Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: GKThursday on March 26, 2006, 02:19:45 pm
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Hi all,
I just reinstalled Freespace 1 and Silent Threat, got it working, got it patched, and I am having a great time playing it. There is one problem though. The level "Paving the Way," where you have to escort the Galetea through the astroid field is not playing properly. The Galetea gets to the node with about 90-85 % hull strength, but won't jump out. It just keeps on doing back flips while the astroids and shivens continue to pound it. I tied doing it on an easier setting, it didn't help, same result. The level just won't finish. Has anyone experienced this problem before? If so, were you able to fix it?
Thanks in advance,
~Thursday
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I've never had that problem. Maybe a reinstall would fix it?
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I've tried that once. The other problem I notice with all astroid maps is that my buttons are less responsive. Primaries won't fire right away, secondaries get stuck on fire. I tried the single mission the great escape, as that has astroids and a larger ship jumping, but the ship jumps no problem.
It is really annoying, as I can't find anyway to skip the mission.
~Thursday
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And this is with retail FS1? I've not had any luck with it under XP, but it was fairly robust in that sense. The end bug is a FREDing issue - while technically correct, a slight misalignment with the end waypoint will cause the spinning and most veteran mission designers have learned to use a distance less than logic path rather than waypoints-completed. But I don't ever remember seeing it happen in FS1.
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Yes, it is retail. I got a third party patch to let it run in XP, and then it allowed me to use the official patch. Is there any way I could edit the map to fix the jump point?
~Thursday
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As Stratcomm said, the end bug is likely due to the are_waypoints_done_delay sexp. Capships have trouble hitting waypoints accurately enough to satisfy that condition. If you replace that with a sexp to check whether distance to the final waypoint is < ~100m, it should work.
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Would you like to give that to me in Captain-dummy talk?
~Thursday
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If you open the mission up in FRED, find the GTD Galatea and select it and open it in the ships editor, you'll see an area listed as Departure Cues. The cue should be listed as something like
-are-waypoints-done-delay
--NAME OF WAYPOINT PATH
--DELAY FIGURE
Change it to:
-<
--distance
---GTD Galatea
---LAST WAPOINT IN WAYPOINT PATH
--150
If there was a delay figure in the are-waypoints-done-delay, or one in the drop-tab above that, make sure that the same figure is used in the drop-tab (or added together if there happend to be one in both).
This will cause the Galatea to jump out when it comes within 150 M of its final waypoint, rather than when it hits the waypoint precisely head-on. The only possible drawback, is if there is another crucial check in the mission (goals, debriefing stages, events) that use are-waypoints-done-delay for the Galatea and that same waypoint path.
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Like Triv said. I you don't know FRED, I'd suggest lookin up some tutorials to learn FREDing. I think karajormas signature has useful links. Or, you could troddle off to the Freespace port neighbourhood and download the FS2 compatible FS1 campaign...
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Can't you just kill yourself five times and skip the mission? Or was that only in FS2?
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Only in Freespace 2.
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there is a cheat IIRC that makes all Primary goals completed.. if he oes that, he could probably jump out and it would give him a "Mission Success" debreifing...
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One of the first things I tried was the cheat. It didn't work.
In the end, I just turned off the astroid field, and turned the Galetea into a fighter. The mission was over in less than a minute. I had a similar problem in failure to communicate, but I changed the Hope to an cruiser, and changed the escape pod exit to jump.
Thanks for all your help guys.
~Thursday