Originally posted by Admiral Nelson
The "Smash and Grab" mission doesn't seem to work correctly. The Scylla does not fire at any asteroids. Your wingmates do not fire on asteroids bound for the Wellington, either, even when ordered to protect it. No idea how it is possible to successfuly complete this one.
Originally posted by Admiral Nelson
Alphakiller, I figured it would work as it did in the escort Iceni mission.
Originally posted by ngtm1r
This is endemic to TBP missions; I've seen it in pretty much every mission I've played.
Click on the briefing icons and you get God-Knows-What as the ship, not what it actually is. "As the Wheel Turns", for example, had Alpha as flying MF Nials, according to the briefing. Actually, according to the briefing the Scyla was a MF Nail too, and Altair Station was a Kestrel. And this kind of thing happens in EVERY briefing. Granted it's not a serious, crash-your-game bug, but it's annoying.
Originally posted by Stunaep
I guess one could call this a small bug, that being that the TBP 3.1 patch installer deleted my TBP Base.vp, instead of updating it. Any ideas?
Originally posted by Mr. Fury
I really hate fred2_open. Once it is used to fix one bug, it presents another.
Originally posted by Alphakiller
So is there a workaround we can use here to just keep playing or what?
Originally posted by Mr. Fury
This is a FEATURE. Three races is not enough for TBP.
Check the brefing icon chart in documentation.
Originally posted by rynadrk
In the mission after "Hell and Back" (RW-08 I think) when I try to commit TBP crashes to desktop. It doesn't give an error or anything.
I'm running it on:
C:\The Babylon Project\fs2_open_r.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -nomotiondebris -2d_poof -cell -pcx2dds -d3d_no_vsync -orbradar -3dwarp -tbpwarpeffects -snd_preload -fps -ambient_factor 60
with 640x480x16 bit
Originally posted by rynadrk
Okay, now with the debugger the mission loads up when I Commit but when the Raiders jump in I get a different error:
Warning: Ship 'RA Cloak' has turrets with no guns!
Probably a model problem, so get an artist!
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Ship\AiCode.cpp
Line: 12344
Call stack:
------------------------------------------------------------------
ai_frame() ai_process() ship_process_post() obj_move_all_post() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 77e962b6()
------------------------------------------------------------------
Originally posted by Aggressor_Squad
In the Mission "Pre-Emptive Measures Pt.1", the Hermes always jumps out before I can approach it, so I can't finish the mission.(This is after I completed all objectives)
Originally posted by Mr. Fury
Haha. :D
You receive a few blue messages which are displayed in the center of your HUD. Read those messages are you will understand. Also, the mission name is a good hint too.
Originally posted by mr. Duck
Might not be a real bug, but, in the first mission I managed to disable the raider carrier before it jumped out.
Originally posted by Mr. Fury
Haha. :D
You receive a few blue messages which are displayed in the center of your HUD. Read those messages and you will understand. Also, the mission name is a good hint too.
Originally posted by mr.WHO
I have a problem with that mission after destruction of EAS Scylla in hyperspace. That problem is that after loading a red alert transmission screen I press start button and then , boom it crashing to windows plus no error message.
Originally posted by Mr. Fury
http://fs2source.warpcore.org/exes/fs2_open_3_6_5_debug.exe
Originally posted by Mr. Fury
Haha. :D
You receive a few blue messages which are displayed in the center of your HUD. Read those messages and you will understand. Also, the mission name is a good hint too.
Originally posted by karajorma
I was feeling cruel enough to try breaking missions and deliberately going after the carrier to see if the FREDder had remembered to protect it :D
Originally posted by Roki
Hey got the same problem with TBP boming out after the hell and back mission how do you use the debuger thingy to fix it secound stupid question where is the debug thing. Do i need to pull the mission out of the vp file and debug it in fred or somthing ?
Originally posted by ngtm1r
You can reach Eris that quickly? I almost never get to her before she docks.
Originally posted by Woolie Wool
Not all of the chatter was dull. Some of it was quite expressive and conveyed a real sense of emotion.
Originally posted by mitac
I was refering to the later missions. :)
Originally posted by Alphakiller
Not sure if this is a bug or intentional, and since it's a rather major end-of-campaign plot point, I'll put it in rot13:Spoiler:When Eris is taking over your wingmen's minds as you chase her and the Medusa down, once I kill Eris they don't revert back to friendlies. It seems like it SHOULD do this, but it doesn't. Intentional or not?[/B]
Originally posted by IPAndrews:wakka:
My diologue has never been great. There are a few good lines though. IMHO. My fave is "Let's stroke off to the extraction point." in Hide & Seek.
Originally posted by Deepstar
I have a bug in the last Mission.. after i kill Eris and destroy the Medusa, nothing happens, i can't jump out and have no new Orders.
I tried the normal and the Debug Build.. :(
Originally posted by Sparrow
I managed to end the campaign without almost no problem... almost.
A hyper-starnage thing happened.
I sudenly without briefing at one point appeared in one mission with the EAS Hermes in the Altair station. suddenly 3 or 4 Battlewaggons jumped in and began heavy fire, first they destroyed the GOD satellite, next they blow off the station and next they blow uop the HERMES,. all in 1 minute, then i was in the middle and i see the HERMES exploding in front of me, then the mission ends suddenly and i appear in the briefing for the next mission and all HERMES, GOD thing and station are alive and well ....
the Wellington mission is hard but i station alongside the liner and began firing like a mad and done..
the harder is the "Stop the freighters from the raiders" in that mission where a G`Quan cruiser appears, the two three engined freighters are the hell to near the jump point , you cant dissable them so you ave to destroy them and you got only time to destroy one, the other allways scape and their engines fix themselves as quick as you hit them
Originally posted by Fergus
Just kill them.
Originally posted by Burns
So will there be a 'patch' for raider wars?
Originally posted by Mr. Fury
Hrrmmm... Your memory is giving out again.
Originally posted by Mr. Fury
Oh shuddup...
Originally posted by Slasher
If we could have the SCP team modify the game so a support ship can appear without a jump point, lower subsystem hitpoints wouldn't be nearly as much a problem
Originally posted by Fodder
I tried removing some wingmen from my unit to make things harder, but this causes the game to crash apparently because of the actions/words of my wingmen are integral to the mission's plot.
Originally posted by Todo
Do spelling errors count as bugs?
Originally posted by IPAndrews
No :P.
Originally posted by Todo
Well good because in that case I don't have to post the rest of the typos I have found. ;)