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Hosted Projects - Standalone => The Babylon Project => Topic started by: IPAndrews on January 16, 2005, 02:50:28 pm

Title: Post Raider Wars bug reports here
Post by: IPAndrews on January 16, 2005, 02:50:28 pm
Think you've found a bug in the Raider Wars campaign? Report it here please. Thanks in advance.
Title: Post Raider Wars bug reports here
Post by: Stunaep on January 16, 2005, 03:42:36 pm
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?
Title: Post Raider Wars bug reports here
Post by: karajorma on January 16, 2005, 04:02:36 pm
Worked fine for me.
Title: Post Raider Wars bug reports here
Post by: Admiral Nelson on January 16, 2005, 04:42:28 pm
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.
Title: Post Raider Wars bug reports here
Post by: Stunaep on January 16, 2005, 04:47:13 pm
Pretty please give me a way to extract the files from the installer manually, as right now, the installer keeps deleting my Base vp, (and not installing the campaign, the same as the update), so I can't play it.

Otherwise I'll go to my mommy and cry
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 16, 2005, 06:00:13 pm
Quote
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.


Don't order your wingmen to do anything. I saw them shooting at some random rocks then. Also get close to the wellington, stay at low/zero throttle, direct a lot of energy into guns, and start blasting. And praying.
I had the Wellington at 1% hull for the _entire_ time the shuttle was loading guys. Longest 30 seconds ever...

That and just pray you get them all. Not that the "you failed" reccomendation text is worth a damn, I might add. In FS2 it's like "hey here's a helpful hint." in this it's like "Man you're not very good, are you?"

Is it a bug report to say "far too many of these missions rely on bull****tery rather than difficulty?" Or perhaps I'm bitter. ;)
Title: Post Raider Wars bug reports here
Post by: Admiral Nelson on January 16, 2005, 06:09:34 pm
...aaand now having completed the "Hell and Back" mission, the game consistently CTDs when clicking commit on the "Incoming Transmission" screen. FWIW:
fs2_open_r caused an Access Violation in module fs2_open_r.exe at 001b:004664a3.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 1/16/2005 19:03:18.
F:\Games\The Babylon Project\fs2_open_r.exe, run by Administrator.
2 processor(s), type 586.
1023 MBytes physical memory.
Read from location 0000014c caused an access violation.

Alphakiller, I figured it would work as it did in the escort Iceni mission. But the mission as a whole is pointless when none of the other ships in it do anything.... Generally I have found the other missions entertaining, but leave the rock busting for the guys sentenced to hard labor in prison... :)
Title: Post Raider Wars bug reports here
Post by: NGTM-1R on January 16, 2005, 06:12:02 pm
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.

I think I'll be echoing Alphakiller here too. Failing a mission five times on Very Easy is a sure sign that SOMETHING is wrong with it. I think by creating Gold wing in that mission you might have broken the AI code that gets the Scyla and your wingmen to shoot at regular asteroids.
Title: Post Raider Wars bug reports here
Post by: Burns on January 16, 2005, 06:35:28 pm
Wow, these missions are generally hard. Im trying to get though the second one, but damn - too much **** going on. My idiot wingmen shoot down the transports instead of disabling them, even when i tell them to A. Disable ship.. or select engine subsystem and tell them to blow it up. This is rather frustrating.
Title: Post Raider Wars bug reports here
Post by: PSI-KILLER on January 16, 2005, 11:02:14 pm
I can't seem to protect the wellington.  It keeps blowing up.
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 16, 2005, 11:19:37 pm
Quote
Originally posted by Admiral Nelson


Alphakiller, I figured it would work as it did in the escort Iceni mission.  


Sure, and the Galatea mission before that. Once I finish Raider Wars I'll have my actual opinion written and ready to go, and in a thread slightly more appropriate - I think we're heading a bit off target here. :)

Specifically to this: Don't target anything, either. I just started the mission, raced for Wellington, and started blasting white box asteroids. Don't ever try and target one (i.e. get red brackets) ... that just messes it up or something. I say this because the one time I got red brackets (without hitting the targeting key) my wingmen did nothing. When I just stayed away from any command or targeting key, I remember seeing at least one wingman shooting at rocks.

My guess, therefore, is there's a bug in the initial Gold Wing rocks -> wingmen protecting Wellington via regular shooting of rocks code or triggers or something.
Title: Post Raider Wars bug reports here
Post by: Fury on January 16, 2005, 11:19:58 pm
This thread is not for the patch discussion, this is only to report bugs in the Raider Wars campaign.
Title: Post Raider Wars bug reports here
Post by: Fury on January 16, 2005, 11:21:58 pm
Quote
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.
 


This is a FEATURE. Three races is not enough for TBP.

Check the brefing icon chart in documentation.
Title: Post Raider Wars bug reports here
Post by: Fury on January 16, 2005, 11:23:14 pm
Quote
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?

Raider Wars campaign installer does not touch your B5-Core-3_0.vp.

The patch installer patches B5-Core-3_0.vp but only when it matches the checksum of the original B5-Core-3_0.vp. If the vp's checksum is different, no patching is done.
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 16, 2005, 11:28:02 pm
I'm getting CTDs on the second half of the hyperspace mission; same as Admiral Nelson.
Title: Post Raider Wars bug reports here
Post by: Fury on January 16, 2005, 11:29:47 pm
I really hate fred2_open. Once it is used to fix one bug, it presents another.
Title: Post Raider Wars bug reports here
Post by: PSI-KILLER on January 16, 2005, 11:34:00 pm
I just had to add that the Wellingotn in asteroid feild is possable to save the crew.  Very good game.  I am very impressed with the animation in breifings and such.  Fine job.  It is balanced where it is very dificult which is good.
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 17, 2005, 12:32:28 am
Quote
Originally posted by Mr. Fury
I really hate fred2_open. Once it is used to fix one bug, it presents another.


So is there a workaround we can use here to just keep playing or what?
Title: Post Raider Wars bug reports here
Post by: Fury on January 17, 2005, 01:36:40 am
Quote
Originally posted by Alphakiller


So is there a workaround we can use here to just keep playing or what?


I suggest you play the mission with a debug build in a case it gives us a better explanation of what the problem really is.

http://fs2source.warpcore.org/exes/fs2_open_3_6_5_debug.exe
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 17, 2005, 02:19:41 am
Hahaha, oh man. You're not going to believe this one...

Debug build? Worked _perfectly_ ... played it just fine.
On the upside, it DID serve as a workaround that I asked for. Thanks! ;)

Want me to get you any information from the debug build, still?
Title: Post Raider Wars bug reports here
Post by: Fury on January 17, 2005, 02:52:34 am
It should work just as fine with a retail build then as well.
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 17, 2005, 03:21:36 am
Should, but doesn't. The versions match, too - that is, debug 3.6.5, regular 3.6.5. On the retail, it starts the music, hitches, dumps FS2 almost into a window - that is I see my desktop and a 1024x768 black box in the upper-left corner indicating it's considering windowed mode, and then eventually it coughs out the CTD.
I think what's actually happening is it's generating the CTD and it exits ... less than cleanly.

Debug, worked fine first try, then I switched back to the regular EXE and it's been well-behaved ever since.

I've got no idea why it's doing that...
Title: Post Raider Wars bug reports here
Post by: Fury on January 17, 2005, 03:25:19 am
Only :devil: knows.
Title: Post Raider Wars bug reports here
Post by: Admiral Nelson on January 17, 2005, 08:04:07 am
I can confirm the same behavior as Alphakiller. Debug build works find, ordinary build blows up in the same way he describes...

I notice once in the mission, if I hit F4, the objective text for the second objective merely states "mission objective text" instead of 'protect civilians" as it does on the HUD. Perhaps this is related to the CTD problem?
Title: Post Raider Wars bug reports here
Post by: NGTM-1R on January 17, 2005, 11:57:53 am
Quote
Originally posted by Mr. Fury


This is a FEATURE. Three races is not enough for TBP.

Check the brefing icon chart in documentation.


You do realize you can alter what class displays when you click on it, correct?

It's not a feature, it's a god-awful crapout on the part of the FREDder.

EDIT: I am attempting to make a demonstration of this...unfortunately the FRED build distributed with TBP hates my computer. It goes under "Ship Type" in the briefing icon creation dialogues.
Title: Post Raider Wars bug reports here
Post by: Fury on January 17, 2005, 12:15:42 pm
Edited. Never mind, I got what  ngtm1r meant.
Title: Post Raider Wars bug reports here
Post by: rynadrk on January 17, 2005, 12:44:35 pm
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
Title: Post Raider Wars bug reports here
Post by: Fury on January 17, 2005, 01:02:54 pm
Do what Alphakiller did and use a debug build, for a reason only devil knows it worked.

http://fs2source.warpcore.org/exes/fs2_open_3_6_5_debug.exe
Title: Post Raider Wars bug reports here
Post by: Trivial Psychic on January 17, 2005, 01:10:45 pm
Quote
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

Remove -pcx32... its realy just a waste of memory, and -cell... it does nothing useful anymore.
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 17, 2005, 01:32:10 pm
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:

Jura Revf vf gnxvat bire lbhe jvatzra'f zvaqf nf lbh punfr ure naq gur Zrqhfn qbja, bapr V xvyy Revf gurl qba'g erireg onpx gb sevraqyvrf. Vg frrzf yvxr vg FUBHYQ qb guvf, ohg vg qbrfa'g. Vagragvbany be abg?

http://www.rot13.com
Title: Post Raider Wars bug reports here
Post by: rynadrk on January 17, 2005, 01:39:10 pm
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()
------------------------------------------------------------------
Title: Post Raider Wars bug reports here
Post by: Admiral Nelson on January 17, 2005, 02:30:26 pm
Well, now i see that the mission 'Slipping the Noose" appears to have no failure debreifing.
Title: Post Raider Wars bug reports here
Post by: NGTM-1R on January 17, 2005, 05:46:13 pm
EDIT: Scratch that. Unfortunately, the mission crashes shortly after the destruction of PSI wing...I can't get a look at the debugger window before it CTDs and no error window pops up.

EDIT 2: I'm looking at the mission in FRED...I can't see what's causing the problem, but I'm not sure quite where it's happening.
Title: Post Raider Wars bug reports here
Post by: Aggressor_Squad on January 17, 2005, 08:47:43 pm
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)
Title: Post Raider Wars bug reports here
Post by: Fury on January 17, 2005, 11:07:22 pm
Quote
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()
------------------------------------------------------------------


Install the 3.1 update.
Title: Post Raider Wars bug reports here
Post by: rynadrk on January 18, 2005, 01:40:08 am
Well I reinstalled R3.1 and it worked.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on January 18, 2005, 05:44:05 am
Quote
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)


Don't press ALT-J until directed to do so.
Title: Post Raider Wars bug reports here
Post by: mr. Duck on January 18, 2005, 09:28:07 am
Might not be a real bug, but, in the first mission I managed to disable the raider carrier before it jumped out. Needless to say the thing eventually winded up dead. At one point, I saw the station being blown up, failed the primary objective yet I was allowed to proceed to the next mission. Well, this was it it so far.
Title: Post Raider Wars bug reports here
Post by: Burns on January 18, 2005, 11:24:34 am
So i ran the debugger in that mission but it was all screwed up, the raiders blow up the station, but the mission doesnt end in failure and just suddenly jumps to another mission... im confused.
Title: Post Raider Wars bug reports here
Post by: Fury on January 18, 2005, 12:02:16 pm
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.
Title: Post Raider Wars bug reports here
Post by: mr. Duck on January 18, 2005, 12:42:18 pm
Quote
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.


Damn you... Ok, my last bug wasn't a bug after all.  But the first mission (actually second one) still stands. :thepimp:
Title: Post Raider Wars bug reports here
Post by: rynadrk on January 18, 2005, 12:58:20 pm
Quote
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.

I too was able to disable the carrier.  First try too.  It could use an invulnerable tag on it.
Title: Post Raider Wars bug reports here
Post by: Fury on January 18, 2005, 01:07:34 pm
First mission? Are you talking about Midnight in the Firing line? That mission does not even have a Raider carrier in it?
Title: Post Raider Wars bug reports here
Post by: karajorma on January 18, 2005, 01:32:45 pm
They mean the second mission. I was wondering myself it 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

I decided that it was just too long playing FA missions corrupting me and making me deliberately try to break missions :)
Title: Post Raider Wars bug reports here
Post by: mr.WHO on January 18, 2005, 02:25:26 pm
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.

Edit:Bug in that mission where narn attacking centauri freighter, that freighter is EA model, it should be centauri.
Title: Post Raider Wars bug reports here
Post by: Alphakiller on January 18, 2005, 02:30:01 pm
Quote
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.


I'd say it's my favorite mission too, except when it doesn't work :p ;)
Title: Post Raider Wars bug reports here
Post by: bigglesworth on January 18, 2005, 05:31:21 pm
Quote
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.


Exact same problem here.
Biggs
Title: Post Raider Wars bug reports here
Post by: rynadrk on January 18, 2005, 10:11:05 pm
If you are having trouble with the mission right after the destruction of EAS Scylla in hyperspace d'load this.
Quote
Originally posted by Mr. Fury
http://fs2source.warpcore.org/exes/fs2_open_3_6_5_debug.exe
Title: Post Raider Wars bug reports here
Post by: Burns on January 18, 2005, 10:35:43 pm
Quote
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.


Its a nice touch, but it needs a better transition to the next mission because its gonna give a lot of players the "wtf".
Title: Post Raider Wars bug reports here
Post by: Roki on January 19, 2005, 01:49:13 am
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 ?
Title: Post Raider Wars bug reports here
Post by: IPAndrews on January 19, 2005, 03:49:51 am
Quote
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


I did actually, but that protection seems to have vanished somewhere down the line. I one of my co-FREDers. Also, a dog ate my homework.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on January 19, 2005, 03:51:50 am
Quote
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 ?


You need the "debug version" of the executable. Download from one of the links in the messages above. Just run it to use it, and play as normal.
Title: Post Raider Wars bug reports here
Post by: MikhailM on January 19, 2005, 09:58:31 am
Alphakiller: that's exactly how it should work. "The effect is permanent and irreversible"
Title: Post Raider Wars bug reports here
Post by: IPAndrews on January 19, 2005, 11:13:45 am
Yes. Raider Wars has no bugs. Only features.
Title: Post Raider Wars bug reports here
Post by: mr. Duck on January 19, 2005, 02:30:40 pm
There's one more thing, on the sweep mission (the one after the stealth mission), I wacked everything but the mission won't end (losses are only limited to 3 badgers, everybody else is ok). There's only one thing that didn't happen and that was the captain of the raider cap ship didn't say what he wanted to say (that was because he got shelled by 2 wings of badgers and their missiles, he died pretty quick). Did I let him die too quick? :nervous:

And also on the ground attack mission. There's this habit of the AI pilots to fly into the ground (something tells me this is an engine problem)... Y'all might check that out too... Looks kinda weird. :confused:
Title: Post Raider Wars bug reports here
Post by: PSI-KILLER on January 19, 2005, 08:59:35 pm
smooth as a playboy models ass
Title: Post Raider Wars bug reports here
Post by: Malderi on January 19, 2005, 11:06:52 pm
Other than using the debug build to go around the CTD (which was slightly annoying but no big deal. In retail that would SUCK, but most people that play the campaign read these forums, so...)

Very nice campaign all-around. Especially the ending missions. Doing something that Freespace 2 never did (ground-attack mission) was especially brilliant. Was that just an especially huge asteroid or did the SCP put in support for a terrain object?
Title: Post Raider Wars bug reports here
Post by: yohoob on January 20, 2005, 12:27:06 am
i didnt have a problem with the game crashing afther the hyperspace mission, the mission when you escort the psi shuttle. The bomb went off but the shuttle survived, i passed the mission without finding the bomb.
Title: Post Raider Wars bug reports here
Post by: Azrael15 on January 20, 2005, 03:54:54 am
No bugs at all on my end. No crashes, no freezes, it all worked fine.
Title: Post Raider Wars bug reports here
Post by: Admiral Nelson on January 23, 2005, 05:05:22 pm
Just finished today. A few other things I noticed: In the 'Sotrm the Castle' mission one of the mission objectives listed in the briefing reads 'Mission Goal Text".

In several missions, including the final one, vital ships are not added to the escort list.

In several missions, weapons appear on the loadout list that cannot be fitted t any of the craft you can select. No biggie, but it would be nice clean up.

Thank you for a nice campaign!
Title: Post Raider Wars bug reports here
Post by: Woolie Wool on January 24, 2005, 09:50:13 am
When I kill Eris, the carrier warps in about 6-8 klicks away and I can't disable it in time (I always slap her ***** ass down as quickly as possible and always reserve the task for myself).
Title: Post Raider Wars bug reports here
Post by: NGTM-1R on January 24, 2005, 12:38:06 pm
You can reach Eris that quickly? I almost never get to her before she docks.
Title: Post Raider Wars bug reports here
Post by: yohoob on January 24, 2005, 01:45:43 pm
Just finished the campaign, It was more elaborate then i expected. Had same probelm on ground mission the ships kept flying into the ground. I was able to kill eris just before she docked on my first try. Just ignore the raiders and fly straight to her.
Title: Post Raider Wars bug reports here
Post by: Woolie Wool on January 24, 2005, 02:33:13 pm
Quote
Originally posted by ngtm1r
You can reach Eris that quickly? I almost never get to her before she docks.


Put all power to engines and lean on your burners until you're in range. Then kill her as quickly as possible. A Sky Serpent isn't very agile, so it's not that tough.
Title: Post Raider Wars bug reports here
Post by: mitac on January 24, 2005, 06:12:32 pm
Finished the campaign this evening. It was quite entertaining, though I also encountered that bug in the 2nd part of the hyperspace mission. Furthermore, the mission design seemed a bit less elaborate towards the ending, almost every briefing/debriefing had spelling errors, and the chatter seemed somewhat dull.

Though it may be just me, tired as I am. ;)
Title: Post Raider Wars bug reports here
Post by: Woolie Wool on January 25, 2005, 09:31:20 am
Not all of the chatter was dull. Some of it was quite expressive and conveyed a real sense of emotion.

EA Scyla: "This is mass murder!"
Raider pilot: "This is business."

By the way, I think it's Scylla, not Scyla. There was a ship called the Scylla in Inferno.
Title: Post Raider Wars bug reports here
Post by: Fury on January 25, 2005, 09:34:27 am
You're probably right.
http://www.pantheon.org/articles/s/scylla.html
Title: Post Raider Wars bug reports here
Post by: IPAndrews on January 25, 2005, 04:43:18 pm
Uh well that's the last time I trust Tomcat for ship names.
Title: Post Raider Wars bug reports here
Post by: mitac on January 26, 2005, 10:12:36 am
Quote
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.


I was refering to the later missions. :)
Title: Post Raider Wars bug reports here
Post by: IPAndrews on January 28, 2005, 04:35:20 am
Quote
Originally posted by mitac
I was refering to the later missions. :)


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.
Title: Post Raider Wars bug reports here
Post by: Woolie Wool on January 28, 2005, 10:15:06 am
I liked the line "We have some good news and some bad news. They always seem to come as a package deal."
Title: Post Raider Wars bug reports here
Post by: Roanoke on January 28, 2005, 05:09:43 pm
Quote
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]


It's not mind control. Think more along the lines of "death of personality". (lol @ IPA ):D
Title: Post Raider Wars bug reports here
Post by: Woolie Wool on January 28, 2005, 05:22:58 pm
Quote
Originally posted by IPAndrews


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.
:wakka:

ROFL!
Title: Post Raider Wars bug reports here
Post by: Deepstar on January 31, 2005, 04:29:40 pm
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.. :(
Title: Post Raider Wars bug reports here
Post by: Trivial Psychic on February 02, 2005, 11:24:43 pm
OK.  I finally made it to the "Hell and Back" mission, and got the CTD.  Now, at the time, I was using WMCoolmon's latest build, that actually gave some kind of vertex buffer error, but no other builds give any kind of message.  PhReAk's build actually works better for me, so I used the debug version of his build, but it too CTD'd on me during mission load.  I've never been able to use debug build of FSO, as they always crash on me during mission load.  I may attempt to use the debug verson of WMCoolmon's build.  Anyway, I'm working under the assumption that its the battlewagon model that's the problem, since the game would CTD whenever I clicked on it in the techroom... no message.  So, I extracted the offending mission from the VP and loaded it up in the debug version of FRED2_Open, 3.6.5.  The following is an exerpt from the debug spew, relating the the battlewagon:

Using alternate ship type name : Unknown
Loading model 'battlewagon.pof'
A subsystem was found in model  that does not have a record in ships.tbl.
A list of subsystems for this ship will be dumped to:

data\tables\.subsystems for inclusion
 into ships.tbl.A subsystem was found in model  that does not have a record in ships.tbl.
A list of subsystems for this ship will be dumped to:

data\tables\.subsystems for inclusion
 into ships.tbl.A subsystem was found in model  that does not have a record in ships.tbl.
A list of subsystems for this ship will be dumped to:

data\tables\.subsystems for inclusion
 into ships.tbl.Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship battlewagon.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship battlewagon.pof

Now, using the line about an unrecognized subsystem as a guide, I extracted the battlewagon model and opened it in MODview.  At first, I didn't notice any problems, until I opened the editor and saw that the subsystem name for the engine submodels, don't have the "a" on the end, but the table entry does.  I assumed that that was the problem, and changed the table entry accordingly by removing the "a".  Unfortunately, when I reopenned FRED, an error message came up telling me that the subsystem name was wrong.  I tried adding the letters back into the table, then adding them to the submodels' subsystem names, and while the error message went away, I got the same lines in the debug spew.  I'm kinda stumped right now.  I do know however, that the battlewagon worked under 3.0, without any CTD.  I'm gonna look into back-patching it and seeing if it makes a difference.

Later!
Title: Post Raider Wars bug reports here
Post by: Trivial Psychic on February 05, 2005, 12:56:30 am
OK, I managed to overcome that bug by deleting the IBX file of the battlewagon.  Incidentally, during my investigations, I found that the rotation of the multi-part turrets are off on the Battlewagon.  Both components were using "X" rotation, while one should have "Z" axis. I changed that on my model.

Unfortunately, while I was able to complete the hyperspace mission, I've now encountered the bug in the following mission.  I tried the debug verson of PhReAk's build, and it just dumped me to the desktop as soon as I cliked commit.  Then, I tried the debug of Coolmon's latest and it gave me the following error message:

Assert: (objp->type == OBJ_SHIP) || (objp->type == OBJ_START)
File: e:\cvs\fs2_open\code\object\objectdock.cpp
Line: 344

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Clicking OK to this message just brings the same error message back again.  I did it like 15 times and then the screen went black.  I assume it tried to switch back to the game, which is pretty much like a return after an alt-tab situation, and alt-tab isn't fixed ATM.  This once again leaves me unable to continue this mod.  If anyone has theories as to what this is due to, please enlighten me.
Title: Post Raider Wars bug reports here
Post by: Trivial Psychic on February 06, 2005, 07:09:15 pm
Well, while doing some more investigations with a debug build, I came across a few more problems with other ships, but sadly they didn't solve the problem.  That said, I thought I should report said problems here.  The main one is the Primus.  It seems one of the 2 main dorsal guns has no normals for the firepoints.  Furthermore, the rotation for the multi-part turrets on this and the Secundus, is switched.  If you look at them in MODview, you'll see that the turret bases flip rather than rotate, and the turret arms rotate rather than filp.  I was hoping that fixing this would solve an issue I've been having with Primus ventral turrets, firing upwards through the ship (play the "Convoy Party" fan mission and you'll see this in the Primus that sits near the jumpgate), but it didn't.  Furthermore, I can't see anything about the model that would account for this.  In any case, this hasn't solved the problem of me not being able to continue in the Raider Wars Campaign, however, I did note that the "Convoy Party" single mission came up with the same error message under Coolmon's debug build.  If I can narrow it down to a specific ship, I might be able to identify what's causing all the trouble.

Later!
Title: Post Raider Wars bug reports here
Post by: Trivial Psychic on February 09, 2005, 11:35:48 pm
Well, it seems that the solution (at least to my difficulties) was staring me in the face every time I look through this thread.  The solution isn't to use just any debug build, but the 3.6.5 debug build.  It doesn't seem to CTD, but newer ones do... or bring up error messages, for which the result is pretty much the same.  I managed to play through that mission, though the sound cut out on me early on.

Oh well.  On to the game.
Title: Post Raider Wars bug reports here
Post by: Fury on February 10, 2005, 02:57:16 am
Thanks Trivial Psychic, we'll try to fix this problem in the next update.
Title: Post Raider Wars bug reports here
Post by: Fury on February 10, 2005, 02:04:15 pm
Hmh... Trivial Psychic... are those errors you mentioned about Battlewagon still present after you deleted the ibx file? Multipart turrets should work fine if you're using Base 3.1.
Title: Post Raider Wars bug reports here
Post by: Trivial Psychic on February 10, 2005, 09:39:37 pm
When I deleted the ibx, it solved the crash I was getting.  I didn't realy have the chance to see if the multi-part turrets in the Battlewagon were working properly (rotation wise) before I noticed the error in MODview.  It may have been nothing, or it may have been everything.  Anyway, I think the R3.1 IBX had become corrupted somehow, so deleting it and forcing an auto-gen from the pof, fixed it.  Note, when I made my changes to the Primus and Secundus, I deleted their ibx files before testing the changes.  Doing this seems to eleviate errors.
Title: Post Raider Wars bug reports here
Post by: Fury on February 10, 2005, 11:19:09 pm
The IBX was not updated by 3.1 installer because fs2_open is supposed to notice whether a pof has been updated and update the ibx accordingly. I think you should report this behaviour to the SCP staff.
Title: Post Raider Wars bug reports here
Post by: JBlade on March 07, 2005, 02:19:59 pm
Quote
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.. :(


I have same broblem, and with quick look, i didn't find any aswer to this problem from this tread, so plz someone tell me what to do about it :sigh:

And by the way, hi all, im new, keep up great work with TBP :yes:
Title: Post Raider Wars bug reports here
Post by: Sparrow on March 07, 2005, 03:54:48 pm
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
Title: Post Raider Wars bug reports here
Post by: JBlade on March 08, 2005, 12:07:45 am
Quote
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


That "all blowing up" thing is not a bug, read postings in this tread. I too had troubles playing "Stop the freighters from the raiders", and also some other missions with limited time to blow up all requested things :D , nice campaign, but those mission with limited time are just quite hard for someone as new as me, had to play some missions about 20 times before got it right :doubt:
Title: Post Raider Wars bug reports here
Post by: Sparrow on March 08, 2005, 04:42:18 am
Oh ys.... i replaid the mission and noticed those blue messages..
but the first time i play it when you are dodging fire between a Omega and 5 raider heavy warships interchanging fire the last thing you look at is those blue messages..

it was a hell funny touch
Title: Post Raider Wars bug reports here
Post by: JBlade on March 09, 2005, 11:28:30 am
I may be a bit rash :hopping: , but i asked question here, and i assumed to get an answer, so: Could someone tell me what's wrong with my game/computer, when i can't complete the last mission of RW, when i have killed eris and medusa, nothing happens! SOMEONE PLEASE TELL ME WHAT TO DO! :mad:
Title: Post Raider Wars bug reports here
Post by: Xaphod on March 09, 2005, 02:42:09 pm
Likelihood is that someone is trying to recreate the problem and ascertain its cause.  The most constructive thing you could do is post a very detailed bug report here.
Title: Post Raider Wars bug reports here
Post by: JBlade on March 10, 2005, 01:58:51 am
Im sorry, but there is not much more to tell; when i have killed eris, medusa and all remaining hostiles, objective screen shows all objectives complete, but nothing happens and alt-j does,t work because "You cannot warp out at this time". I don't know what should happend, should hermes warp in to pick me up, or should mission just end, but anyway just nothing happens.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 10, 2005, 03:01:17 am
EAS Hood warps in. The crew of the Hood give you a cheer. You all go home. General Max tells you you're great. That about sums it up.

I'm disappointed but not surprised that mission has bugs. It's because Eris can turn an arbitrary number of ships hostile which has to be kept track of. The SEXPs seemed sensible but I guess there's still a small flaw in them. Thanks.
Title: Post Raider Wars bug reports here
Post by: JBlade on March 10, 2005, 03:04:41 am
Well, then there must be something wrong with that thing, that tells EAS Hood to warp in. ;7
Title: Post Raider Wars bug reports here
Post by: Aeon9570 on March 15, 2005, 11:25:03 am
This is a small bug for me, when the Psi-Corps is leaving, and they get turned mad and hostile by the freighter tha comes through, the primary objectives are 'Escort Psi Wing' and 'Destroy Psi Wing', you can't do one without failing the other, so whats the solution?
Title: Post Raider Wars bug reports here
Post by: Fergus on March 15, 2005, 12:45:19 pm
Just kill them.
Title: Post Raider Wars bug reports here
Post by: Jimby on March 15, 2005, 08:57:54 pm
Quote
Originally posted by Fergus
Just kill them.


I have done so, but the mission allways ends in failure.  For some reason too, there is no text at the debriefing.  :(
Title: Post Raider Wars bug reports here
Post by: Burns on March 15, 2005, 10:08:02 pm
Or have your wingmen deal with them.

So will there be a 'patch' for raider wars?
Title: Post Raider Wars bug reports here
Post by: Lt.Cannonfodder on March 15, 2005, 11:22:16 pm
Primary energy cells charged. Target locked. Commence firing sequence.

:welcome:

Welcome to HLP. There are exits to the left and rear, but do not try to use them. One has a black hole in it and the other leads to a political discussion. If you are looking for a flamethrower, you'll find one under your seat. Unfortunately, we're out of napalm, so you'll have to bludgeon people to death with them.

In the event of serious conflict, there are plasma rifles in the forward locker, though these can only be opened by an Admin, [V], God, or Hyperintelligent shade of the colour Blue. If, for whatever reason, you find yourself crawling around in the ductwork, there's a better than average chance you'll encounter a Shivan. They're easy to spot with the five legs and all. If you're lucky, it's just Carl, who responds well to food rewards. If not, then at least you die quickly. The entrance to the main control room is guarded by subspatial claymore mines.

Do not mention FS3. Karajorma's FAQ, wiki and the search button are you best friends. Sacrifice a small rodent for SCP team's glory every weekend. Have a pleasant stay.


Aeon9570 and Jimby, you've just been officially welcomed to HLP :D
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 16, 2005, 03:28:07 am
Quote
Originally posted by Burns
So will there be a 'patch' for raider wars?


It will co-incide with the release of voice acting. Since I have to update the missions for that anyway. This thread will be a valuable resource when it comes to bug fixing.
Title: Post Raider Wars bug reports here
Post by: Skullar on March 18, 2005, 01:23:21 pm
Make VENZEN a centauri vessel
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 22, 2005, 02:47:58 am
Any more bugs I should know about? I'm fixing this stuff now so speak now or forever hold your peace.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 22, 2005, 02:48:17 am
Any more bugs I should know about? I'm fixing this stuff now so speak now or forever hold your peace.
Title: Post Raider Wars bug reports here
Post by: Trivial Psychic on March 22, 2005, 07:17:20 pm
Well, maybe this will break some game ballance, but regarding the EA Skylark, I'm puzzled by the fact that it clearly has 3 engines, but only 2 engine subsystems.  I do realize that adding a 3rd engine will increase the amount of time it takes to disable one.  I would however like to suggest that at the very least, the engine subsystem that's associated with the centre engine, be moved to the right side engine so that there is at least some balance (I think the other engine subsystem is on the left side).
Title: Post Raider Wars bug reports here
Post by: Sparrow on March 23, 2005, 02:54:13 am
Yeap.. in the mission where you have to stop the raider freighters , appart from being all the first time hitting the after burner to get them the first two transports are two skylarks wich are almost impossible to disable.. the engine subsistems appears to repair itselfs almost as fast as i hit them and , no joking, hitting the ship in the engines causes the ship to be destroyed before disabling it..
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 23, 2005, 03:13:27 am
Well you'll be pleased to know that I've modified that mission so that the speed of the freighters' escape is modified by the skill level. So on very easy you have plenty of time to get there and disable the frieghters. This is something I've done with many missions. For another example, in Slipping the Noose where you have to disable the GOD sat the time you have to accomplish this task is also modified by skill level.

I also believe you both have valid points about the subsystems. Skylark should have three subsystems. They're in the .pof so it's up to Mr Fury to update the ships.tbl to include the third engine and reduce the subsystem hit points accordingly so it takes the same time to disable. I actually think the engine subsystems are already too high to start with.

In fact I believe subsystems across the board (all ships) have too many hit points. I once went to the trouble of lowering them all. I thought it made for a more interesting game. More ships getting disabled, cap ships more easily disarmed. If you went toe to toe with an enemy ship you'd frequently lose your own weapons and radar subsystems. I liked it! Unfortunately nobody else did :lol:
Title: Post Raider Wars bug reports here
Post by: Fury on March 23, 2005, 04:03:05 am
Hrrmmm... Your memory is giving out again. The lowered subsystem hitpoints are present in 3.1, not as low as you first suggested but balanced for the greater good of survival. In R2 subsystem hitpoints were bollocks.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 23, 2005, 04:04:50 am
Quote
Originally posted by Mr. Fury
Hrrmmm... Your memory is giving out again.


Not on this occasion. I still believe they're all a tad too high. It annoys me on a regular basis.
Title: Post Raider Wars bug reports here
Post by: Fury on March 23, 2005, 04:39:32 am
Oh shuddup...
Title: Post Raider Wars bug reports here
Post by: Slasher on March 23, 2005, 04:39:40 am
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 since the player wouldn't be forced to restart a mission when a subsystem is destroyed.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 23, 2005, 04:44:08 am
Quote
Originally posted by Mr. Fury
Oh shuddup...


:lol:
Title: Post Raider Wars bug reports here
Post by: IPAndrews on March 23, 2005, 04:45:57 am
Quote
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


This is actually supported. You can call in support in a number of the RW missions and the support ship comes from the fighter bay of another ship. Such as Hermes or Altair station. In all honesty though, it is a little buggy.
Title: Post Raider Wars bug reports here
Post by: Todo on April 13, 2005, 02:18:53 pm
I'm having a problem with the mission after the one where the Evil Raiders destroy Scylla (Scyla?) with that pencil-looking-thing. Everytime I click the COMMIT button the game crashes, I get a notice of eviction and get dumped on the desktop.

The files I used to play it were the ones from the TBP website d/l section. I have also tried one other build but it has no effect.

And I'm not a goddamned fredder/programmer/super-duper-wiseguy so please could you just make a simple self-extracting exe that extracts itself into the right path so that I won't get a chance at screwing it up in anyway. Simply, please just make it work. Me want to play game further!

EDIT: This is the notice of eviction that I get:
fs2_open_r caused an Access Violation in module fs2_open_r.exe at 001b:004664a3.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 4/10/2005 12:51:08.
C:\Epelit\The Babylon Project\fs2_open_r.exe, run by Johtaja Herra Vitun Iso Herra.
1 processor(s), type 586.
767 MBytes physical memory.
Read from location 0000014c caused an access violation.

Registers:
"A lot of numbers and letters"

Also uninstalling and re-installing did nothing.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on April 14, 2005, 02:53:14 am
Check earlier in this thread for a work around.
Title: Post Raider Wars bug reports here
Post by: Todo on April 14, 2005, 05:40:26 am
I downloaded a file fs2_open_3_6_5_debug.exe and used it to play the game. Then when I was playing the mission where I have to protect the Evenstar and find the raider base I got an error or something like that. The raiders had destroyed the Evenstar, I had destroyed every raider Zephyr and just disabled the last turret on the base and the game jumped to desktop and there was some sort of a message. It said something about use debugger to break something and buttons 'YES', 'NO' and 'CANCEL'. I pressed the 'YES' button and the game locked up. There was some sort of a text file named debug spew and the last line said something about "message line 213 has no persona assigned". Is it just me or my stupidity that I can't never make this game work?

EDIT: Nevermind. The fifth try didn't give any errors.
Title: Post Raider Wars bug reports here
Post by: Fodder on April 14, 2005, 07:56:33 am
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.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on April 14, 2005, 09:43:57 am
Quote
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.


So you broke my campaign and then you post the bug you yourself created in the bug reports thread. :snipe: Well yes if you delete ships that messages are supposed to come from you are going to piss off the debug build. May I suggest an alternative method of increasing the difficulty. Go to the options. Go to the difficulty setting option. Turn it up. This will increase the accuracy and aggression of the enemy ships and you'll find your wingmen meet their maker with with no intervention from yourself.
Title: Post Raider Wars bug reports here
Post by: Todo on April 15, 2005, 07:17:43 am
In the mission were I patrol the space around Altair Station I get a notice like this after the Centauri Vorchans arrive and I start shooting the Morgoth with my wingmen:

Warning: Null vector in vector normalize.
Trace out of vecmat.cpp and find offending code

file:E:\Language\Visual Studio Projects\Visual C++\fs2_open\code\Math\VecMat.cpp
Line:727

Call stack:
------------------------------------------
vm_vec_normalize() vm_vec_normalized_dir() ship_subsystem_in_sight() aifft_compute_turret_dot() aifft_find_turret_subsys() ai_fire_from_turret() process_subobjects() ai_frame() ai_process() ship_process_post() obj_move_all_post() obj_move_all89 game_simulation_frame() game_frame() game_do_frame()---------------------------

[ This info is in the clipboard so you can paste it somewhere now]

Use Yes to break into Debugger, No to continue.
and Cancel to Quit

Clicking buttons YES and NO just lock the game up and pressing cancel quits the game. And in the file debug spew the last two lines are 'Loading Vorchan_Vert_wing_0-glow.pcs for the first time.
MEMLEAG DEBUG: lock pcx

I'm using a file called fs2_open_3_6_5_debug to play the game.
Title: Post Raider Wars bug reports here
Post by: Fury on April 15, 2005, 08:21:16 am
Switch back to the normal build, use of debug build is only advised in the hyperspace mission where the normal for some reason does not work in systems.
Title: Post Raider Wars bug reports here
Post by: Todo on April 15, 2005, 12:37:21 pm
Do spelling errors count as bugs?

If they do, then in the debriefing of the mission Showdown at the pass has a spelling error. When you click the recommendations button and read the red text it says 'Think you could kill all the hostile fighters youreslf ?.'

Also in one of the missions in the weapon loadout section there was a weird missile/rocket. In the section in the upper right corner where's the description of the weapon the name read 'empty' and below the picture it said 'no weaponry'.
Title: Post Raider Wars bug reports here
Post by: IPAndrews on April 16, 2005, 04:47:00 am
Quote
Originally posted by Todo
Do spelling errors count as bugs?


No :P.
Title: Post Raider Wars bug reports here
Post by: Todo on April 16, 2005, 04:54:23 am
Quote
Originally posted by IPAndrews


No :P.


Well good because in that case I don't have to post the rest of the typos I have found. ;)

But even if they don't count as bugs doesn't mean that the typos aren't there. :p
Title: Post Raider Wars bug reports here
Post by: Lt.Cannonfodder on April 16, 2005, 05:04:40 am
Quote
Originally posted by Todo


Well good because in that case I don't have to post the rest of the typos I have found. ;)


Go on, post all the typos you've found. More polished Raider Wars is a good thing. That, and annoying IP is fun ;)
Title: Post Raider Wars bug reports here
Post by: Todo on April 17, 2005, 05:03:32 am
I found another typo and a weird empty rocket weapon. I took screenshots but I have no place to put them so you could take a look.

This is from the briefing of the mission Storm the Castle and I quote: "They have also repaired and upgraded it's DEGENCES making it substantially more lethal."

The weird rocket thing is in the weapon loadout section. There are the usual MARK 5 and 5B dumbfire rockets but above them there is a rocket with no name. It's name is empty and the description says no weaponry. I can't remember the mission's name but I'm flying a Badger starfury.