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Multiplayer White Star beam bug
Hades:
Today, I have found the fix (sort of) to the White Star's beam bug. What happens is, the normal version is used instead of the #player version of the weapon, and this causes the game to crash in Multiplayer. The normal version of the beam is used as default, which had to be changed to the "#player" to fix this. But there's a catch: The beam doesn't register any kills when used to kill a craft, though, this is to be expected from a beam weapon.
Link provided by The_E (who implemented the fix into the ship.tbl since I don't have access to the TBP tbl files) : Here
FUBAR-BDHR:
What do you know I never realized there was a player version. Haven't looked at his changes yet but this presents a problem. The only real way to fix it is to take the player allowed flag off the standard one but then that would break any single player mission where it may have been set up that way and actually works. The only other possibility I see is to leave it up to the FREDder to pick the right one. I'll check his solution out later and see if there is something I didn't think of in there.
karajorma:
Bear in mind that there is an ai_profile flag that fixes the lack of scoring issue.
FUBAR-BDHR:
Yes and I added a second ai_profile with that enabled. So if you want beam damage to count you just need to change the ai_profile for the mission to the new one or wait for 3.6.11.
FUBAR-BDHR:
Just looking at the changes. Pretty much what I feared. If you make that change to the WhiteStar in ships.tbl then every mission ever made with a WhiteStar will default to the player beam.
I think what we need to look at is the WhiteStar as a player ship overall. Right now I'm thinking it might be worth sacrificing a ship slot for a WhiteStar#Fighter set as a fighter class instead of gunship and removing the player flag from the regular one. If we go that far then we might as well fix the three primary bank problem as well (at least until that can be fixed in the code). The question is how to do that.
Only other solution I can think of is double checking every mission for player flyable WhiteStars and making sure none have the standard beam. If there aren't any then just remove the player allowed flag from the standard beam so it will force the #player version in the loadout. Now this has drawbacks as well since I think there is a bug in the loadout code that will leave the primary bank blank if the default primary isn't available making you pick it.
E do you have a summary of the changes you made to the weapons and ships tables? Was it just the WhiteStar and its' beam that were changed? FYI any other changes like this would be a lot easier to figure out using a .tbm and the +nocreate option and could be directly integrated into the existing Zathras-wep.tbm.
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