Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: LtNarol on December 08, 2002, 08:24:01 am

Title: Question:
Post by: LtNarol on December 08, 2002, 08:24:01 am
I've been using the FS2_open 3.3 build recently to test stuff for Into the Night: Exposition and I noticed some severe issues with entry delays; often by the time I'm in the mission half the mission has been completed, all the major ships have been destroyed, and I'm usually already dead or close enough to being dead that the stray blast from a nearby fighter will take me out.

To make this further confusing, I tried this with the models scaled down to 1/2 on each dimension; the result was that while I still had to wait a tiny bit between clicking launch and actually getting in-mission, everything was as it should be when I did get in.

It would be important that I note that (at their larger scale) the largest ship is only a destroyer at 1.8km in length and flagged as a 'Capital' in its table entry and that there is never more than 1 in a test mission at a time, and never more than 2 in a mission combined.  The second largest weighs in as a heavy cruiser at 800m in length, with no more than 1 in a mission at a time.  The smallest capital ships are 400m long each and there are as many as 12 in each mission; they are however very lightly armed.

It would also be important that I note that in one mission where I experience severe delay, there are only 3 capital ships initially ( the destroyer, a heavy cruiser, and a light cruiser) as well as 4 enemy fighters and no friendly fighters.

Because I am unable to test this stuff on regular FS2 (cd drive burned out, or something; and I cant use the mission sim without the thing reading that there is a disk), it is imperative to me to find out whether this is an issue only found in FS2_open 3.3 or if this is indeed present in standard FS2 as well.  I appreciate any helpful comments as well as advice and I thank you in advance.
Title: Question:
Post by: Solatar on December 08, 2002, 11:16:03 am
Try opening the mission in notepad and setting the player entry delay to 1.
Title: Question:
Post by: phreak on December 08, 2002, 11:21:48 am
Goober5000 (i think) just fixed this.
Title: Question:
Post by: Goober5000 on December 08, 2002, 12:50:29 pm
Yup.  It's fixed and committed.  You'll need to compile it yourself, though, or wait till the next release.

It's a known problem, and has existed since the commercial release of FS2.  The player entry delay is never given a default value, and sometimes FRED doesn't add the +Player Entry Delay flag.  This leads to the entry delay taking on some garbage value - whatever happens to be in memory at the moment.

It seems that the more memory a mission consumes, the more likely it is that the garbage value is nonzero.  This is why people experience it most with large missions, large models, and large ship tables.
Title: Question:
Post by: LtNarol on December 08, 2002, 02:26:14 pm
and about where in the mission file will i find this field?  Or just as useful, whats the exact name of the field?
Title: Question:
Post by: Spicious on December 08, 2002, 02:38:04 pm
+Player Entry Delay:
Title: Question:
Post by: WMCoolmon on December 08, 2002, 02:39:20 pm
Code: [Select]

+Red Alert: 0

+Scramble: 0

+Disallow Support: 0

[b]+Player Entry Delay:
1.000000[/b]

+Viewer pos: 0.000000, 501.905609, -809.518677
Title: Question:
Post by: LtNarol on December 08, 2002, 02:47:42 pm
thanks yall, much appreciated
Title: Question:
Post by: Solatar on December 08, 2002, 02:54:22 pm
remember, change it to one, not zero. Fs2 doesn't like 0.
Title: Question:
Post by: Goober5000 on December 08, 2002, 07:23:18 pm
No?  Why not?

I have my entry delay fix default to 0 if nothing is specified.  Should I have it default to 1?
Title: Question:
Post by: Sesquipedalian on December 08, 2002, 09:45:27 pm
I've set mission delay to zero via text editing many a time with no harm done.