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Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Selectah on September 21, 2005, 01:15:31 pm

Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 21, 2005, 01:15:31 pm
Hiya.

Nu to the forum, 1st post. Thought I'd start off w/ some grievances. That's always a nice how-do-you-do, innit?

D/L'd the port. Nice work. Cheers. Immediately entered the FS1 campaign to check if my pet peeve(s) is(are) still there. Oh yeah, it/they is/are. Now yours truly is wundering why.

Lemme 'splain:

'The Hammer and the Anvil'
If the Omega wing Isis transports make it past the initial skirmish (god forbid), and somehow manage to chug along all the way to the Arcadia installation without being turned to vapor, all three of them will try to occupy the same pixel endlessly, instead of jumping out. The Andromeda behaves normally, if she by Divine Intervention™ makes it to the installation. A simple and very novice 'waypoints' versus 'waypoints-once' bug. The Isis's are hellbent on their quest for the sole pixel, and will intercollide until only one remains. With full time compression and strong drink, this Death Dance of theirs can be fun to watch. Nevertheless, it's still a bug. Of sorts.

'The Aftermath'
At the mission post mortem (for the uninitiated; the stuff that goes on after all the objectives are done) which happens after all the enemies have been obliterated, the various transports and stuff head off into seemingly oblivion, with the Pinnacle hot on their heels. The transports and stuff are heading for their departure points, and when they reach those points they stay put, waiting for the Pinnacle to reach her point. When all ships and wings and stuff have, they all happily warp out in unison (more or less). Thing is; after reaching the jump-out point, Sigma Wing does a 180-turn + heads back to from whence it started. Ramming the Pinnacle while at it. Another novice 'waypoints-once' thingie. They're all over the place.

Plus numerous others that I can't recall OTTOMH.

Are these going to be fixed? If so, when? Does anyone even care?:D

vateva
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on September 21, 2005, 04:46:13 pm
"Something wrong with your jump drive, pilot?" :p

To be honest we hadn't noticed those when they were ported, as they occur after the mission objectives have been resolved and don't affect gameplay. But since you've brought them up, we'll tweak them for Release 3. Thanks!
Title: Re: Why are the FS1 mission bugs not fixed?
Post by: Nuclear1 on September 21, 2005, 05:59:35 pm
Quote
Originally posted by Selectah
'The Hammer and the Anvil'
If the Omega wing Isis transports make it past the initial skirmish (god forbid), and somehow manage to chug along all the way to the Arcadia installation without being turned to vapor, all three of them will try to occupy the same pixel endlessly, instead of jumping out. The Andromeda behaves normally, if she by Divine Intervention™ makes it to the installation. A simple and very novice 'waypoints' versus 'waypoints-once' bug. The Isis's are hellbent on their quest for the sole pixel, and will intercollide until only one remains. With full time compression and strong drink, this Death Dance of theirs can be fun to watch. Nevertheless, it's still a bug. Of sorts.


:lol:

This sequence never truly bothered me in the original Freespace; instead, I found it amusing. And you, sir, just reminded me of why, just... worded differently. :lol:

Oh, and one more thing.

:welcome:
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on September 21, 2005, 06:06:46 pm
It's not a pixel, it's a voxel. Three dimensions. :p
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 22, 2005, 02:47:52 am
Cheers for da welcome, NukeOne.

Well alrighty then, it's a voxel. Whilst in the spirit of nitpicking; is there some sure-fire way to get rid of all the reefer crazed Isis pilots?

Lemme 'splain, no?

'A failure to communicate'
When the Hope has reached the Communications Station, an Isis repair craft magically appears as if out of nowhere. Awlroit, it actually pops out of the Hope's docking bay, thar's no Blakk Magikk involved. Thing is, at times the docking bay from whence it emerges is located at the opposite side of the Hope, and thus the poor messed up drunkard that is piloting the Isis commences yet another suicide mission, slamming him/her/itself 'gainst the hull of the Hope, until her/his/its untimely death. I reckon the AI can not safely guide the NPS's towards a goal if there's an obstacle in their way, but can't the Hope be turned so that both the docking bay exits are in line with the Aquilae? Or whatever the station's called, can't remember.

'The Great Hunt'
I haven't checked due to lack of time, but does the Lucy have its' invulnerable flag raised in this mission? In other words, have you guys put it in? It feels kinda stupid to go through all the trouble of rubber-banding the trigger and full time compression and all, just to see the darn re-animated Lucy reappear in the next mission. I have a strange feeling that leaving the Lucy killable in this mission was merely an oversight of V, but it's still kinda weird. Lucy is unkillable in 'Doomsday', for instance. And 'Playing Judas', btw. Why is it not in this mission?


Other than that, thanks for leaving the GTFr Nelson 'as is' in the Aftermath mission. I'm refering, predictably, to the fact that players can order it to depart as soon as it arrives, leaving Vishnu wing as munchmeal for kill-hungry players.


EDIT: As kind of an afterthought due to lack of memory retention; I've noted that the Command Briefing cutscene simulation stuff thing gear in the Port is lacking the sound files from the original cutscenes. I guess it wouldn't present any kind a worry to add a tiny .wav file to the VP files. There are loads of MVE2AVI converters around. Why not rip the sound from the MVE's, and stick it to the Command Briefing cutscene stuff gear thing simulation vateva? A one minute 8-bit wav file at 11.025 kHz is only some 600K, anyways. Won't make any nevermind.


On behalf of FS Nitpickers, Inc.
-Da Selectah
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on September 22, 2005, 10:52:50 am
Quote
Originally posted by Selectah
EDIT: As kind of an afterthought due to lack of memory retention; I've noted that the Command Briefing cutscene simulation stuff thing gear in the Port is lacking the sound files from the original cutscenes. I guess it wouldn't present any kind a worry to add a tiny .wav file to the VP files. There are loads of MVE2AVI converters around. Why not rip the sound from the MVE's, and stick it to the Command Briefing cutscene stuff gear thing simulation vateva? A one minute 8-bit wav file at 11.025 kHz is only some 600K, anyways. Won't make any nevermind.
That's an intriguing idea.  I'll have to consult with Galemp.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on September 22, 2005, 01:10:16 pm
I'd like to, but I'm not capable of doing such a thing.
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on September 22, 2005, 01:25:56 pm
If you have the AVI files (having downloaded them from GameWarden or whereever) you could simply open the movie in VirtualDub and extract the sound.  Easy.  I could do it myself if necessary.
Title: Why are the FS1 mission bugs not fixed?
Post by: Mongoose on September 22, 2005, 02:48:42 pm
If you don't have the time, I'd be more than happy to extract the sound.  Selectah makes a good point; it'd make things a lot more immersive for people who haven't downloaded the cutscenes.  (Although I can't imagine anyone who'd willingly miss out on Hallfight. :p) I'm assuming he's just referring to the Ancients monologues, since, if my memory serves me, they're the only ones with the converted text in the briefings.
Title: Why are the FS1 mission bugs not fixed?
Post by: Roanoke on September 22, 2005, 03:22:15 pm
Leave the bugs in, if only for nostalgia (sp?). :p
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on September 22, 2005, 04:07:42 pm
Quote
Originally posted by Mongoose
If you don't have the time, I'd be more than happy to extract the sound.  Selectah makes a good point; it'd make things a lot more immersive for people who haven't downloaded the cutscenes.  (Although I can't imagine anyone who'd willingly miss out on Hallfight. :p) I'm assuming he's just referring to the Ancients monologues, since, if my memory serves me, they're the only ones with the converted text in the briefings.
Sure, that'd be appreciated. :) Just post them here when you're done.
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 23, 2005, 12:04:13 am
Heh,

Good ol' Selectah has the wav stuff on his trusty hard drive, in 8-bit 11.025 kHz format, no less. Had them for ages. Thing is; this hack of vBulletin won't allow me to post attachments.

What's a goil to do?
Title: Why are the FS1 mission bugs not fixed?
Post by: StratComm on September 23, 2005, 12:35:30 am
That's intentional.  HLP has enough space concerns to worry about without giving all of its users attachment capability.  If you can't find somewhere to upload them, e-mail works great.
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 23, 2005, 01:53:45 am
Uaargh!! E-mail?!!

But... but.. then you can track my identity.. then you can spam my boxes into oblivion...

Hmm.. come to think of it; the admins/mods can do that already.. Okay, who's a goil to send the zip file to? 'Tis 2.4 MB, anyways.

Whilst searching thru me old FS archives, I also noticed that I have the fully-voiced and bug-corrected FS2 Demo Campaign as a 9 MB VP file quietly residing on an ancient CD, just to stick in the FS2 root + play. Ah, the good ol' times when I actually did some FS stuff.. Does any1 care about such a file?
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on September 23, 2005, 07:57:42 am
Quote
Originally posted by Selectah
in 8-bit 11.025 kHz format
That's rather low, especially for cutscenes.  44,100 16-bit stereo would be better.
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 23, 2005, 08:35:59 am
Eh? That's the format of all the other audio in the game. An untrained ear won't really hear the difference, anyhoo. Plus, the MVE format only has 30kHz, 16bit stereo audio, making a 44.1 Khz resample operation extremely redundant and useless. I've my OE open w/ zip attached, jus' waiting for an e-address..

Sorry! That user has specified that they do not wish to receive emails through this board.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on September 23, 2005, 10:15:24 am
Goober should IM you with his email address, I think. Besides, you can't add attachments with the board e-mail function.

And this is a completely random place to ask for this, but does anyone have the balanced single-player conversion of Operation Templar?
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 23, 2005, 11:24:33 am
Cheers for the vBulletin info, GalEmp.

Hey, is there some semi-official version of the Templar thingie floating around, or is it just, like, any TempCamp? I think I have an ancient VP somewhere on a CD. Anyhoo, IIRC it's was a really easy piecey to slap together. I did one for meself just for kicks. Y'guys can do it in ten minutes flat. Tops.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on September 23, 2005, 01:08:19 pm
Yeah, but at the moment it's balanced for FOUR pilots of Alpha One capability, making it really really hard to get anything done. There should be a fixed version floating around somewhere that's been properly adjusted, not just by setting the difficulty to Very Easy.
Title: Why are the FS1 mission bugs not fixed?
Post by: Mongoose on September 23, 2005, 03:47:34 pm
I, for one, would be interested in that demo VP, although it might be a little big to squeeze into an e-mail.  I know the two missions were included with at least one of the FS2 versions, but it wasn't nearly the same without voiceacting.  I only bought FS2 last year, when Interplay was having their 20th anniversary sale, but I played through that demo several times before that.  The graphics blew me away. :)
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 24, 2005, 04:26:10 am
Eh.., Mongoose; don't get your hopes up yet. I sifted thru me old CD's and Lo! and Behold!, I actually managed to find the Demo Campaign VP..! If you'd see my CD cataloguing system -- two cardboard boxes filled w/ caseless CD's -- you'd agree that finding it really is a major feat.

After copying it to the FS directory, I noticed that yours truly has tried to be a funny guy once upon a time; for some bizarre reason I had made the "Initiation" MP mission in the demo the first mission of the campaign(!), just converted and balanced to single player mode. So, now my stupid VP is a three mission (plus the training mission) campaign.

It's fully voiced, of course, so it's kinda cute in that sense, but except that stupid converted Initiation mission, it's pretty much the same as the demo. I remember correcting quite a few bugs from both the "Crimson Sky" and the "Crisis In Capella" missions, tho.

If you really want da VP, I guess I can try to find a host for it. It's 9.5 MB, I checked.
Title: Why are the FS1 mission bugs not fixed?
Post by: Mongoose on September 24, 2005, 11:26:35 am
Don't go through any sort of bother to find a host just on my account.  It's probably about time that I learned to create VP and campaign files anyway; I'll just download the demo and get to work. :) And if you're having any problems getting those audio tracks to Goober, just let me know; I have a little bit of webspace that might come in handy.
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 26, 2005, 01:38:15 am
Anyway.

[link killed] (2.4 MB, zip) are the ancient's doing their Academy Awards acceptance speeches.

Oh yea, and [link killed] (6.8 MB, zip) the FS2 Demo camp. It's not exactly the FS2 Demo camp verbatim, tho. Sorry. Couldn't be bothered to change it. I was going to, but I changed my mind. It's been years.

Have at you. If you are unsatisfied w/ the product, you'll get back every $ you paid for it. The URL's will be gone by Tuesday (somewhat), so if you want 'em, get 'em.


PS: I've noticed another strange thing in the Port, btw:

'Out of the Dark, into the Night'
You're supposed to escort the Plato to the jump node, aight? The Plato is not supposed to make it, aight? However, I've noted that the self-destruct trigger seems to be missing, strangely. In the 'vanilla' FS1, the Plato goes boom all by herself at the moment a Shivan bomber is annihilated. In the Port, she doesn't; if the Shivan threat is contained, the Plato happily continues to the node and begins her Prozac-like slow gyrating around her own axis, as do most bigger vessels when they're given no further orders upon arrival at their destination. Is this by intent?

From the original FSM:
$Formula: ( when
   ( or
      ( is-destroyed-delay 0 "Unknown 6" )
      ( is-destroyed-delay 0 "Unknown 8" )
   )
   ( self-destruct "Plato" )
)
+Name: Shivan bombers destroyed hack
+Repeat Count: 1
+Interval: 1



Ain't nitpicking the pits?
Title: Why are the FS1 mission bugs not fixed?
Post by: Mongoose on September 26, 2005, 09:12:14 pm
Thanks for the link. :) As for the bug, that one wasn't intentional; I believe that it's going to be fixed in the next release.  In the meantime, what I've usually done is, after killing one of the Shivan fighters to get the bonus objective, to send my wingmen away and turn on time compression.  The Shivans usually manage to take it out, and then the mission ends normally.
Title: Why are the FS1 mission bugs not fixed?
Post by: Annorax on September 28, 2005, 02:38:29 am
Quote
Originally posted by Mongoose
Thanks for the link. :) As for the bug, that one wasn't intentional; I believe that it's going to be fixed in the next release.  In the meantime, what I've usually done is, after killing one of the Shivan fighters to get the bonus objective, to send my wingmen away and turn on time compression.  The Shivans usually manage to take it out, and then the mission ends normally.


I reported this one a while back. If I manage to contain the Shivans (which is only insanely tough for a bad player like me), I have to ~k the Plato or just sit there forever. :(
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on September 29, 2005, 08:38:07 am
Yee-haw.

Da Selectah is in da house.

For tha campaign-hungry:
Since I've already dug thru me CD-collection, I quickly dusted off my DemoCampaign VP file and decided to flesh it out a bit. I guess no-one's really interested, but anyhoo: I ripped all the multiplayer missions from FS1/FS2, made single player of them all, corrected some bugs and slapped them onto the Demo Camp. It's sort of a 'Secret Campaign', if you will. Meaning, all the stuff that V made, but stuff that peeps w/out multiplayer capabilities can't play. Oh yeah, the Templar Campaign is on there, as well. I didn't convert the fifth Training Mission from FS1, since the required weapon is missin'. But the rest should be here. Has anyone done this before? Ah, I don't care. It took me perhaps an hour to do, so don't expect too much, okay? It's not properly balanced, and I noticed some bugs in there as well. At times the de/briefings are fuXX0red, but mostly it works fine.

So [link finally killed, after a year with seven(7!) hits ... so much for new campaigns ...] have at you[/URL] (16.7 MB, .rar), a fully voiced (by V) 28 mission campaign. Just unzip it in your vanilla FS2 folder (requires the Port, tho), and gasp at the incredible cheesiness of playing unbalanced multiplayer stuff with one AlphaOne.

bleargh
Title: Why are the FS1 mission bugs not fixed?
Post by: Solitaire on September 29, 2005, 08:45:29 pm
:wtf:  Could have sworn that mission with the Plato worked differently in my case... and I'm not using a particularly new version of FSPort either. Once the Plato was damaged and close enough to the node (or even in the node) it would disgorge one or two escape pods which would then haul ass outta there, IIRC. But it has been a while... and I'd have to install FS2 on my old PC to even check (my new one had a hissy-fit at the worst time possible and is now off for repairs, me = owned :mad: )

I wonder if Templar would be more doable on a 2-player LAN... if the HotU version can even run a LAN game... :confused: Irony being that I'm not even in a position to create said setup (having just one PC now), let alone test it... :rolleyes:
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 05, 2005, 01:43:44 pm
Quote
Originally posted by Mongoose
Thanks for the link. :) As for the bug, that one wasn't intentional; I believe that it's going to be fixed in the next release.  In the meantime, what I've usually done is, after killing one of the Shivan fighters to get the bonus objective, to send my wingmen away and turn on time compression.  The Shivans usually manage to take it out, and then the mission ends normally.


How the HELL do you kill one of the Shivans in that mission?! I've never been able to do that. I've done minor damage, but kill?

EDIT: BTW, for fixing that mission, the goal per your briefing is to get the Plato out intact, so the change should be that the Plato jumps out if it actually makes it to the jump node.
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on October 05, 2005, 02:04:11 pm
That's not the way the original mission was designed, though.  Whenever we bugfix missions we remain true to the original intent of the mission.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 05, 2005, 02:07:01 pm
Funny, that's not what the briefing says. Still, I suppose the Shivans are supposed to blow the ship up...

That, of course, still doesn't explain how you kill a Shivan fighter or bomber using only the basic weaponry you have before even the Avenger cannon comes out.
Title: Why are the FS1 mission bugs not fixed?
Post by: Admiral Nelson on October 05, 2005, 02:23:23 pm
Furies. Lots and lots of them :)
Title: Why are the FS1 mission bugs not fixed?
Post by: StratComm on October 05, 2005, 03:51:06 pm
The Plato is supposed to self-destruct if the Shivans don't finish the job.  That's the correct resolution.  Briefings are supposed to be speculative for the player, not themselves a canonical source of every event that happens in the mission.
Title: Why are the FS1 mission bugs not fixed?
Post by: Mongoose on October 05, 2005, 04:27:03 pm
Like Admiral Nelson said, Furies are the way to go for that mission. If you double them up and stick right on the tail of one of the Shivans, it doesn't take too long to crack through their shields.  I've never attempted to take out one of the Shaitans, although I suspect it wouldn't be overly hard.  I usually go after the one Scorpion that hangs around after the others jump out; there's more than enough time to take it down.

As for what's supposed to happen to the Plato during that mission, as StratComm said, it was set to self-destruct in FS1 if the Shivans didn't completely take it out.  The briefing for that mission only considers the threat posed by the Vasudan forces; Command had no idea that the Shivans were in the area (or, for that matter, that there were Shivans at all ;)).  If I remember my FS1 playing days correctly, the Shivans usually managed to take out the Plato on their own without having to rely on the self-destruct, or else, if the self-destruct did trigger, it did so when the Plato was severely damaged, so you couldn't really tell the difference either way.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 05, 2005, 04:30:32 pm
Well, the Shaitans are bombers. THey'll be more heavily armed and armored. I'll try this after I'm done downloading the SuSE 9.3 Pro ISOs that I'm getting.
Title: Why are the FS1 mission bugs not fixed?
Post by: StratComm on October 05, 2005, 08:08:29 pm
They also don't move as quickly as the Scorpions, which makes landing Furies on target much easier.
Title: Why are the FS1 mission bugs not fixed?
Post by: Trivial Psychic on October 05, 2005, 09:40:46 pm
Resolutions to the Plato dilema:

1 - Change it so the Plato can jump out if it makes it

   Necessitates new voice acting for both mission and debriefing

   Verdict - Bad

2 - Edit the mission so that the Plato will self-destruct if it looks like the Shivans won't kill it (in other words, if all Shivan fighters & bombers are desroyed before the Plato is)

   Necessitates very few changes, and has both precident in the original FS1 mission, and in the later Ramses/Taranis mission.

   Verdict - Acceptable

3 - If all Shaitans and Scorpions are destroyed and the Plato is still alive, deploy 2 full wings (6 each) of Basilisks armed with Phoenix/Trebuchets and a good-secondary-time sexp, firing from a distance but from a random direction (arrive near ship) to take it out the Plato in a manner that the Player can't stop.

   Looks more convincing and has precident in the destruction of the Trinity in FS2... overwhelming odds.  May require additional voice in mission.

   Verdict - ??? (that's what I want your opinion on.)
Title: Why are the FS1 mission bugs not fixed?
Post by: Annorax on October 05, 2005, 09:45:41 pm
One vote for option 3... but you don't need additional voice. The only voice needed that I can see is the standard Command "Incoming" line for when the new wings of Basilisks come in. Quick, painless for all but the Plato, and meshes well with continuity.
Title: Why are the FS1 mission bugs not fixed?
Post by: StratComm on October 05, 2005, 10:24:32 pm
As much as I hate to say it, option 2.  This is one of those rare instances where it wouldn't actually make that much of a difference if they were pathological about killing the Plato and jumping out, but it also goes back to the same issue raised in the "Changing :v: missions" thread in Freespace Campaigns.  That, and I don't think the tech entry for the basilisk is freed at that point.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 05, 2005, 11:10:11 pm
We're going to ensure the Shaitans have enough bombs to destroy the Plato and that they deliver their payload next time around, with some self-destruct hacks to make sure this doesn't happen. :)
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on October 06, 2005, 04:06:09 am
Heiya,

Hmm.., I don't want to rain on anyone's parade, but the original FSM mission was pretty fool-proof. I think that all of this is simply 'cause someone forgot to put in the 'self destruct hack' event in the ported mission. I'd say that it'd be more 'canon' if additional tasks for the player or the NPS's are kept at a minimum. Disregarding any bugs, of course. ;)
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on October 06, 2005, 10:18:35 am
A lot of the missions were originally ported by hand, and human error crept in several times.  Now that we have an automatic converter, we'll probably re-convert them.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 06, 2005, 02:29:21 pm
Ok, playing the mission with the Plato. First time through I did all too well. When the Shivans jumped in to attack the Plato, I ordered my wingmen to defend the Plato. They did so. I personally kept the bomber off her and blew it up, but only shortly after seeing "bonus objective completed". When I looked, the Plato had made it to the jump node.

Second time through, my wingmen for some reason didn't correctly engage the Vasudans, so I was left way out of position when the Shivans jumped back in to attack the Plato I didn't order my wingmen to defend the Plato this time so that it would be blown up. After it was, and all but the one Scorpion jumped out, I and my wingmates blew it away. Completely successful outcome, but no bonus objective complete indicator during the mission.

Was that bonus objective not in the original mission?
Title: Why are the FS1 mission bugs not fixed?
Post by: Mongoose on October 06, 2005, 02:52:07 pm
The bonus objective was in the original mission if you took out that Scorpion; if it didn't show up in the Port mission, then it's a bug.  I seem to remember it working fine the last time I played through the Port.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 06, 2005, 02:55:00 pm
Why didn't it come up with the "Now we know they can be killed message" the first time around? And why didn't it show the "Bonus objective completed" as well as the communication that it showed the second time around?
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 06, 2005, 05:34:54 pm
There's a specific Scorpion that bonus message is linked to. It doesn't care if you attack any of the others.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 07, 2005, 12:08:17 am
Which one? I want to kill that one instead of the last one.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 07, 2005, 12:16:46 am
Er, it is the last one. The one that hangs around after all the others have left.

We'll fix it so killing any Shivan validates the bonus.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 07, 2005, 12:21:47 am
Ok, I'm confused. When I killed that last shivan that hung around, it gave me a communication from one of my wingmen that "Now we know we can kill them", but it didn't give me the "Bonus objective completed" message above the reticle. Yet when I had my wingmen defend the Plato and it made it to the jump point I got the bonus objective, but no "Now we know we can kill them" communication. So which shivan fulfilled the bonus? It doesn't seem to have been the last one...
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on October 07, 2005, 01:02:09 am
The message only appears if you kill the last Shivan that hangs around.  However the bonus goal is satisfied if you kill any Shivans in the second wing:

Code: [Select]
$Type: Bonus
+Name: Kill Unknown
$MessageNew:  XSTR("Destroy any unknown fighter.", -1)
$end_multi_text
$Formula: ( or
   ( is-destroyed-delay 0 "Unknown 5" )
   ( is-destroyed-delay 0 "Unknown 6" )
   ( is-destroyed-delay 0 "Unknown 7" )
   ( is-destroyed-delay 0 "Unknown 8" )
)
+Score: 200


We'll just fix it so that the message is triggered when the bonus goal is satisfied and not merely when Unknown 5 is destroyed.
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on October 07, 2005, 02:46:42 am
Quote
we have an automatic converter
Gimme!
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on October 07, 2005, 02:50:37 am
It's been in FRED since 3.6.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 07, 2005, 08:10:54 am
I understand that. I guess I just didn't understand why the two were seperate in the first place. Of course, I was very tired when I posted, and had been living with a headache all yesterday. Not at all pleasant, and not conducive to thinking.

Side note. While I can't target the Shivans, I can target the bombs from the Shaitan bomber. I suppose fixing it so that I couldn't target that would require an extra bomb type, though...
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on October 07, 2005, 01:06:23 pm
Quote
It's been in FRED since 3.6.
That don't work w/ retail, y'know.
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on October 07, 2005, 01:08:53 pm
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Originally posted by Selectah
That don't work w/ retail, y'know.
Right.  It was a new feature we added in the SCP.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 07, 2005, 03:55:31 pm
Of course if you set FRED2_Open's save settings to Retail, it doesn't really matter. :)
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on October 08, 2005, 04:07:21 am
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Of course if you set FRED2_Open's save settings to Retail, it doesn't really matter.
Okay, I finally managed to get the 3.6.5 Debug version working. I'm naturally not sure who's maintaining the SCP site, but the link that should point to FRED2_Open 3.6.5, doesn't. Seemingly, FRED2_Open can only save the missions as FS2, not FSM. Is that correct?
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 08, 2005, 01:33:12 pm
Oh! No, we don't have support for making FS1 missions in there.
Title: Where the heck are those reinforcements?
Post by: CaptJosh on October 11, 2005, 09:27:27 am
I'm not sure if this is a bug, so I figured I'd ask before complaining. Am I supposed to not be able to call in Delta wing in "A Small Deadly Space when playing on medium difficulty? The briefing specifically says they're available and to not hesitate to call them in if I need them, yet when I tried to call them, the reinforcements option was not available in my comms panel. Thoughts?
Title: Why are the FS1 mission bugs not fixed?
Post by: Selectah on October 11, 2005, 02:51:52 pm
In the ported mission, the arrival cue for Delta Wing is set to 'false'. This means that the reinforcement is never available. In the original mission, the arrival cue is set to 'true', meaning that the reinforcement is available. Yes, it's a bug.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 11, 2005, 03:48:09 pm
Yes, yes, we know. I'm going to merge this with the FS1 Bugs thread.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 11, 2005, 06:33:05 pm
Thanks. I wasn't sure if it was a bug or a difficulty setting.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 13, 2005, 04:32:44 pm
Got a new bug. In the mission to capture the Taranis, I could not target subsystems on the Taranis, and thus could not complete the mission because I was unable to target the engines to disable them.

EDIT: Just to confirm, I replayed the previous mission, "The Light and the Darkness," and I could target subsystems on the Taranis then. This bug appears mission specific.

Note: I was playing FS Port on the 10/13/05 build of FS2 Open at medium difficulty.
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on October 13, 2005, 05:06:02 pm
You can destroy subsystems without targeting them, you know.  The Stiletto doesn't require a lock.

In any case, if that's a bug, it's for the SCP to handle, not the FSPort.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 13, 2005, 06:24:46 pm
Ok. Let's go through this again. This is an apparent mission specific issue. In "The Darkness and the Light," where I am specifically ordered not to engage the Taranis, and it blows up a Hammer of Light ship I was supposed to disarm and disable, I am perfectly able to use subsystem targeting. It is only in the next mission, "First Strike," in which I am unable to target the subsystems of the Taranis. Thus far, "First Strike" is the only mission in which I have not been able to target subsystems on a capship.

As to your argument that the Stiletto does not need a target lock to destroy subsystems, this is only partially true. It does not require an aspect lock on a target. However, in order to destroy a particular subsystem in a timely manner, I must be able to at least have a basic radar lock on that system so that the missile initially targets it.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 13, 2005, 06:32:18 pm
You know. Goober, I've had similar problems when playtesting ST:R. I've simply dismissed them as being weird mission problems but it looks like I'm not the only one. This needs investigating, I think...
Title: Why are the FS1 mission bugs not fixed?
Post by: Goober5000 on October 13, 2005, 06:59:07 pm
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Originally posted by CaptJosh
As to your argument that the Stiletto does not need a target lock to destroy subsystems, this is only partially true. It does not require an aspect lock on a target. However, in order to destroy a particular subsystem in a timely manner, I must be able to at least have a basic radar lock on that system so that the missile initially targets it.
No, you can blind-fire Stilettos and they work just fine.

I never said it was easy, just that it was possible. :D

Both of you: Do these problems occur in earlier builds or in retail?
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 13, 2005, 07:03:38 pm
I never had the problem in FS1 Retail, which I still have. I'll test in in the SCP 3.6.7  release, but I think it likely that the issue will still be there.
Title: Why are the FS1 mission bugs not fixed?
Post by: Galemp on October 13, 2005, 07:10:05 pm
I've only ever had it crop up in 3.6.7, and even then extremely rarely. I don't know if I can reproduce it but it seems to happen with the Cain most often.
And it's not just subsystem targeting that goes, it's the subsystem functionality. None of the turrets fire, and you can shoot all you want at where the engines should be and it won't be disabled. It's as if all the Subsystem definition flags in the mission for that ship weren't loaded.
Title: Why are the FS1 mission bugs not fixed?
Post by: CaptJosh on October 13, 2005, 07:21:09 pm
Interesting. I just tested in in 3.6.7 and it went off fine. Well, other than getting my ass shot off, anyway. I guess we need to mantis this sucker.

EDIT: I switched back to the 10/13/05 build and it was still working fine again. WTF!