Hard Light Productions Forums

Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: SuperCoolAl on April 12, 2006, 08:42:29 am

Title: Mission Bugs
Post by: SuperCoolAl on April 12, 2006, 08:42:29 am
A few bugs I've noticed in some missions:

Tenderizer- The Galatea jumps in too close to the node, as jump-in speeds were increased in FS2 it overshoots the node and spends the rest of the battle turning about it's axis before jumping out without being lined up with the node at the end.

Playing Judas- It's nigh-on impossible to get a scan of the Eva, for the same reason that it jumps in faster and covers the distance to it's jump out point in about 30 seconds (which the player has already spent trying to catch up to it). It's also difficult to find the scan point on that ship. Also the ship type of the Eva is visible as 'SD Demon (scan),' it should probably have an Alt Name. The same probably applies to the Lucifer.

There's probably more I can't remember right now, I'm going to go finish the campaign now...

Oh yeah, it's very hard to shoot a Satis, guns pass right through the rear, and also the rear turrets on the Aten (for example the Ramses) are very hard to hit. These might be SCP bugs though.
Title: Re: Mission Bugs
Post by: Cobra on April 12, 2006, 08:51:08 am
It's not just the Satis. the latest SCP has a few collision bugs. Fortunately, a Harbinger works just fine for that, though. ;)

Also, the ships should just be renamed in the tables to SD Demon#scan and SD Lucifer#scan.
Title: Re: Mission Bugs
Post by: SuperCoolAl on April 12, 2006, 09:19:18 am
Some more I remembered:

Doomsday- Directives show Rama wing as destroyed when they are not.

Last Hope - The 'jump in fast problem' means Isis Repair is quite far away from the Hope when it arrives and so takes a while to dock. I even had the Hope saying 'Repairs nearly completed, just a few more minutes' when Isis Repair hadn't even docked!

Running the Gauntlet - For some reason the Zenith showed up:

(http://img128.imageshack.us/img128/8774/screen00000nn.th.jpg) (http://img128.imageshack.us/my.php?image=screen00000nn.jpg)

One hit finished her off though, I had destroyed it in the previous mission.
Title: Re: Mission Bugs
Post by: Goober5000 on April 12, 2006, 09:55:49 am
Tenderizer- The Galatea jumps in too close to the node, as jump-in speeds were increased in FS2 it overshoots the node and spends the rest of the battle turning about it's axis before jumping out without being lined up with the node at the end.

It did that in FS1 too.

Quote
Oh yeah, it's very hard to shoot a Satis, guns pass right through the rear, and also the rear turrets on the Aten (for example the Ramses) are very hard to hit. These might be SCP bugs though.

We didn't supply models for the Satis or Aten, so that's either a SCP or FSU bug.

Also, the ships should just be renamed in the tables to SD Demon#scan and SD Lucifer#scan.

We considered that, but they wouldn't show up in retail FRED.

Last Hope - The 'jump in fast problem' means Isis Repair is quite far away from the Hope when it arrives and so takes a while to dock. I even had the Hope saying 'Repairs nearly completed, just a few more minutes' when Isis Repair hadn't even docked!

Happens in FS1 too.
Title: Re: Mission Bugs
Post by: Galemp on April 12, 2006, 12:40:43 pm
We ought to fix them, then.

Another issue I'd like to fix is to make the Galatea invulnerable just before it jumps out in the mission with the asteroids and expand the safe zone around the node. Too many times it's been at about 50% hull, they say they're jumping out, and they slam into a bunch of rocks on their way out and get reduced to 32%.
Title: Re: Mission Bugs
Post by: Sabre on April 22, 2006, 12:53:45 pm
Aside from some of the others noted above, the one bug that got to me was in the final mission, the Ursas did nothing except circle around where they started.  As it is really hard to kill the Lucy without Ursa support, while contending with the clouds of Manticores and Dragons it spits out, this may be worth looking into.

EDIT:  Just remembered another one.  In the mission where you havle to escort all the ships between the three jump nodes (right after the Galatea bites it, IIRC), the ship selection and weapon loadout screens were borked.  I could only select two craft of the same type, though it looked like every FS1 fighter and bomber was represented.  Also, I could only select secondary weapons, no primaries.  Every primary was listed, they just had 0 in inventory.  Playing that mission only using Phoenix 5s and Interceptors was an interesting twist, even though I had to use unlimited ammo to pass the mission.
Title: Re: Mission Bugs
Post by: Goober5000 on April 22, 2006, 09:09:18 pm
Those sound like SCP or mod bugs, not FSPort bugs.
Title: Re: Mission Bugs - The Darkness and the light
Post by: thorbin on April 29, 2006, 09:56:57 pm
I am using FSPort 3.03, and I am unable to get past this mission. I have disarmed, and taken out, every system on the Rameses. I have destroyed all the cargo, and every enemy fighter which shows up. I have even 'lost' this mission five times, and tried to skip it....to no avail.

I am using the CVS version 4/21/2006 of the executable.
Title: Re: Mission Bugs
Post by: Trivial Psychic on April 30, 2006, 02:03:28 pm
When you "Lost" the mission, what was the message in the debriefing?
Title: Re: Mission Bugs
Post by: Mars on April 30, 2006, 02:20:05 pm
The SC Taranis did jump in and destroy the Ramses, didn't it? If it didn't than you need to wait for it, and you can rack up ~20 Scorpion kills while your at it by waiting for them to jump in after the Ramses is destroyed.
Title: Re: Mission Bugs
Post by: thorbin on April 30, 2006, 07:25:27 pm
When you "Lost" the mission, what was the message in the debriefing?

I actually 'lost' this missions 5 times by getting killed. So far, I have been unable to trigger a win, or loss, otherwise.

Next time I play, I will pull back, and see if the Taranus destroys the Rameses.
Title: Re: Mission Bugs
Post by: Trivial Psychic on April 30, 2006, 11:37:35 pm
I used to get that kind of situation when playing Port 2.3.  None of the Shivan ships would fire on the Ramses.  You can trigger the Ramses self-destruct if you go after the Taranis.  IIRC, as soon as you either disarm the Taranis or get within 10% of disabling or destroying, the Ramses will self-destruct and the Taranis will depart.  Its not easy to disarm the Taranis, as its always orbiting the Ramses, so you have to constantly adjust your aim.
Title: Re: Mission Bugs
Post by: Kszyhu on May 17, 2006, 01:38:23 am
If you've used ignoring order, try to order all ships to attack Ramses. "Ignore my target" order is respected by all ships and capships, even these hostile. I've tried that solution in FS1, but that "bug" is present in FS2 too, so I think that it'll work in FSPort.
Title: Re: Mission Bugs
Post by: Stomp357 on May 17, 2006, 10:41:37 pm
I used to get that kind of situation when playing Port 2.3.  None of the Shivan ships would fire on the Ramses.  You can trigger the Ramses self-destruct if you go after the Taranis.  IIRC, as soon as you either disarm the Taranis or get within 10% of disabling or destroying, the Ramses will self-destruct and the Taranis will depart.  Its not easy to disarm the Taranis, as its always orbiting the Ramses, so you have to constantly adjust your aim.

  That's how I did it. After destrying the cargo, I attacked the Taranis engines, and at 10%, the Ramses blew up.
Title: Re: Mission Bugs
Post by: Stomp357 on May 17, 2006, 11:15:46 pm
A few bugs I've noticed in some missions:

Tenderizer- The Galatea jumps in too close to the node, as jump-in speeds were increased in FS2 it overshoots the node and spends the rest of the battle turning about it's axis before jumping out without being lined up with the node at the end.


  How did you get past this. I don't remember the Maular jumping in so close to the Galetae in the retail. I sit, and wait with Stileto missles to destry engines, but they don't disable it in time. This seems  to be impossible to pass without a cheat, or something.
Title: Re: Mission Bugs
Post by: Mars on May 17, 2006, 11:39:10 pm
I've done it. Order all of your wingmen to attack it... don't even worry about trying to disable it. 2/3rds of a squadron firing Hornets will knock it out in seconds, litterally-- this is assuming A: all your wingmen are alive and B: they'll drop what they're doing for once.
Title: Re: Mission Bugs
Post by: Stomp357 on May 19, 2006, 08:55:28 am
I've done it. Order all of your wingmen to attack it... don't even worry about trying to disable it. 2/3rds of a squadron firing Hornets will knock it out in seconds, litterally-- this is assuming A: all your wingmen are alive and B: they'll drop what they're doing for once.

  I had some other wingman help destroy the engines, and it stoped it right before crashing into the Galetae. Now when I'm in the mission where I have to destroy the 4 freighters without destroying the cargo they are carrying, the game crashes to desktop right after command tells me to destroy the freighters. Does it everytime at that exact point.
Title: Re: Mission Bugs
Post by: Gregster2k on May 19, 2006, 10:01:43 am
"Ignore my target" order is respected by all ships and capships, even these hostile.

 :eek2:

what?
Title: Re: Mission Bugs
Post by: Mars on May 19, 2006, 06:09:11 pm
They probably just made a mistake.
Title: Re: Mission Bugs
Post by: Trivial Psychic on May 19, 2006, 11:08:44 pm
I had some other wingman help destroy the engines, and it stoped it right before crashing into the Galetae. Now when I'm in the mission where I have to destroy the 4 freighters without destroying the cargo they are carrying, the game crashes to desktop right after command tells me to destroy the freighters. Does it everytime at that exact point.

Try it again, bug use a debug build, and post whatever error messages (if any) it gives you.
Title: Re: Mission Bugs
Post by: Kszyhu on May 20, 2006, 03:23:30 am
to Gregster2k:

When I was doing that mission with cruisers (FS1), I've ordered my wing to ignore Ramses. Taranis has jumped in, but he attacked the Aten only after my "attack my target" command.

EDIT to post below: It was FS1, but that "bug" isn't fixed in FSOpen IIRC.
Title: Re: Mission Bugs
Post by: Mars on May 20, 2006, 12:58:28 pm
What build was that?
Title: Re: Mission Bugs
Post by: Game_Master64 on July 05, 2006, 09:14:54 am
I had some other wingman help destroy the engines, and it stoped it right before crashing into the Galetae. Now when I'm in the mission where I have to destroy the 4 freighters without destroying the cargo they are carrying, the game crashes to desktop right after command tells me to destroy the freighters. Does it everytime at that exact point.

Try it again, bug use a debug build, and post whatever error messages (if any) it gives you.

i have the same problem. i tried the debug build, but as soon as the game crashed the debug spew closes. also, it doesnt crash after it tells you to destroy the freighters. it crashed once the game time hits a certain mark
Title: Re: Mission Bugs
Post by: Zacam on July 05, 2006, 10:52:31 pm
The debug spew is also stored in a file with the exe called "fs.log" open that up. Also, if there was an error logged to clipboard, open a blank notepad and select "Paste" from the menu and post that too.