Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Goober5000 on November 02, 2002, 09:19:48 pm

Title: Odd bug/problem
Post by: Goober5000 on November 02, 2002, 09:19:48 pm
In a mission I'm making, I can't get the "mission successful" music to play.  Even when all the goals are marked as complete, when I jump out, I still get the "mission failed" db_03 debriefing music.  Anyone have any idea why? :confused:
Title: Odd bug/problem
Post by: CP5670 on November 03, 2002, 12:22:46 am
This is a known bug in FS2. I am not sure exactly how it determines what music file to use but it is related to not only the status of the objectives but also that of the directives. So if the player did not completely destroy some wing of fighters and thus leave a directive uncompleted, it will still play the "average" debrief music. This problem can be seen in the main campaign missions as well. (e.g. sm3-08, Petrarch is talking about the destruction of the Colossus with victory-like music playing in the background :rolleyes: )

There is a way to get around this though; what I do is to just put the music filenames in for the voices, which are specific to each debriefing stage, so that it plays something appropriate for the situation. The only problem with this is that the music does not loop.
Title: Odd bug/problem
Post by: Cannikin on November 03, 2002, 12:51:45 am
Are you playing missions out of the simulator? Cause for me it always plays the failure music after a sim mission no matter what I do.
Title: Odd bug/problem
Post by: vadar_1 on November 03, 2002, 01:16:28 am
If your playing in the sim you will always get loser music, heres why

Code: [Select]

// start up the appropriate music
if (Campaign.next_mission == Campaign.current_mission) {
// you failed the mission because you suck, so you get the suck music
common_music_init(SCORE_DEBRIEF_FAIL);
} else if (mission_goals_met()) {
// you completed all primaries and secondaries, thus you are a stud boy and you get stud boy music
common_music_init(SCORE_DEBRIEF_SUCCESS);
} else {
// you somehow passed the mission, so you get a little something for your efforts.
common_music_init(SCORE_DEBRIEF_AVERAGE);
}


as you can see, it determins failure as the fact that the next mission will be the same mission, IE, you have to do it again. But if there is no next mission, then the game automatically says its the same mission, because theres no campaign tree to determin the next mission.
Title: Odd bug/problem
Post by: Goober5000 on November 03, 2002, 01:32:36 am
Well, that was it.  I was playing in the simulator.  Thanks all for the help.

Thanks for the code, vadar - that's very interesting.  It has piqued my curiosity about another music question - possibly related, but I'm not sure.  In another mission of the campaign I'm building, I have a red-alert.  Now when I start the mission in the simulator (I haven't tried playing it in the campaign yet), nothing plays for the red-alert briefing screen.  However, when I finish the mission, the briefing music that was supposed to play at the beginning gets played instead of the debriefing music.  Any idea why this might be happening?
Title: Odd bug/problem
Post by: vadar_1 on November 03, 2002, 01:48:44 am
on clue, but when properly linked (red alert ending, followed by a red-alert mission) it should work correctly. IIRC the red alert breifing screen never has any music.
Title: Odd bug/problem
Post by: Sesquipedalian on November 03, 2002, 01:49:49 am
Quote
Originally posted by vadar_1
// you failed the mission because you suck, so you get the suck music

// you completed all primaries and secondaries, thus you are a stud boy and you get stud boy music


:lol:
Quote
Originally posted by vadar_1
IIRC the red alert breifing screen never has any music.
True.
Title: Odd bug/problem
Post by: CP5670 on November 03, 2002, 03:03:59 am
The "average" one seems to be by far the most common somehow...
Title: Odd bug/problem
Post by: karajorma on November 03, 2002, 06:07:41 am
Quote
Originally posted by Goober5000
Well, that was it.  I was playing in the simulator.  Thanks all for the help.

Thanks for the code, vadar - that's very interesting.  It has piqued my curiosity about another music question - possibly related, but I'm not sure.  In another mission of the campaign I'm building, I have a red-alert.  Now when I start the mission in the simulator (I haven't tried playing it in the campaign yet), nothing plays for the red-alert briefing screen.  However, when I finish the mission, the briefing music that was supposed to play at the beginning gets played instead of the debriefing music.  Any idea why this might be happening?


Don`t test red alerts in the sim. Make a short campaign file just for those two missions and test on that instead. It gives you a better idea of problems with your actual re-alert and it lets you increase your pilots rank to boot :D
Title: Odd bug/problem
Post by: Solatar on November 03, 2002, 06:55:26 am
Quote
Originally posted by karajorma


Don`t test red alerts in the sim. Make a short campaign file just for those two missions and test on that instead. It gives you a better idea of problems with your actual re-alert and it lets you increase your pilots rank to boot :D


Ever shot down a cargo container with enough points to get you four or five Admirals?:lol:
Then make a new pilot.;7
Title: Odd bug/problem
Post by: Tar-Palantir on November 05, 2002, 08:07:19 am
It could be a very tricky cargo container to shoot.
Title: Odd bug/problem
Post by: karajorma on November 05, 2002, 02:10:31 pm
Quote
Originally posted by Tar-Palantir
It could be a very tricky cargo container to shoot.


Yeah. Put it inside a sathanas. First you kill the sath and only then can you get at the container :)
Title: Odd bug/problem
Post by: Solatar on November 05, 2002, 02:34:41 pm
wouldn't the explosion of the Sathans destroy it? Then you wouldn't get the points.
Title: Odd bug/problem
Post by: Sesquipedalian on November 05, 2002, 04:20:34 pm
Quote
Originally posted by Hades
wouldn't the explosion of the Sathans destroy it? Then you wouldn't get the points.

Flag "Invulnerable"

when
-is-destroyed-delay
--Sathanas 1
--10
-ship-vulnerable
--Super Happy Funbox of Promotion Granting Points

:wink: