Author Topic: Fix for Apocalypse's "no debriefing" scenario  (Read 3580 times)

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Offline Yarn

  • 210
Fix for Apocalypse's "no debriefing" scenario
As some of you may know, "Apocalypse" (the last mission in the FS2 campaign) allows you to warp out at the jump node before the supernova starts; doing so results in the "no debriefing" message appearing and the campaign ending, forcing the player to replay the entire FS2 campaign for a chance to see one of the real endings.

As I have brought up in the Mantis #2482 discussion, all you need to do to fix this is change the "Allow warp outs" sexp to become true only after the "May Continue" event becomes true. This can be done by changing this:
Code: [Select]
$Formula: ( when
   ( <
      ( distance "Alpha 1" "Jump Node:1" )
      666
   )
   ( allow-warp "Alpha 1" )
)
+Name: Allow warp outs
+Repeat Count: 999
+Interval: 4

...to this:
Code: [Select]
$Formula: ( when
   ( and
      ( <
         ( distance "Alpha 1" "Jump Node:1" )
         666
      )
      ( is-event-true-delay
         "May continue"
         0
      )
   )
   ( allow-warp "Alpha 1" )
)
+Name: Allow warp outs
+Repeat Count: 999
+Interval: 4

This way, the player cannot warp out unless he is in the jump node and the supernova has started.
"Your fighter is running out of oil.  Please check under the hood and add more if necessary"
--strings.tbl, entry 177

"Freespace is very tired.  It is shutting down to get some rest."
--strings.tbl, entry 178

 

Offline CommanderDJ

  • Software engineer
  • 210
    • Minecraft
Re: Fix for Apocalypse's "no debriefing" scenario
Sounds good to me, personally. But someone more experienced should probably chime in.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Alex Heartnet

  • 28
  • Loli with a hammer
    • Minecraft
Re: Fix for Apocalypse's "no debriefing" scenario
Might I suggest adding a debriefing to the mission as well?  Make the debriefing say something along the lines of "If you are reading this debriefing, then the bugfix needs a bugfix and you should report this issue on the HLP Forums".

Just in case someone finds a way to trigger the no debriefing screen even with the bugfix, they will at least know what the problem is and what they should do.

 

Offline Yarn

  • 210
Re: Fix for Apocalypse's "no debriefing" scenario
Might I suggest adding a debriefing to the mission as well?  Make the debriefing say something along the lines of "If you are reading this debriefing, then the bugfix needs a bugfix and you should report this issue on the HLP Forums".

Just in case someone finds a way to trigger the no debriefing screen even with the bugfix, they will at least know what the problem is and what they should do.

I like that idea, although instead of "bugfix needs a bugfix," it could say, "you have encountered a bug...."

I addition to that, it's probably a good idea to edit the campaign file to ensure that any instance of a debriefing in that mission results in a mission failure. Changing this:
Code: [Select]
$Mission: SM3-10.fs2
+Briefing Cutscene: bastion.mve
+Flags: 0
+Formula: ( cond
   ( ( true ) ( end-of-campaign ) )
)

+Level: 40
+Position: 2

...to this:
Code: [Select]
$Mission: SM3-10.fs2
+Briefing Cutscene: bastion.mve
+Flags: 0
+Formula: ( cond
   ( ( true ) ( next-mission "SM3-10.fs2" ) )
)

+Level: 40
+Position: 2

...should accomplish that.
"Your fighter is running out of oil.  Please check under the hood and add more if necessary"
--strings.tbl, entry 177

"Freespace is very tired.  It is shutting down to get some rest."
--strings.tbl, entry 178

 

Offline redsniper

  • 211
  • Aim for the Top!
Re: Fix for Apocalypse's "no debriefing" scenario
Also need to include a debriefing for the case where the player saves Capella.
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 

Offline CommanderDJ

  • Software engineer
  • 210
    • Minecraft
Re: Fix for Apocalypse's "no debriefing" scenario
Also need to include a debriefing for the case where the player saves Capella.

Um. I think this possibility is exactly what we're trying to prevent here.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Fix for Apocalypse's "no debriefing" scenario
Nope, that's a separate (and rather memetic) bug.

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Fix for Apocalypse's "no debriefing" scenario
Explain how it is different then.

 

Offline redsniper

  • 211
  • Aim for the Top!
Re: Fix for Apocalypse's "no debriefing" scenario
There's a certain set of conditions that will keep the supernova from triggering. I think it mainly depends on a particular shivan cruiser not dying, in which case the mission just keeps going until the player jumps out. This is a more specific situation than the player just jumping out any time before the supernova. I think it would be fun to have a debriefing for this eventuality. There's even a thread about it in Classics.
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Fix for Apocalypse's "no debriefing" scenario
Please carefully examine the events in the mission, and then carefully reread Yarn's proposal.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Fix for Apocalypse's "no debriefing" scenario
The supernova never triggers, the player is never told to go to the jump node and depart, so they don't necessarily fail the mission, the mission itself gets stuck.
In fact, with the new change, they player is literally stuck unless they quit the mission, because they can't jump until the supernova triggers.

Unless this has already been fixed at some point, in which case, you should have just said so. I'm operating under the assumption that it hasn't, and thus, looking at Yarn's proposal, this is something that needs to be fixed before it can truly be a "bugfixed" mission. Of course, it has little to nothing to do with the "no debriefing" scenario, as that is triggered by the player warping out, and if they "save capella", they aren't exactly doing that.
(´・ω・`)
=============================================================

  

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Fix for Apocalypse's "no debriefing" scenario
Yarn's proposal is to only allow the player to jump out (i.e. only allow the mission to end) when the May Continue event fires.  And that is the event that triggers both the supernova and the end-campaign flag.  So that would fix the debriefing.

But if you are thinking specifically about "getting stuck" vs. "no debriefing", then yes, that would be a legitimate (albeit separate) issue.  In this case, the May Continue condition could be changed to rely only on the current mission time.