re: BtA Bug Report Thread
Post by: i on November 09, 2019, 04:28:21 pm
woah, its truly great and nice of you.
downloading update now, thank you very much ).

edit: 1.2.5 works just fine and i proceeded to 'camp angel'.
thank you again :).
Title: Re: BtA Bug Report Thread
Post by: i on November 12, 2019, 01:13:45 pm
Code: [Select]
LUA ERROR: [string "journal-sct.tbm - On Game Init"]:760: attempt to get length of local 'tabEntry' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "journal-sct.tbm - On Game Init"]:760: in function 'Unlock'
[string "journal-sct.tbm - On Game Init"]:729: in function 'jsv'
[string "String: jsv('Leitartikel', 'edit07')"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

fileExists: Argument 1 is an invalid type 'nil'; string expected

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: in function 'fileExists'
[string "journal-sct.tbm - On Game Init"]:755: in function 'Unlock'
[string "journal-sct.tbm - On Game Init"]:729: in function 'jsv'
[string "String: jsv('Leitartikel', 'edit09')"]:1: in main chunk
------------------------------------------------------------------

1: NIL
2: String [data/config]
3: Boolean [1]
------------------------------------------------------------------
caught this on the end of "going out with the bang" - when mission finished and i need to land into the intrepid fighterbay
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 12, 2019, 01:24:38 pm
Yeah, I found that one last night. Download this file and put it in your

FreespaceOpen\BtA-1.2.5\data\missions

folder.

https://www.dropbox.com/s/3rr1w3prgd5fi04/bta1_m3_03.fs2?dl=0 (https://www.dropbox.com/s/3rr1w3prgd5fi04/bta1_m3_03.fs2?dl=0)

EDIT: Will be fixed in the Antwerp update later this month.
Title: Re: BtA Bug Report Thread
Post by: i on November 13, 2019, 10:24:52 am
Yeah, I found that one last night. Download this file and put it in your

FreespaceOpen\BtA-1.2.5\data\missions

folder.

https://www.dropbox.com/s/3rr1w3prgd5fi04/bta1_m3_03.fs2?dl=0 (https://www.dropbox.com/s/3rr1w3prgd5fi04/bta1_m3_03.fs2?dl=0)

EDIT: Will be fixed in the Antwerp update later this month.

sorry, doesnt help :(

Code: [Select]
LUA ERROR: [string "journal-sct.tbm - On Game Init"]:760: attempt to get length of local 'tabEntry' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "journal-sct.tbm - On Game Init"]:760: in function 'Unlock'
[string "journal-sct.tbm - On Game Init"]:729: in function 'jsv'
[string "String: jsv('Leitartikel', 'edit05')"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

fileExists: Argument 1 is an invalid type 'nil'; string expected

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: in function 'fileExists'
[string "journal-sct.tbm - On Game Init"]:755: in function 'Unlock'
[string "journal-sct.tbm - On Game Init"]:729: in function 'jsv'
[string "String: jsv('Leitartikel', 'edit06')"]:1: in main chunk
------------------------------------------------------------------

1: NIL
2: String [data/config]
3: Boolean [1]
------------------------------------------------------------------


i use knossos; so i put the file you provided into Knossos\dls\FS2\BtA-1.2.5 - there wasnt data/missions directory - i've created it, so path to file been Knossos\dls\FS2\BtA-1.2.5\data\missions\bta1_m3_03.fs2
but still getting same error on entering intrepid fighterbay.

edit:
in "mission simulator" i see that bta1_m3_03.fs2 refers to "Groundhog day" - may be filed should be named "bta1_m3_04.fs2"?..

ed2:
i've copied bta1_m3_03.fs2 to bta1_m3_04.fs2 and now i'm getting "groundhog day" instead of "going out with the blast" )).
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on November 13, 2019, 11:16:25 am
So sorry, I copied you the wrong file! You need this one. (https://www.dropbox.com/s/ny0wkl8cxu2webo/bta1_m3_04.fs2?dl=0)
Title: Re: BtA Bug Report Thread
Post by: i on November 13, 2019, 01:43:58 pm
So sorry, I copied you the wrong file! You need this one. (https://www.dropbox.com/s/ny0wkl8cxu2webo/bta1_m3_04.fs2?dl=0)

thank you! yes, now its working.
great job, really great - one of the most interesting campaigns i've ever played; "blueplanet"'s level, i think ).
Title: Re: BtA Bug Report Thread
Post by: CapellaGoBoom on February 17, 2020, 12:54:09 pm
Noticed the big new update but cannot DL it. "FSO is missing" comes up. Help  :confused:
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on February 17, 2020, 01:03:05 pm
Make sure you are using Knossos 14.0.
Title: Re: BtA Bug Report Thread
Post by: CapellaGoBoom on February 17, 2020, 01:09:48 pm
Make sure you are using Knossos 14.0.

I have 14.0. But the update refuses to go through
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on February 17, 2020, 01:13:20 pm
BtA 1.5.x requires FSO 19.0. FSO 20.0 won't work for now. I Knossos settings set FSO builds to be visible then go to the Explore tab and find the SCP builds "mod". Go to SCP Details then find version 19.0 using the drop down top left and install that. Knossos should do this automatically, but it's not for some reason.
Title: Re: BtA Bug Report Thread
Post by: CapellaGoBoom on February 17, 2020, 01:20:05 pm
BtA 1.5.x requires FSO 19.0. FSO 20.0 won't work for now. I Knossos settings set FSO builds to be visible then go to the Explore tab and find the SCP builds "mod". Go to SCP Details then find version 19.0 using the drop down top left and install that. Knossos should do this automatically, but it's not for some reason.

I have FSO set to 19.0 and still nothing happens. Tried all 3 RC builds too
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on February 17, 2020, 01:35:17 pm
I dunno then. When Knossos says it doesn't have an FSO build, that means it can't find a build version that matches the mod requirements. BtA needs 19.0 exactly. It won't work with an RC or a Nightly.

What MediaVPs do you have installed?

I had to push a fix for a different issue as BtA 1.5.2... Update and see if that fixes it I guess?
Title: Re: BtA Bug Report Thread
Post by: CapellaGoBoom on February 17, 2020, 01:41:12 pm
I dunno then. When Knossos says it doesn't have an FSO build, that means it can't find a build version that matches the mod requirements. BtA needs 19.0 exactly. It won't work with an RC or a Nightly.

What MediaVPs do you have installed?

I had to push a fix for a different issue as BtA 1.5.2... Update and see if that fixes it I guess?

MVPs is 4.1 now so I am up to date. This campaign seems to not like me updating it
Title: Re: BtA Bug Report Thread
Post by: CapellaGoBoom on February 17, 2020, 02:23:32 pm
Looks like the quickfix did it :) DLing right now. Thanks for the prompt touch-up!
Title: Re: BtA Bug Report Thread
Post by: Su-tehp on February 22, 2020, 02:54:06 am
Just tried to run BTA and while on the first try, I could see the opening cutscene fine, when I made a new pilot and tried to enter, the screen went black. I closed the mod, tried to enter from scratch and now even the cutscene was blacked out too.

Here's the debug log: https://fsnebula.org/log/5e50eb5fcb0d3321b0c98612

Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on February 22, 2020, 02:59:34 am
Sounds like video card issues. There's nothing in this mod that could cause it to fail rendering across instances. The log says it's failing to open an APNGs. Not sure what could cause that.

Update your drivers and maybe reboot your computer?
Title: Re: BtA Bug Report Thread
Post by: Su-tehp on February 22, 2020, 03:10:06 am
Sounds like video card issues. There's nothing in this mod that could cause it to fail rendering across instances. The log says it's failing to open an APNGs. Not sure what could cause that.

Update your drivers and maybe reboot your computer?

I had this issue (not being able to see text) with Wings of Dawn as well. My drivers are updated, so I don't know what the issue could be unless BtA and WoD use fonts that are wonky for some reason.

EDIT: I switched to FSO 19.0.0-RC3 and now I can see the menu screens, but now there's no text at all. When I try to run the Fast Debug now, it says: "Unrecognized command line parameter -post_process." Whatever that means. Here's the log for that attempt: https://fsnebula.org/log/5e50ef74cb0d3321b0c98613
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on February 22, 2020, 11:35:10 am
Sounds like video card issues. There's nothing in this mod that could cause it to fail rendering across instances. The log says it's failing to open an APNGs. Not sure what could cause that.

Update your drivers and maybe reboot your computer?

I had this issue (not being able to see text) with Wings of Dawn as well. My drivers are updated, so I don't know what the issue could be unless BtA and WoD use fonts that are wonky for some reason.

EDIT: I switched to FSO 19.0.0-RC3 and now I can see the menu screens, but now there's no text at all. When I try to run the Fast Debug now, it says: "Unrecognized command line parameter -post_process." Whatever that means. Here's the log for that attempt: https://fsnebula.org/log/5e50ef74cb0d3321b0c98613

Post processing should have nothing to do with any of that, unless your drivers / video card are still acting up.  :confused:

when you mouse over the doors/buttons (in the new mainhalls) do they open/animate?

I do know that BtA uses custom fonts (as does WoD) so it seems that is causing. . Something. .
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on February 22, 2020, 11:39:30 am
If this is also happening in WoD, then we need to get the SCP guys involved using the FSO Support board. Your log shows you have an AMD video card. I have a vague memory of AMD drivers having issues with something in FSO a while back. That's about all the info I have to offer.

I'm told you can't use TTF fonts. I can offer a table in a bit that will remove them.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on February 22, 2020, 11:53:30 am
No I can't. BtA relies too heavily on TTF such that I can't just switch back to retail fonts. I don't think there's much more I can do for you.  :(
Title: Re: BtA Bug Report Thread
Post by: Su-tehp on February 22, 2020, 12:28:40 pm
To answer your question, DefCyno, yes the doors do animate/open, but no text shows up at all when I mouse over them. I dunno how I can replace a video card in a laptop. Time to do some research.
Title: Re: BtA Bug Report Thread
Post by: ah_jim on March 10, 2020, 04:46:50 am
Going out with a bang-How do i activate to decoy the torpedoes? Alt-Shift-D didn't seem to activate for me.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on March 10, 2020, 08:30:09 am
Going out with a bang-How do i activate to decoy the torpedoes? Alt-Shift-D didn't seem to activate for me.

You'll need to check your keybinds. I was assured this wouldn't be a thing... You need to find "ECM Action" and change the keybind to something other than NONE. Then that is the keybind you will use.
Title: Re: BtA Bug Report Thread
Post by: ah_jim on March 11, 2020, 04:45:46 am
Thanks. That helped alot and i managed to finished the mission.
weirdly enough i had 2 ECM action within my profile setting so i had play around with both. My guess is that i still use the same profile as all my other campaigns that i played and since there wasn't "Press none"(if it was unassigned) in the mission directives like the others i couldn't get the clue to solve it myself.
awesome work. :)
Title: Re: BtA Bug Report Thread
Post by: wookieejedi on March 11, 2020, 09:51:00 am
Interesting. So was that that control was assigned NONE or was it assigned some other key before you fixed it?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on March 11, 2020, 10:50:07 am
I'd like to get an answer from him, but here's what happened in my tests. If the keybind was set to 'none' then the mission would still tell you to use the command I entered in FRED even though I used the $$ setup. I'm guess since he knew he had to use Alt-****-D but it didn't work that it was set to NONE. Otherwise FSO would have translated it.
Title: Re: BtA Bug Report Thread
Post by: wookieejedi on March 11, 2020, 11:09:34 am
Ah makes sense. I am guessing this is the cause: back when those controls originally got added they had a default of NONE, so when the player ran FSO it saved those key bindings of NONE in the player file. When that issue was fixed a week later, any players who ran FSO would have the controls correctly correctly assigned to a default control and not NONE. For those players who opened it in that week window though the game had saved those controls as NONE, so those stayed even when the new FSO nightly came out. In other words, the game thought the player personally cleared those control bindings since they were saved that way in the player file. If folks used a different or new pilot or didn't run FSO in that window of time then there would be no issue, but if they did use the same pilot and were using nightlies and ran FSO in that week window then that's were the issue pops up. Another solution would be to tell all players to ensure they go to the control configuration menu and click `Cycle Presets` so the game is forced to read what the modder specified in the controls table for key bindings. In that table the modder can add just a the needed new controls, so that the other controls won't be overwritten. For example, if you want to ensure that Custom Control 1 is Shift-Alt-1, just add that entry only to the control table, that way all other controls will not be changed when clicking Cycle Presets. 

A larger issue this relates to is if a player cleared any control bindings manually that would be needed in any mission. This has always been something of an issue on my mind. Perhaps a script which scans all the mission file for needed keys and then checks the player file to see if those keys are bound and then shows a popup message with a warning might be useful?
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on March 11, 2020, 02:05:01 pm
As far as BtA goes, I didn't release a version publicly before we had custom controls solidified. So unless he ran another mod that required Alt-Shift-D and then set it to none before BtA, I suspect something else is going on.

A script that checks and gives the player a prompt to run Cycle Presets is possibly the easiest solution.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on March 11, 2020, 03:23:58 pm
A script that checks and gives the player a prompt to run Cycle Presets is possibly the easiest solution.

Just to be clear, "Cycle Presets" doesn't mean switching to defaults right?
Cuz I would not want that to interfere with people like me who have wildly customized control setups. .
Title: Re: BtA Bug Report Thread
Post by: wookieejedi on March 11, 2020, 03:25:39 pm
True. Though those controls were a part of nightly, so unfortunately it didn't matter if they were in any mod or not yet, because there was a bug in the SCP code that enabled all controls by default even though I had specifically set the controls to not be enabled by default to avoid the issue we are discussing (I later fixed that bug in that week window). So anyone who ran FSO in that week window had this happen:
1) Game runs and sees there are new controls and enables them even though they are set to disabled (bug, but again that was fixed).
2) Game checks for default control bindings, sees they were NONE and saves that to the player file (again this bug was also fixed).
3) Player uses the same pilot for BtA, and the game reads the player pilot file and sees that the controls are NONE.

Ultimately this is a case of slight instability using nightlies, if a player was always using stable builds then that would not have happened. I know lots of player (including myself) use nightlies only though, so it's just an extra step we as nightly players have to be aware of.

Nevertheless, a fail safe script that checks for controls (even ones the player cleared manually) is a good idea. I unfortunately won't have time to develop it now, but once I am done with my thesis in 1.5 months I'll have time to get back to FSO SCP and script development.


EDIT: cycle presets cycles through whatever is in the mods control table, so use at your own risk. If the mod has only one control default specified then cycling will ontly change that one control.
Title: Re: BtA Bug Report Thread
Post by: ah_jim on March 12, 2020, 03:58:10 am
I regretted not taking a screenshot if the setup before i changed it. the first ECM Action was something like Shift Numpad +(Which didnt work), the second one was, 9/r i can't recall.

Quote
Cuz I would not want that to interfere with people like me who have wildly customized control setups
I am wild at customizing that too :D
Title: Re: BtA Bug Report Thread
Post by: yomi on April 16, 2020, 06:30:37 am
Found a bug in Hammers edict

If I durning the mission go far away, from ships, bombers appears, and If I kill them, mission get stuck. There is no more events. I don't get order to get back to base, but nothing ever happens again in mission.

Title: Re: BtA Bug Report Thread
Post by: CT27 on April 20, 2020, 09:35:45 pm
I tried to start BTA so I could play the new version of Templar but ran into an issue I didn't encounter before:

Error: brah-sct.tbm(line 178):
Error: Missing required token: [#End]. Found [$On Briefing Stage:] instead.

File: parselo.cpp
Line: 303

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
fs2_open_19_0_0_x64_SSE2.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes


I attached a log.

[attachment eaten by a Shivan]
Title: Re: BtA Bug Report Thread
Post by: CT27 on April 20, 2020, 09:49:27 pm
Never mind.  I could get it going by downloading a recent nightly. 

Strange it worked last time I played but not earlier today (and I hadn't made any changes).
Title: Re: BtA Bug Report Thread
Post by: Mobius on August 13, 2020, 04:53:16 pm
Alright, so as discussed (https://discord.com/channels/223511295431933953/223521053517938688/743561644910575657) on Discord, I experienced a bug in Mefistofele's M2, Shell Game, upon the remote detonation of the suspicious cargo. As you can see from the following screenshot, the "Protect Mako" directive has turned false and I can't target anything but Alpha 2, so no sensor contact is available with the debris I'm supposed to investigate. Furthermore, I can clearly see that some of the messages supposedly sent by the Mako are actually sent by Command. This is a typical occurrence when a ship sending a message is not ingame the moment it's supposed to send the message itself.

I experienced it once, and I was running FSO on Nightly 20200813. This was not my first run of the mission, as I in fact used the mission's checkpoint following me, uh, accidentally triggering the explosion a bit too early during the previous playthrough.

(https://media.discordapp.net/attachments/223521053517938688/743561644445270128/Immagine.png?width=1043&height=586)
Title: Re: BtA Bug Report Thread
Post by: telaras84 on August 13, 2020, 08:29:19 pm
When trying to use the current version 1.5.7 from Knossos, which shows an updated date of 2020-08-02 it throws an error trying to launch

TBM  =>  Starting parse of 'brah-sct.tbm' ...
brah-sct.tbm(line 178): Error: Missing required token: [#End]. Found [$On Briefing Stage:] instead.


Error: brah-sct.tbm(line 178):
Error: Missing required token: [#End]. Found [$On Briefing Stage:] instead.

File: parselo.cpp
Line: 303

Error Log here:
https://fsnebula.org/log/5f35e8a9bc2bea6bba5a5611



[attachment deleted to save space]
Title: Re: BtA Bug Report Thread
Post by: telaras84 on August 14, 2020, 11:16:42 pm
Just a heads up that I am running into the same thing as Mobius on the Shell Game mission.  In the section with the gas canisters, when the Mako drops the cargo, it disappears.
Title: Re: BtA Bug Report Thread
Post by: SF-Junky on August 18, 2020, 03:19:36 pm
When trying to use the current version 1.5.7 from Knossos, which shows an updated date of 2020-08-02 it throws an error trying to launch

TBM  =>  Starting parse of 'brah-sct.tbm' ...
brah-sct.tbm(line 178): Error: Missing required token: [#End]. Found [$On Briefing Stage:] instead.


Error: brah-sct.tbm(line 178):
Error: Missing required token: [#End]. Found [$On Briefing Stage:] instead.

File: parselo.cpp
Line: 303

Error Log here:
https://fsnebula.org/log/5f35e8a9bc2bea6bba5a5611
I am having the same issue.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on January 12, 2021, 08:19:02 pm
Not really a bug but if you prematurely attack the outpost in "The Gulnara Heist" (before it turns red,) nothing happens, no consequences.

Also, I was told that "the portmaster did not like me using the drones that way" yet I could still use them.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on January 12, 2021, 08:42:09 pm
Not really a bug but if you prematurely attack the outpost in "The Gulnara Heist" (before it turns red,) nothing happens, no consequences.

Also, I was told that "the portmaster did not like me using the drones that way" yet I could still use them.

The former is a bug. Pretty sure it used to do something.

The latter is supposed to be a joke. The portmaster is not a huge fan of you sending his drones on kamikaze runs...
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on January 13, 2021, 09:28:42 pm
(SVN/Dev version)

Annnd it appears that the checkpoint in "Shell Game" is not working right, it says that I reached the checkpoint, but after (dying and) exiting to the menu I can't reload it, the prompt never appears.


I'm looking at it in FRED now, but nothing jumps out at me as obviously wrong, then again, you probably have a much better idea of what to look for then I do MJN.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on January 14, 2021, 11:06:32 am
Were you playing through the tech room? BtA checkpoints do not work in single-mission mode by design. They only work when playing in campaign mode.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on January 14, 2021, 02:26:46 pm
Yeah I was in campaign mode. (I know how this works lol.)

Would pressing Escape After dying in campaign mode cause it to fail? I'm pretty sure "mission close" is still met by that condition. (as it's functionally the same as clicking the "return to flight deck" option.)

Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on January 14, 2021, 07:21:45 pm
I'm unsure what would cause this for you, then. I tested today and had no issues with the checkpoint.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on January 15, 2021, 02:12:00 pm
Yeah, I just ran thought it a few more times and it still isn't working.  :blah:


For what it's worth, I produced a log, (will PM it to you cuz it may contain secret stuff.)


Side note, I noticed that the Vasuden freighters that Aquarius wing is protecting attack them when they attack the player, I can fix this myself if you want.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on January 15, 2021, 04:05:17 pm
Side note, I noticed that the Vasuden freighters that Aquarius wing is protecting attack them when they attack the player, I can fix this myself if you want.

Make any fixes you deem necessary to any mission. :)

Just make sure your SVN is up to date first.
Title: Re: BtA Bug Report Thread
Post by: BrandtGSD on May 10, 2021, 08:58:14 pm
On the first mission of Slaves of Chaos (Warm Welcome), I received this error after clicking 'Commit' to start the mission.  Clicking 'continue' or 'debug'  allows me to get through the error messages and brings me back to a paused instance of the game where the music is playing, but attempting to unpause the game gets me the error again, resulting in my only option being to click 'exit' to quit the game:

LUA ERROR: [string "carrote-sct.tbm - On Game Init"]:100: bad argument #1 to 'tonumber' (value expected)

------------------------------------------------------------------

stack traceback:
   [C]: ?
   [C]: in function 'tonumber'
   [string "carrote-sct.tbm - On Game Init"]:100: in function <[string "carrote-sct.tbm - On Game Init"]:97>
   (tail call): ?
------------------------------------------------------------------

------------------------------------------------------------------

I can tell how much effort was put into this campaign.  Thanks so much for putting it out there!
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on May 14, 2021, 07:09:52 pm
Hey, are you playing on the latest version (1.6.3)? We're not entirely sure why some people see this error and others don't, but it should be resolved if you update.

If updating doesn't fix it, then we'll have to dig further into it.
Title: Re: BtA Bug Report Thread
Post by: Sankinator on August 27, 2022, 10:41:41 pm
For the mission Groundhog Day, the lead indicator for the artillery is black. This is impossible to see in space.

This is for BTA 1.7.4
Title: Re: BtA Bug Report Thread
Post by: xenocartographer on August 28, 2022, 01:38:09 pm
This is likely related to an engine change. We're working on a solution.
Title: Re: BtA Bug Report Thread
Post by: DefCynodont119 on August 28, 2022, 02:15:34 pm
solution found! the fix for the lead indicator color in groundhog day will be in the next update.  :D
Title: Re: BtA Bug Report Thread
Post by: pim on September 27, 2022, 01:54:15 pm
Wanted to report that dark artillery crosshair but it looks like you've got it already covered.
Also checkpoints and intro skipping seem to be ill in v1.7.4. When used, player ends in offside. Far far away from all events. It looks like engine doesn't respawn it in correct area.
One more issue. Going Out With a Bang mission crashes with a bang. It looks like that issue https://www.hard-light.net/forums/index.php?topic=97040.0 (https://www.hard-light.net/forums/index.php?topic=97040.0) strikes back.
Otherwise I enjoyed every mission. BtA is really a masterpiece:-)
Nice touch with that font size multiplier. It helps a lot for 4k screens. Radio messages during the play still could be bigger, however with the voice acting (perfect btw) it's not a big deal.
Title: Re: BtA Bug Report Thread
Post by: Think0028 on August 14, 2023, 11:34:27 pm
Hi! In the mission where you need to destroy the transports landing on Antares Station and then the escape pods fly out, one of the escape pods is flagged to not be destroyed, but its engines can be destroyed - and I have, multiple times, on several repeats of the mission (destroyed as soon as it flags hostile, caught up to it with burners, ai just flew to it and blasted it.) Once destroyed, the mission basically freezes in place, since everyone gangs up on it and it never moves again, but it's never destroyed.

Also, in How The West Was Lost (the strikebusting one), the checkpoint puts you 35 kilometers from the action. The Return to Base directive also shows up significantly before the entire convoy is in, and even if you wait until Protect Convoy is completed, you get chewed out by command for having ships fail to get through - even when none were destroyed.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on August 16, 2023, 08:26:48 am
I have added these bugs to our issue tracker. Will get them fixed soon.
Title: Re: BtA Bug Report Thread
Post by: SF-Junky on September 11, 2023, 06:01:09 am
Skipping cutscenes and jumping to checkpoints seems to be broke in several missions, e.g. To Steal A March On or How the West was Lost. If you skip/jump the player lands tens of thousands of clicks away from where he's supposed to be.

Also in the latter mission I jumped out after clearly receiving the BTB order, then got a partly-done plus AWOL debrief, but could move on anyway.
Title: Re: BtA Bug Report Thread
Post by: SF-Junky on September 12, 2023, 10:46:51 am
I also got a wrong debrief in Rebels and Revolutionaries. I definitely killed all platforms, but got the not-all-platforms-destryed debrief. Within-mission jump sequences also seem not to work 100% smooth in that mission, e.g. once the subspace environment disappears one or two seconds after the player ship passed through the exit vortex.

In the tower defence mission the lead indicator is black which is not exactly helpful in space.

Oh, and in the mission where you capture Gavel, his ship's engines repair themselves after he turns friendly. The support ship eventually was able to catch him, but I guess this is not supposed to be.

I also discovered a few more flaws here and there. I don't remember the campaign causing so much trouble when I played it a couple of years ago. Maybe it's something wrong on my end. :confused:

Not bugs per se, but:
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on September 12, 2023, 10:59:11 am
You're right, most of these things did not happen in the original release. In general these bugs are caused by SCP not being super diligent about backwards compatibility and BtA1 being more than 5 years old. It's on our list to give BtA1 a bugfix run before BtA2 is released.
Title: Re: BtA Bug Report Thread
Post by: CT27 on October 11, 2023, 06:34:01 pm
Is there a limit as to the FSO version which BTA's version of "Templar" can be played on?  I tried playing it on FSO 23.0 and 23.2 RC9 and with both versions when I hit the part of the screen to play a mission it would go to the mission loading screen but then crash to desktop.
 I was able to eventually play BTA's Templar with FSO 22.2 though.


Though on this (22.2) there's still a minor bug.  When I would go into options the difficulty was set to Easy.  I changed it to Very Easy and then exited options.  However, when I would go back to options shortly later and the difficulty was back on "Easy."  So it looks like there's an issue with the difficulty selection sticking.
Title: Re: BtA Bug Report Thread
Post by: mjn.mixael on October 16, 2023, 11:08:26 am
BtA is always meant to be played on the latest official release of FSO. The options issue is likely because 22.2 is too old.

EDIT: Surprisingly, there is an issue with newer builds and I'm honestly shocked this didn't come up sooner. This should have broken nearly a year ago. BtA 1.7.5 is going up to address it. Use it with 23.2.0