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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on May 31, 2006, 11:15:33 pm

Title: Restricted Bay Arrival/Departure Test Build
Post by: Goober5000 on May 31, 2006, 11:15:33 pm
This is a requested feature for WCS and TBP.  Also includes latest CVS.
http://fs2source.warpcore.org/exes/latest/20060601-Goober5000.rar
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Wanderer on June 01, 2006, 01:13:14 am
Build from 25th Jan 2005?

Or perhaps this file (http://fs2source.warpcore.org/exes/latest/20060601-Goober5000.rar)?
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Goober5000 on June 01, 2006, 01:43:06 am
Whoops.  You're right.  Link fixed. :)
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Cobra on June 02, 2006, 09:53:51 am
so what does it do?
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Tolwyn on June 02, 2006, 12:21:03 pm
Change of the "launch/depart in fighterbay"-behaviour. It makes possible to select the fighterbay subsystem in die Ships- and Wing-Edit. The problem was, that the AI seems to pick the landing bays randomly, but WCS needed the frontbay to launch and the backbay to land. ;)
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Cobra on June 02, 2006, 12:48:35 pm
ah. i didn't see the meaning of Restricted Arrival/Departure. blast me posting ten minutes after i haul my ass out of bed.
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: karajorma on June 02, 2006, 12:56:07 pm
Actually it never picked them randomly. It picked them sequencially. It starts with the first path and then loops back to it when it gets to the last one.

Even in retail it would be possible to choose the path simply by counting the number, keeping track how many ships had arrived and then using invisible ships to make sure that the correct path was choosen. Of course Goober's system is a lot better than that :)
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Trivial Psychic on June 02, 2006, 02:17:39 pm
I've given it a test, and from first impressions it appears to work as advertised.  I've only had the chance to test arrivals though.  I have encountered a problem in FRED however.  If you select a ship a ship's bay as an arrival/departure location, then switch to another ship's bay, it will often retain the number of paths from the previous ship.  For example, if ship A has 8 bay paths and ship B has 4, and if you select ship B first, then switch to ship A, only 4 paths will be displayed.  You have to exit the ships/wings editor and then re-open it again for the proper number of paths to be displayed.  I even had a crash once when I deleted one of the ships and I guess it confused the path controler.
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Starman01 on June 02, 2006, 03:30:43 pm
Actually it never picked them randomly. It picked them sequencially. It starts with the first path and then loops back to it when it gets to the last one.

Yeah, in theory :) But pratically the stupid AI seems to take them randomly. In 80% of the cases the AI takes the closest paths for it's landing procedure, but sometimes it just ignores them and move to the other, more far away (and the first ones weren't blockaded at all). On the other hand, it sometimes start wings from the paths 5-8 i.e., even if 1-4 were completly free. Very annoying :)

My first impressions of this :

I made several test with launching and landing, and tried several variations of paths. So far, it seems to work fine. I had no crash so far. But I can confirm that when you switch the arrival/departure target, the bay-window isn't updated. You will have to exit and re-enter wing edit to see the correct paths.

I had no chance yet to test my particular mission, there I have problems in the old builds with the launch of fighters while the ship was moving. I will inform you if this has been solved too.

Good Work Goober :)
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: karajorma on June 02, 2006, 03:43:15 pm
Yeah, in theory :) But pratically the stupid AI seems to take them randomly. In 80% of the cases the AI takes the closest paths for it's landing procedure, but sometimes it just ignores them and move to the other, more far away (and the first ones weren't blockaded at all). On the other hand, it sometimes start wings from the paths 5-8 i.e., even if 1-4 were completly free. Very annoying :)

I think you missed my point. It doesn't pick the path to use depending on what is free. It picks it depending on what was used last. So if you launched 4 fighters from bay 1 and bay 1 has 4 paths bay two will be used next regardless of whether or not Bay 1 is now free. This is still true even if minutes have passed since the launch from bay 1.

That's probably why you were finding a difference in which bay would be used. It probably depended on whether or not those paths had been used in the mission or not.
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Goober5000 on June 02, 2006, 06:29:44 pm
I've given it a test, and from first impressions it appears to work as advertised.  I've only had the chance to test arrivals though.  I have encountered a problem in FRED however.  If you select a ship a ship's bay as an arrival/departure location, then switch to another ship's bay, it will often retain the number of paths from the previous ship.  For example, if ship A has 8 bay paths and ship B has 4, and if you select ship B first, then switch to ship A, only 4 paths will be displayed.  You have to exit the ships/wings editor and then re-open it again for the proper number of paths to be displayed.  I even had a crash once when I deleted one of the ships and I guess it confused the path controler.

Ooh, good catch.  I'll take a look tonight.
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Don-DiZzLe on June 06, 2006, 11:28:14 am
For TBP which build is recommended, this one or the 3.6.9 RC1?
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Trivial Psychic on June 06, 2006, 12:10:09 pm
Actually, for the moment, I wouldn't reccommend using a build any newer than 2006/05/21, since newer builds have -nobeampierce removed from the command line options.  The only way to use a build newer than this with TBP is to edit your weapons table and add the corresponding flag for all beam weapons.
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Don-DiZzLe on June 06, 2006, 12:35:46 pm
OK so u mean this build then http://fs2source.warpcore.org/exes/latest/C21052006.zip ?
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Starman01 on July 02, 2006, 12:50:05 pm
@Goober5000 :

Just to make sure, this feature is going to make it into the upcoming 3.6.9 release, isn't it ? :)
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Mars on July 02, 2006, 01:04:25 pm
The Launcher flag -nobeampirce is to be removed permanently, the MODs need to modify their tables, it's up to them to get things working again.
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Starman01 on July 02, 2006, 01:56:21 pm
Hm, misunderstanding :) I was talking about the topic of this thread, the restricted arrival/departure thing :)
Title: Re: Restricted Bay Arrival/Departure Test Build
Post by: Goober5000 on July 02, 2006, 02:12:35 pm
@Goober5000 :

Just to make sure, this feature is going to make it into the upcoming 3.6.9 release, isn't it ? :)

Yes.  It's already in RC3 at least, and probably RC1 and RC2.