Author Topic: RELEASE - The Procyon Insurgency  (Read 193408 times)

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Re: RELEASE - The Procyon Insurgency
Definitely a great campaign. I remember the portal reconnaissance missions vividly.

 

Offline kschang

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Re: RELEASE - The Procyon Insurgency
Just got started on this couple days ago. The "make it through the Gonossis" was a real head-ache. (hahaha)      Need to keep track of a certain hostile fighter better.

Was kinda stuck on 14 part 3 where I'm in the nebula following Alpha 1 around. 

Any way, here goes...

I was following Alpha 1, killed the 6 fighters, the containers, the 3 great war fighters... Came across the Agni again.

it says to follow Agni, so I did... For the next 30 minutes. NOTHING happened. It was then I realized I followed it at distance of 750. I closed in to 250, got the "keep searching!" and things started to happen. Ran into the battle.

Then the EXE poof popped up with a FRED error, something about a certain ship has TWO secondary weapons and no primary, then a different ship, same error. If I hit cancel, the EXE dies. I hit OK and it continues...

I decided to ignore the Ancients ships, and the Agni eventually came to a stop... and again, NOTHING HAPPENED for 10 minutes. But the "Scan the unknown ships" remained at 5.

So I imagine I kinda broke the script by not listening to the briefing or was it that unclear? The order says "follow Agni", but never said how close. The second order was "go scan those ships" but somehow I couldn't at the time, which was why I ignored it.

Just tried AGAIN. This time, I scanned EVERY ship, including the fighters. All scanned.

Followed Alpha 1 back, we ran into a couple Ancients harassed by a bunch of Shivans. I shot the Shivans down. But Alpha 1 never budged. He just follow one of the ancient around like a puppy, in a circle.  Right on the guy's tail. At speed 19. 

What do I need to do? Shoot down the ancients too? WTF?
« Last Edit: June 08, 2017, 07:59:35 pm by kschang »

 

Online AdmiralRalwood

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Re: RELEASE - The Procyon Insurgency
[color=black]
For future reference, you can just use [spoiler].
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schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
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<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

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<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
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<MageKing17> How did this code ever work in the first place!?

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Offline kschang

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Re: RELEASE - The Procyon Insurgency
Spoiler:
FWIW, I went ahead and shot down the ancients (they show as hostile on my IFF), nothing happened. Alpha 1 still circles, albeit at speed 23.

For grins, I shot at him. He turned into a red dot, and I can no longer target him and lock on him. AND I lost the nav point, but I can't kill him. He seems to have plot armor on.

Oh well, I quit.

 
Re: RELEASE - The Procyon Insurgency
Just an FYI for anyone running into the same issue.  On the most recent nightly build (20181008), I CTD'd with the following error:

Warning: For ship 'GTSG Alastor', detail level
mismatch. Table has 4,
POF has 3.
File: ship.cpp
Line: 9447

Running it with the latest stable build (3.8.0-3) works fine.

 

Offline Trivial Psychic

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Re: RELEASE - The Procyon Insurgency
Are you sure you're not using a debug build, because I thought that release builds didn't complain about detail level miss-matches?
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Re: RELEASE - The Procyon Insurgency
Guess I should have specified...it was crashing to desktop with no message on the regular nightly, so I ran the debug build to see the reason for the crash.

 

Offline PIe

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Re: RELEASE - The Procyon Insurgency
An update to fix this is available through Knossos.
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[7:00 PM] Cobbles: Never heard of that one
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[7:01 PM] Admiral Nelson: no way
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[6:24 PM] PIe: and donuts
[6:24 PM] PIe: BECAUSE THIS IS THE GTVA POLICE
[6:25 PM] Axem: :O
[6:25 PM] Axem: am i under arrest
[6:26 PM] [`_`]/: no, just please step out of the myrmidon
[6:26 PM] [`_`]/: you have so much to fred for

 

Offline mjn.mixael

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Re: RELEASE - The Procyon Insurgency
This particular bug shouldn't cause CTDs, though. let us know if you still get them.
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Re: RELEASE - The Procyon Insurgency
Ok, just tried with the latest nightly and the updated PI release.  Couple weird things.

First, cloning a pilot doesn't work.  All the controls are blanked.  I can use an existing pilot, and I can clone a new pilot in a different FSO mod and then use it in PI...but can't clone one within PI.

Second (and maybe this is intentional?):  Selecting the PI campaign changes the main hall to vasudan, which makes sense. After a crash, the main hall reverts to terran, which doesn't.  This happened on the old release (1.5.0)

Third:  latest nightly crashed after the first mission with no message.  Debug build gave me the following error:

Code: [Select]
Assert: "ga->first_frame >= 0"
File: missionbriefcommon.cpp
Line: 612

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

As before, FSO 3.8.0-3 works fine.

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
There may be some new issues with the current 3.8.1 builds or 3.8 media VPs. Problems with models are usually caused by media VPs. I played a few missions with the latest ones last week and didn't see any major issues, but did notice that problem in mission 14c with Alpha 1's AI getting screwed up. It started happening with one of the FS2 build updates and I did some things to mitigate it at one point but couldn't fix it completely. I'll take another look at it some time.

 

Offline Admiral Nelson

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Re: RELEASE - The Procyon Insurgency

Third:  latest nightly crashed after the first mission with no message.  Debug build gave me the following error:

Code: [Select]
Assert: "ga->first_frame >= 0"
File: missionbriefcommon.cpp
Line: 612

The new mediavps have defined a custom icon for the Fenris "fenrisicon".  However, PI uses its own icons.tbl which does not include an entry for "fenrisicon".  Thus the error you see here.
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