Author Topic: Warpout failure fix  (Read 3968 times)

0 Members and 1 Guest are viewing this topic.

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
Warpout failure fix
This should fix the warpout failure bug that's come up since 3.6 was released. It also contains some HUD code. Yes, the shield icon appears in the corner, this will be fixed sometime.

Edit: Attachment got FUBARed, will post in reply.

Edit 2: Screw that.

(URL removed because...)

Edit 3: Removed this build because there's a newer one. Get the first build in the thread for Maximum Reliability.
« Last Edit: June 21, 2004, 02:14:26 am by 374 »
-C

 

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
Is this working for people? There's been over fourty views but no replies. :)
-C

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
What were the conditions that caused the problem in the first place? Was it simply playing on very easy?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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

 

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
I think so, this build changes the line of code that was causing "very easy" to disable warp.
-C

 
Re: Warpout failure fix
It works well now.

Quote
Originally posted by WMCoolmon
Yes, the shield icon appears in the corner, this will be fixed sometime.


Soon I hope :)

 

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
I just commited the fix to CVS. :D
-C

 
Where and what file did you change to fix the problem?  I've already got a new interface in the 3.6 version and I really don't want to redo it all over.  If you could please tell what file and where the change is I could just get that file from the CVS and update my version.

 

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
ship.cpp, in the ship_can_warp function or something like that.
-C

 
Sorry I didn't thank you earlier but I've been on a bit of a vacation.

 

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
-C

 

Offline Silent Warrior

  • 27
  • My thoughts go where no one knows to tread.
"#¤%&"¤%£$€! I can't download that .exe! (Too late?) Grrah! Oh well, maybe I'll just have to learn to fly without training wheels for a while longer...
I can't go home again until I find a stone a rose a door.
Choo choo, and that is the truth.

 
You can download the lastest build from fs2source.warpcore.org/exes/lastest/ anyway. The warpout bug is already been fixed.

 
I got a question about the warpout fix.  With the way it is now:  Game_skill_level == 0, the only time you can warp out is if the game is set to very easy any other level and you can't warp out.  Was it meant to be this way to keep wimps from warping out on the harder levels?  Because I changed the line to Game_skill_level >= 0 and all difficulty levels can warp out.

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
This is how it's supposed to be:
Code: [Select]
if ( (Game_skill_level == 0) ||  (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){This way you can warp out *always* on Very Easy, but only on other skill levels if your engine is healthy.

 
I forgot to change the logical operator.
« Last Edit: June 18, 2004, 08:42:25 pm by 1654 »

 

Offline Annorax

  • 27
  • Wistful General
    • Steam
Link's as fubared as the attachment. Where else is this build mirrored? :P

 

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
-C