Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: capsfan9803 on August 16, 2004, 09:49:31 am
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Ok, so i downloaded Homesick, and i've really enjoyed the first four missions.
Only problem is, thats as far as i can get. It's the mission where you have to escort the huge convoy from the Capella Node to...a different node that i can't remember, and all the ships need to survive to complete the mission. Well, after all the ships have jumped out (every. single. one.) I'm still not allowed to jump out. I get the order to leave, but my jump drive is still broken. And yes, i actually flew into the jump node to try and jump.
Any help?
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SCP bug? If you do not have the right FSO build, you won't be able to jump out if you are playing on Very Easy. If you are using Retail FreeSpace, I have no idea what the problem might be.
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No FSO. Retail.
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Ask Blaise Russel, the creator.
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That's odd. It worked fine here, although I used FSO.
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Yeah, its very annoying. I deleted it and re-downloaded it, same problem. I tried failing the mission 5 times to advance...didn't work. Took me back to the same red-alert screen.
I really want to keep going...
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The distance values haven't changed in FSO, have they? i.e. with respect to getting within xx m of a node before jumping, which is what I assume was used.
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It is especially weird since Homesick was not SCP-optimized. BR must have done something extremely wrong. :lol:
Originally posted by aldo_14
The distance values haven't changed in FSO, have they? i.e. with respect to getting within xx m of a node before jumping, which is what I assume was used.
You can't tell FRED to check distances between a node and the player or any ships. The only way is to place a waypoint in the center of the node.
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This is the second time I've seen one of these in th last few days. Hope this isn't another windows caused bug like the afterburner thing. If there were such an easily encountered bug in Homesick I think we'd have heard of it before now.
EDIT : N/M Libs problems seemed to have fixed themselves.
EDIT 2 : Is the Depart directive appearing on screen?
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Originally posted by karajorma
Is the Depart directive appearing on screen?
No. I just went back and replayed the mission. All the ships got through, and everyone departed at the end except for alpha and beta. The only thing i didn't do was manage to destroy the pirate freighters; they jumped before i could get to the second one. I have, however, managed to destroy them both, and i still can't jump out. Grr...
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One member of the convoy is supposed to be destroyed IIRC, either check it in FRED or FRED it anyway so you can jump out whenever you want
Hope I've helped!
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Originally posted by TopAce
It is especially weird since Homesick was not SCP-optimized.
Huh, wow I didnt realize it wasnt, I never d/l'd it b/c i thought it needed SCP
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You're gonna love this one. So i extracted all the files from the .vp to their data directories and deleted the .vp. Then, i modified the mission in FRED, eliminating the break-warp and fix-warp events.
So, the mission ends, i jump out, the debriefing tells me that i've completed the mission sucessfully, and i click accept.
"You have failed this mission and cannot accept."
:wtf:
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Modifying missions sometimes wakes some bugs up. :)
Take a look at the .fc2 file. That's the campaign file. Do you know how it works? No sarcasm or offence. Question.
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Yeah, i know how the .fc2 file works, and no offense taken. Actually, I'm gonna delete that file and play the missions through the tech room. A little inconvenient, but whatever. Thanks for the help, though.
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I just took a look at the mission. None of the ships you're escorting are supposed to die. In fact, getting all of the ships out is necessary for the fix-warp event to occur. It triggers under two conditions, the first of which is if any ship is destroyed. Obviously, the mission is a failure, and you have to replay it. The second condition occurs when every ship has successfully departed and when you are within 600 meters of a certain jump point, which is located in the center of the Beta Aquilae node (the "other" node you referred to). I didn't have any problems at all with the entire campaign in vanilla FS2. I know it sounds stupid, but were you trying to jump out in the Capella node, where all the ships originated from? That would explain the event's failure to trigger; everything else seems to check out fine. The failure to destroy an enemy ship shouldn't make any difference, either. Try it again and make sure you're in the very center of the Beta Aquilae node; if that doesn't work, then I have no idea what your problem is :p.
By the way, the "Depart" directive appears only after the jump drive event triggers, which explains why you haven't seen it.
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Originally posted by Mongoose
I know it sounds stupid, but were you trying to jump out in the Capella node, where all the ships originated from?
No, haha.:lol: I'm not that stupid. I have no explanation for it. No ships die, everyone jumps out, and i got as close to the center of the Beta Aquilae node as i possibly could (around 25m). I have no explanation.
Like i said, though, i've been playing the campaign through the tech room, which is annoying, but still fun.
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Ack. Well, I suppose it's just as well this thread ran its course, as I wouldn't have been able to supply an answer either way. Sorry you're experiencing problems, but this 'un's beyond me.
BR must have done something extremely wrong. :lol:
Dude, no. :(
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I didn't have any proplems with Homesick ever, Great campaign btw. :)
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Only bug I ever saw was where 'dead' ships would come back at 1% sometimes in the next mission.
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Originally posted by Holy Imperial Gloriano
Great campaign btw. :)
Amen.
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Originally posted by Moonsword
Only bug I ever saw was where 'dead' ships would come back at 1% sometimes in the next mission.
They have homesick to human life.
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Que?
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More hungarian humour which doesn't translate most likely :D
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A quip, a quip, sirs.
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I tried gutting that event that's supposed to fire that fixes your warpdrive. I even removed the distance check so in theory, it would fire as soon as all the ships departed, but it still wouldn't fire. I'm betting on some kind of SCP bug.
Later!
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Please show us that event.
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Hey Blaise, you still planning on doing a sequal?
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Yes. And a revamped version of the original, with nice new background effects and stuff.
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ETA?
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Long time in the future, I'm afraid. :)
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Take your time, if its anything like the original itll be amazing
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I'll gladly test the next version and the sequel before they are released. :)
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I think I can wait. I'm still hooked on Doom 3, even though I have beaten it twice already. And I am getting cable internet so I will be doing alot of online gaming for pc and ps2. That will keep me busy for a while.