Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Fineus on April 09, 2004, 02:02:14 pm
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Hail all, not sure if this comes under the heading of "bug" or just something I've not done.
I installed Lightspeeds weapons effects, including the two tables he packaged with them. On booting up a FS mission the primary weapons were there but I only had access to Inferno and Harpoon missiles - since its a bombing mission I'm a little screwed at this stage (it should give me access to Cyclops Warheads amongst other things).
Anyone have any ideas?
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check the ships.tbl and see if your selected ship is allowed tocaryy anything heavy.
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You can also try clicking on the "Reset" button in the Weapon Select screen to see if it resets the available weapons. Worked for me. Actually mine was crashing due to which secondary weapons I had customized and a code fix to stop it crashing gave me no available secondary weapons. Pressing reset gave me the weapons back like they should be.
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Reset eh? I'll give it a go...cheers!
Kasperl, it should display the weapons regardless of whether the ship can carry them - I just shouldn't be able to select them.
I dont see any weapons at all :)
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oh, ok.
this is the canon campaign, right?
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if he added any weapons you'r going to need to make a new pilot file
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Yeah, seems something must be wrong with my build, or it's a bug or something. I tried the reset button but with no luck. I'm currently playing "The Sicilian Defence" but getting no luck at all with the weapons which I know should be there.
I'm running build 05.04.04 with all of Lightspeeds latest stuff installed.
However I've noticed something rather interesting. I completed the mission by cheating (since i thought it might be a one-off glitch due to installing the mods halfway through the campaign or something). On loading it in the simulator mode it booted up with all weapons fully restored in their correct places.
Anyone have any bright ideas about this? :doubt:
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He did add about 6 shivan weapons.
Maybe cycling through the weapons reset the pilot file somehow, I don't know. But it's good to know that doing this will help clean up the mess a continually changing weapons.tbl makes.
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So in theory I could clone my existing pilot to a new name, and that would take into account the new mod?
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if you play a mission in the simulator it'll probly fix the file, pilot files store what happened in the last mission useing the table index of the weapons, it assumes that the table isn't changeing
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That would work except for one thing - I'm not playing the next mission on which sees you trying to hold the NTF off from the Knossos node. But there isnt any background except for the sun. I know there should be one.
Is there any easy way to jump a new pilot from flight training level one to the appropriate point in the campaign - so I can just start over?
Thanks!
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If you're changing tables the game literally cries for a new pilot :)
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Originally posted by Kalfireth
That would work except for one thing - I'm not playing the next mission on which sees you trying to hold the NTF off from the Knossos node. But there isnt any background except for the sun. I know there should be one.
Is there any easy way to jump a new pilot from flight training level one to the appropriate point in the campaign - so I can just start over?
Thanks!
Actually that mission has no background...and it ticked me off when I played it the first few times :D
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Really? you're kidding... the Knossos has a background when you first see it but not now? I never noticed that :doubt:
I guess I have to create a new pilot though *sighs* ;)
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Do you get the backgrounds in any mission? The previous mv_nebulae.vp had a stars.tbl that disabled all of the normal game backgrounds. The new one (Apr 8) fixes this since newer builds don't waste memory with the extra backgrounds.
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I've got this same exact problem with the weapons not showing up in the ship loadout screen. Is there any real way to create a new pilot but still pick up in the same place where I left off on my current pilot?
BTW I did install the new mediavp's and the 3.5.6 vp for FS2_Open, pretty much like Kalfireth.
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Originally posted by Nix
I've got this same exact problem with the weapons not showing up in the ship loadout screen. Is there any real way to create a new pilot but still pick up in the same place where I left off on my current pilot?
BTW I did install the new mediavp's and the 3.5.6 vp for FS2_Open, pretty much like Kalfireth.
If you mean make a new pilot and continue playing the main campaign at the point you were at, no. But there are a couple of work-arounds for that
1) Use the -allslev switch (type it into the custom flags box in the launcher). That will allow you to play all the campaign missions from the techroom.
2) Edit the Freespace2 campaign file. (pretty easy if you know FRED. All you have to do is add the ships and weapons that were allowed so far and delete all the missions preceding the one you're on. My FAQ can help you with the first part as there is a list in there of when each ship became available)
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We need a way to 'update' pilot files so that they accept new tables without having to clone / remake them.
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IIRC Starlancer had a nifty little program made for it which booted up your pilot file into a nice GUI interface that allowed you to select which mission in the campaign you were at when you reloaded the game. Of course a FS2 equivilant would have to be a tad more complicated since there's space for multiple campaigns... but it shouldn't be to hard to duplicate? Certainly useful for testers and so on....
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I had a similair problem with the Maxim not being able to be carried on almost anything. So creating a new pilot would fix this? I don't really want to lose my place in the campaign I'm playing.
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Originally posted by Kalfireth
IIRC Starlancer had a nifty little program made for it which booted up your pilot file into a nice GUI interface that allowed you to select which mission in the campaign you were at when you reloaded the game. Of course a FS2 equivilant would have to be a tad more complicated since there's space for multiple campaigns... but it shouldn't be to hard to duplicate? Certainly useful for testers and so on....
Too bad the fs2_open changes broke the CampaignEditor, otherwise you could have used that one (at least from what I've tried, the changes are such that you can no longer modify your pilot/campaign progress in fs2_open. Which makes me wonder why the source was not also requested along with ModelView...