Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on February 12, 2004, 10:41:31 pm
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This might be more at home in the Moding forum, but since this is under Open, I thought I'd post it here. I'm trying to FRED myself a certain mission using the latest build of FRED_OGL and it was going quite well. All of my events were firing at all the right times, but I just needed to tweak my messages a bit, which involved adding a few more events. Unfortunately, after testing this, I found that some of my key events weren't occuring... for no apparent reason. I'd make changes to try to tie things in better, and I'd fix one problem, and another would crop up. In fact, the more I try to patch the holes, the bigger they get. Its realy driving me NUTS!
Now this is a BIG mission. We're talking in eccess of 90 objects, 16 waypoint paths, more than 2 full pages of events, so its hitting the top end of things. What I'd like to know is... what are the symptoms of having too many events under FS2_Open? I'm using 2004/01/20_r.
Later!
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you get a "too many events" error mesage, that's usualy a fairly clear indicater
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lol such a detailed response :p
btw, with that Fred_OGL, hav they fixed the backgrounds and textures to show 16 bit or 32 bit colors instead of the gastly poor one Fred uses at the moment?
And is it recommended that you have showmodels off when using Fred? For some overly large models seem to push Fred into a stroke...
-Grug
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Originally posted by Trivial Psychic
This might be more at home in the Moding forum, but since this is under Open, I thought I'd post it here. I'm trying to FRED myself a certain mission using the latest build of FRED_OGL and it was going quite well. All of my events were firing at all the right times, but I just needed to tweak my messages a bit, which involved adding a few more events. Unfortunately, after testing this, I found that some of my key events weren't occuring... for no apparent reason. I'd make changes to try to tie things in better, and I'd fix one problem, and another would crop up. In fact, the more I try to patch the holes, the bigger they get. Its realy driving me NUTS!
Backup the mission and then remove about 20 events from further down the line. If your critical events still crap up it's your FREDding that's to blame :D
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lol sounds like you've had past experience with such things... :p
lol
-Grug
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Originally posted by Grug
btw, with that Fred_OGL, hav they fixed the backgrounds and textures to show 16 bit or 32 bit colors instead of the gastly poor one Fred uses at the moment?
Yes
And is it recommended that you have showmodels off when using Fred? For some overly large models seem to push Fred into a stroke...
Working on that as well.
Sadly I dont know enough about Fred to say anything helpful on the original post, the logic of the app should be the same as before it was ported to OGL. I have set it to flag a lot more warnings that were silient before.
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Originally posted by Grug
lol sounds like you've had past experience with such things... :p
lol
-Grug
Not with this exact problem but I've always found that the first step in debugging something like this is find out which problem you're actually dealing with. :D
Oh and just so it doesn't look like I was being insulting a lot of times the problem did turn out to be my FREDding :D
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Once I calm down a bit, I'm gonna do something somewhat different. I'm gonna backup the mission and then gut all the events after a certain point. Then I'm gonna rebuild the end of the mission with a few new tricks in mind. You see, I learned these new tricks after setting up the main sequence, then tried to impliment them to save myself events, after I had it all set up. I'll give it a go sometime this weekend, though I have Valentine's day with the GF tomorrow, and cleaning the appartment on Sunday, then its back to work on Monday, so it may be a bit. Oh well, at least I'm not contemplating putting my PC through the wall anymore.
Later!
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What types of events are these? I have been recently encountering trouble with various combinations of chained and repeated events ( http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000082&nbn=2#bugnotes ); perhaps it is something like that.
The number of events alone should not really cause problems; the number of total sexp nodes in the mission might, but then both FS2 and FRED2 would have given errors upon loading the mission.
Also, make sure you don't have extremely long lists anywhere in the events. I once ran into this problem for the first PI mission, which uses some events to reset the player's tech database and add the appropriate ships. I used a single tech-add-ships operator and put some 97 ships into that, which caused both the game and editor to crash upon loading the mission (I fixed it by splitting the lists into 10 or so tech-add-ships operators).