Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on June 04, 2006, 12:37:09 am

Title: 3.6.9 Release Candidate 1
Post by: Goober5000 on June 04, 2006, 12:37:09 am
Yarr.
http://fs2source.warpcore.org/exes/3.6.9-RC1.zip
Title: Re: 3.6.9 Release Candidate 1
Post by: The Spac on June 04, 2006, 12:57:03 am
Downloading Now, Will let you know what I think :)
Title: Re: 3.6.9 Release Candidate 1
Post by: Pnakotus on June 04, 2006, 01:00:12 am
Woo!  :D

EDIT - Hey, what happened to -nobeampierce?

EDIT2 - In case you were wondering, the 'target in reticle'+debris crash is alive and well.  :)
Title: Re: 3.6.9 Release Candidate 1
Post by: taylor on June 04, 2006, 01:47:53 am
EDIT - Hey, what happened to -nobeampierce?
It breaks game balance.  We meant to remove it as a user option a while ago but just never got around to it.
Title: Re: 3.6.9 Release Candidate 1
Post by: Mars on June 04, 2006, 02:08:22 am
When was  the official 3.6.8 released?  :nervous:
No errors immediately obvious.
Title: Re: 3.6.9 Release Candidate 1
Post by: jr2 on June 04, 2006, 02:20:20 am
EDIT - Hey, what happened to -nobeampierce?
It breaks game balance.  We meant to remove it as a user option a while ago but just never got around to it.
Hmmph.  Anyway to make it so it doesn't affect game balance, but can still be used?  ie, make a special rule so that a beam will treat a fighter with shields as having the same hitpoints and overall damage ratio as just plain hull?  (The normal value for the hull is decreased, and the shield takes its place, or something to that effect.)  That way, if a beam nicks the edge of your shield, you still have some subsystems left and can transfer power back to that shield quadrant, but if you're hit dead-on, you're swatted like a fly, just like when the beams are set for piercing shields?  Or would that not be worth it, coding-wise?

I dunno.  I see and agree with your point on game balance, but at the same time, I wish there was a way to make the shields actually work against beams, but only if you are lucky enough to have the beam right next to you instead of on you.  eg, I mean the beam can sort of burn the shields off of your side, and because the shields are there, you've still got a fraction of your subsystems on that side and your hull integrity is decimated too.  Probably a nightmare for a coder, but if its not, could we give it a try?
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 04, 2006, 02:35:09 am
There is a way. Change your tables. It's only the launcher flag that has been removed because quite frankly the player should have no option in choosing whether beams pierce shields or not. That's 100% mission designer territory.
Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 04, 2006, 02:59:53 am
Idk, beams pierce shields, simple as that. No beams pierce shields is useful for like star trek mods.
Title: Re: 3.6.9 Release Candidate 1
Post by: The Spac on June 04, 2006, 03:46:04 am
So far it has been pretty bugless and I no longer have to use the -safeloading option of my previous build, so yay.
Title: Re: 3.6.9 Release Candidate 1
Post by: jr2 on June 04, 2006, 03:59:09 am
There is a way. Change your tables. It's only the launcher flag that has been removed because quite frankly the player should have no option in choosing whether beams pierce shields or not. That's 100% mission designer territory.
tables? mission designer?  Mm, I take it there is a way you can specify in FRED that beams do/don't pierce shields, and that the rest of the mission balance would have to be either modified tables and/or special hit points/special shields?
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 04, 2006, 05:01:31 am
It's specified in the tables not FRED but the result is that something like the Star Trek mod can easily have beams that don't pierce shields.

If you wanted to play an existing campaign you'd have to get at its tables with modelview and alter them. Seeing as how FS2 was originally balanced with the assumption that beams do pierce shields I don't know why anyone would want to do that but it's possible still.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 04, 2006, 10:14:40 am
downloading now
*crossess fingers in hope that OpenAl works this time*
Title: Re: 3.6.9 Release Candidate 1
Post by: Mars on June 04, 2006, 10:40:08 am
If you have Open AL issues, try unintalling AC'97 and OpenAL, and reintalling them, worked for me.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 04, 2006, 10:46:43 am
@Mars, how to uninstall AC'97?

as for the debug... as usual...
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Passed cmdline options:
  -spec_exp 11
  -fov 0.39
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -env 
  -jpgtga 
  -mipmap 
  -glow 
  -spec 
  -cache_bitmaps 
  -dualscanlines 
  -orbradar 
  -rearm_timer 
  -targetinfo 
  -3dwarp 
  -ship_choice_3d 
  -warp_flash 
  -mod mod\derelict, ,Media_VPs
  -fps 
Building file index...
Searching root 'E:\freespace2\mod\derelict\'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP1.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP2.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP3.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP4.vp'
Searching root 'E:\freespace2\ \'
Searching root 'E:\freespace2\Media_VPs\'
Searching root 'E:\freespace2\'
Searching root pack 'E:\freespace2\mv_adveffects.vp'
Searching root pack 'E:\freespace2\mv_amodelspatch.vp'
Searching root pack 'E:\freespace2\mv_amodelspatch2.vp'
Searching root pack 'E:\freespace2\mv_core.vp'
Searching root pack 'E:\freespace2\mv_effects.vp'
Searching root pack 'E:\freespace2\mv_models.vp'
Searching root pack 'E:\freespace2\mv_music.vp'
Searching root pack 'E:\freespace2\mv_textures.vp'
Searching root pack 'E:\freespace2\root_fs2.vp'
Searching root pack 'E:\freespace2\smarty_fs2.vp'
Searching root pack 'E:\freespace2\sparky_fs2.vp'
Searching root pack 'E:\freespace2\sparky_hi_fs2.vp'
Searching root pack 'E:\freespace2\stu_fs2.vp'
Searching root pack 'E:\freespace2\tango1_fs2.vp'
Searching root pack 'E:\freespace2\tango2_fs2.vp'
Searching root pack 'E:\freespace2\tango3_fs2.vp'
Searching root pack 'E:\freespace2\warble_fs2.vp'
Found 26 roots and 12080 files.
Setting language to English
soundcard = EAX
Initializing OpenAL...
Title: Re: 3.6.9 Release Candidate 1
Post by: CP5670 on June 04, 2006, 11:16:40 am
Looks good overall. The arrival/departure target thing has been fixed, although that support ship bug is still there.

And yeah, 3.6.9? :wtf: What happened to 3.6.8?

As for the OpenAL problem, if you have a Creative card you may need to download and install a file called OpenALwEAX.exe. That fixed this problem for me on two different sound cards.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 04, 2006, 12:24:40 pm
*points to the 17th may build thread for anyone offering me help other than kara or taylor*

i've tryed almost everything and it still doesnt work, probably just the combo of the stuff i got in. nothing to worry too much about yet, as i'll be punting out the soundcard as the mic port doesnt work on it, and i need the mic, so its back to onboard soundcard. i loathe it cause it sounds relatively worse than the card, but oh well...
Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 05, 2006, 09:22:46 pm
Umm, i just installed the 3.6.9 build here, works great, except for the fact that it makes my fighters in the fsport doing loopdi-loops because my fighter wont stop pulling up.
Update.
Nevermind, it seems to be an fsport bug, my fighter still did loopdi-loops with the may23 build as well. 3.6.9build is fine, fsport works fine if you listen to the whole briefing, then loopdi-loops go away.
Title: Re: 3.6.9 Release Candidate 1
Post by: The Spac on June 06, 2006, 03:15:14 am
After a couple hours of testing still get the same random crash bug as in the 17th, 9th, and 25th builds. Unfortunate. :(
Title: Re: 3.6.9 Release Candidate 1
Post by: IPAndrews on June 06, 2006, 03:21:11 am
Kara, is your class change code in this build?
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 06, 2006, 03:25:53 am
Hmmmm. I don't think it is actually. BHX is is getting ready for a release soon isn't it? In which case I'll need to submit it
Title: Re: 3.6.9 Release Candidate 1
Post by: IPAndrews on June 06, 2006, 03:41:21 am
Hmmmm. I don't think it is actually. BHX is is getting ready for a release soon isn't it? In which case I'll need to submit it

Soonish. I would prefer if it worked with the the build shipped with TBP though, and TBP likes to ship with SCP release builds.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 06, 2006, 08:40:44 am
all my sound problems have been fixed by taking out the card. maybe the card is fuxxored, so... anyways, all works properly now.

(i'm on the motherboard sound now. AC'97 :( )
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 07, 2006, 06:38:08 am
Hmmm. That errror where all the in-mission text turns into |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| seems to be back. In the debug build at least.
Title: Re: 3.6.9 Release Candidate 1
Post by: Wanderer on June 07, 2006, 08:09:07 am
Karajorma, just sort of a check... what graphics card do you have? And do you have OpenGL & env mapping in use?
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 07, 2006, 11:21:32 am
Radeon 9800. OpenGL and env-mapping turned on.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 07, 2006, 11:35:57 am
i got an interesting bug here, it looks like the bounding boxes when targetting from the hud get sorta... well, not around the target anymore. maybe its the fov bug, but i doubt it.

its a bit annoying, and get more noticeable with bigger ships in distance.
Title: Re: 3.6.9 Release Candidate 1
Post by: Wanderer on June 07, 2006, 12:15:18 pm
Ok... that figures. It seems that the problem(s) appears only with that combination (ATI card & OpenGL & env).. Or rather i got it on that setup and few others have gotten it too. The problem (and related other graphical issues) is not limited to this particular build. But it seems to exists with ATI cards on all builds when OpenGL env mapping is used.
Title: Re: 3.6.9 Release Candidate 1
Post by: taylor on June 07, 2006, 01:00:40 pm
i got an interesting bug here, it looks like the bounding boxes when targetting from the hud get sorta... well, not around the target anymore. maybe its the fov bug, but i doubt it.
Got a screenshot?  It just sounds like the old FOV bug based on your description.

Ok... that figures. It seems that the problem(s) appears only with that combination (ATI card & OpenGL & env).. Or rather i got it on that setup and few others have gotten it too. The problem (and related other graphical issues) is not limited to this particular build. But it seems to exists with ATI cards on all builds when OpenGL env mapping is used.
Doesn't surprise me all that much.  I'm trying to come up with as much info as possible to redo the FBO code in a better way.  The real problem right now is that I'm not actually sure that it is the FBO code that is the problem.  It could be envmapping in general.  Unfortunately there is no way to test this in the current code.  I am going to put out a new test build later this week to verify just this issue though.  I'll try and get some FBO changes in there at the same time, but it is pretty much to spec as it is now so I'm not quite sure what to change since you don't really get that many options with it.
Title: Re: 3.6.9 Release Candidate 1
Post by: ME$$ENGER on June 07, 2006, 01:24:05 pm
Ok... that figures. It seems that the problem(s) appears only with that combination (ATI card & OpenGL & env).. Or rather i got it on that setup and few others have gotten it too. The problem (and related other graphical issues) is not limited to this particular build. But it seems to exists with ATI cards on all builds when OpenGL env mapping is used.

Yup, that's the starfield corruption I mentioned in the May 17th CVS build thread (the text corruption being a part of it). Every single person that encountered this problem so far is using the R300/R350 line of graphic cards. $10 on this is an ATI OGL driver issue.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 07, 2006, 04:22:46 pm
Got a screenshot?  It just sounds like the old FOV bug based on your description.

(http://img431.imageshack.us/img431/1927/screen00021ic.th.jpg) (http://img431.imageshack.us/my.php?image=screen00021ic.jpg)(http://img237.imageshack.us/img237/2882/screen00032ri.th.jpg) (http://img237.imageshack.us/my.php?image=screen00032ri.jpg)


also, the build crashed whilst trying to take the 4th screenie. i was annoyed. greatly. how to fix it?
Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 07, 2006, 05:22:28 pm
I've had that happen for me before. It always happened using a nonstandard resolutions above 1024x768. I noticed the same problem when i was trying to play fs2 on a widescreen tv, yes the game eventually crashed for me too. It should be as simple as going back to a standard fs2 resolution as opposed to nonstandard, and then it should be fine.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 07, 2006, 05:28:28 pm
it didnt occur with 9th may karajormas build in the same res. 1280x1024
Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 07, 2006, 05:57:49 pm
That doesn't seem to matter too much. For me it happened when i was using the 3.6.7 official build during december.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 08, 2006, 08:15:19 am
look, it never happened before, not with 3.6.7, not with any other build other than this for me...
Title: Re: 3.6.9 Release Candidate 1
Post by: taylor on June 08, 2006, 08:23:45 am
look, it never happened before, not with 3.6.7, not with any other build other than this for me...
Are you using -fov?  If you are then that's the reason it's so noticeable.  It's not new though and happens with all resolutions and whether you use -fov or not.  Using -fov only makes the problem worse.  Every version that has used HT&L has done this same thing.
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 08, 2006, 08:26:12 am
yes, i'm using -fov.

i got it on 0.39. guess thats making it worse, but i never noticed it until now...

were there attempts to fix it, and is it even known what exactly is causing it?
Title: Re: 3.6.9 Release Candidate 1
Post by: taylor on June 08, 2006, 08:51:47 am
were there attempts to fix it, and is it even known what exactly is causing it?
Yes and yes.  Properly fixing it isn't simple in the current code though, and trying to shoehorn new code in hasn't worked out so well.  The problem is that lines (and the original graphics engine for that matter) use an orthographic projection, where FOV doesn't really affect anything.  The normal models (the basic "space" scene) and all are rendered with perspective projection, where FOV plays a big role.  The problem with the current code is that it's not terribly easy, since it was never an issue until we went HT&L, to project from a 3D perspective view to a 2D ortho view so that we can make everything line up.  I've been working on it but fixing this is a the bottom of the priority list right now.

Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 08, 2006, 02:24:10 pm
Hmmm.. ok, like i said. It's one reason i stick with standard resolutions until the nonstandard work better. Among the fov being screwed up other stuff happened like a ctd everytime i played(3.6.7 build technically you can ignore it's problems we're at 3.6.9 now and comes different problems, just saying i had a similar problem once).
Title: Re: 3.6.9 Release Candidate 1
Post by: taylor on June 08, 2006, 02:58:26 pm
Actually, non-standard resolutions are supported now, just like the standard resolutions are, and are no longer considered an experimental feature.  The only thing that doesn't work right is widescreen resolutions.  I only use 1280x960 at this point and don't have any issues, other than the FOV thing, but that affects all resolutions.
Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 08, 2006, 03:46:14 pm
That's good to hear actually. I'd kill to play in widescreen and now i can stabily. But wont the fov thing also throw off the targeting  cross hair on what you target?
Title: Re: 3.6.9 Release Candidate 1
Post by: pecenipicek on June 08, 2006, 04:26:02 pm
1024x768 with fov 0.5 doesnt have the fov bug noticeable too much.


altough, there is something else. no matter which resolution i start fs2 in, no matter which refresh rate is on the desktop, it always starts with 60hz refresh rate, and with vsync it cant go higher...

i've tried to play the game windowed, and then it uses the refresh rate of the desktop, but when fullscreen, no way jose.
Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 08, 2006, 04:37:52 pm
I recommend you use a refresh rate control program. I'm surprised some people who have games and 3d accelerators don't have one. But, you should get something like multires. It lets you choose resolutions and set the refresh rates for those resolutions. In other words, customize them. 1024x768 could be forced to do something higher than 60hz. Any gamer should have this program anyway if they're a windows gamer. Most if not every game can suffer from going to 60hz, because windows doesn't really do a good job with refresh rates the user specifies. Hence programs like multires step onto the floor, and ensure the same refresh rate on desired resolutions in all scenarios. I don't worry too much, i use omega drivers, and they're nice because they have a built in refresh rate overriding feature built in to the drivers.
Title: Re: 3.6.9 Release Candidate 1
Post by: Porthos on June 08, 2006, 05:55:13 pm
One thing that I have noticed about this build, is in FS Port the intro for FS1 doesn't play, the one for FS2 does, even though I have the right files for it. This is not a problem in Kara's build and builds prior to it, however. I know its a small small bug but, its the only one I have really encountered yet, even in debug.
Title: Re: 3.6.9 Release Candidate 1
Post by: ME$$ENGER on June 08, 2006, 08:19:08 pm
One thing that I have noticed about this build, is in FS Port the intro for FS1 doesn't play, the one for FS2 does, even though I have the right files for it. This is not a problem in Kara's build and builds prior to it, however. I know its a small small bug but, its the only one I have really encountered yet, even in debug.

Are you sure it's the build not the launcher? I've encountered the same problem before and the cause is the launcher not the build. It's not a bug either. See this (http://www.hard-light.net/forums/index.php/topic,40121.msg817726.html#msg817726).
Title: Re: 3.6.9 Release Candidate 1
Post by: ShivanSpS on June 08, 2006, 08:39:21 pm
So, we must call the Zeta vps and CVS 9th as the oficial 3.6.8???
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 09, 2006, 05:01:43 am
Nope. There is no official 3.6.8. We simply skipped that version.
Title: Re: 3.6.9 Release Candidate 1
Post by: jr2 on June 09, 2006, 05:04:23 am
You skipped it because...?  Because you couldn't think of a reason to skip it, right? :lol:
Title: Re: 3.6.9 Release Candidate 1
Post by: starbug on June 09, 2006, 08:58:57 am
seems to work ok for me, except for 2 things, when targeting a hostile ship, it gives the ships class but not the wing name in th hud. Not a major thing but a small prob if your trying to target a set wing and you don't know which one it is, also i noticed when i was flying up against a hostile Orion in a bomber, as soon a i launched a cyclops bomb the Orion fired its Terslash's and its Bgreens at the bomb and obliterated me as well. That seems to happen at random.
Title: Re: 3.6.9 Release Candidate 1
Post by: Mars on June 09, 2006, 09:11:13 am
You skipped it because...?  Because you couldn't think of a reason to skip it, right? :lol:
I think they figured that so many features had been added between 3.6.7 and 3.6.8 that they should use 3.6.9 to reflect that.
seems to work ok for me, except for 2 things, when targeting a hostile ship, it gives the ships class but not the wing name in th hud. Not a major thing but a small prob if your trying to target a set wing and you don't know which one it is, also i noticed when i was flying up against a hostile Orion in a bomber, as soon a i launched a cyclops bomb the Orion fired its Terslash's and its Bgreens at the bomb and obliterated me as well. That seems to happen at random.
Are you sure there wasn't a warship near you? Those TerSlashes can go pretty far off target.
Title: Re: 3.6.9 Release Candidate 1
Post by: CP5670 on June 09, 2006, 09:17:19 am
Does anyone here have an X-fi card and can't get music in command briefings? I and at least one other person are having problems with this and the common link seems to be the x-fi, especially since it works fine on my other computer with an Audigy 2.

Quote
altough, there is something else. no matter which resolution i start fs2 in, no matter which refresh rate is on the desktop, it always starts with 60hz refresh rate, and with vsync it cant go higher...

i've tried to play the game windowed, and then it uses the refresh rate of the desktop, but when fullscreen, no way jose.

Use the OGLRefreshRate registry entry to set it correctly. Although a better solution that works for all games is to make a custom monitor driver (inf file) with all the low refresh modes filtered out, so Windows thinks that your monitor is not capable of displaying those modes and never uses them.

Quote
Yup, that's the starfield corruption I mentioned in the May 17th CVS build thread (the text corruption being a part of it). Every single person that encountered this problem so far is using the R300/R350 line of graphic cards. $10 on this is an ATI OGL driver issue.

It looks like it has something to do with those cards specifically rather than a general driver problem. I haven't encountered this at all on an R580 card.
Title: Re: 3.6.9 Release Candidate 1
Post by: starbug on June 09, 2006, 11:05:13 am
yeah the mission didn't have any other warships in just several bomber and figther wings.
Title: Re: 3.6.9 Release Candidate 1
Post by: Mad_Barber on June 09, 2006, 01:16:07 pm
Hi all, I'm new to the HLP Forums (not really as I've been lurking around these forums for over 2 years), but anyways, I've tried this new build, and I've encountered a big problem. Now I don't know if it's the same problem that pecenipicek had, but every time I go to run the game from the Launcher, it says something along the lines that Direct Sound could not be initialized and thar I should stop running any applications that are running that are playing sound (which I don't have running at the time I want to play). I didn't have this problem in any of the previous builds, it is entirely new to me.

EDIT: I fixed my problem, it seems OpenAL was uninstalled somehow..... But now I have another problem, I was playing the mission where you help the Actium and Lysander in the Nebula, and while playing the mission, the game crashed my computer. So I thought "ok, this has happened before, no big deal." How wrong I was when I tried playing the mission again, now I can't play any missions at all because the game crashes at the start of the mission.
Title: Re: 3.6.9 Release Candidate 1
Post by: S-99 on June 09, 2006, 06:37:33 pm
Welcome to the hlpbb :lol:
Title: Re: 3.6.9 Release Candidate 1
Post by: neoterran on June 09, 2006, 07:16:12 pm
:welcome:
Title: Re: 3.6.9 Release Candidate 1
Post by: Goober5000 on June 10, 2006, 12:27:52 am
3.6.8 should have come out in February... in fact, the version was bumped right around then.  And the mediaVPs started being labelled 3.6.8 at one point.  We just never got around to scheduling an actual release.
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 10, 2006, 03:14:17 pm
It should be. I'll rebuild and immediately replace it if it isn't :D
Title: Re: 3.6.9 Release Candidate 1
Post by: Arach on June 13, 2006, 08:52:06 am
Hi guys, long time lurker and cheerleader.

I don't know if it was on the fix list or not, but the "A Game of TAG" Virgo bug (http://www.hard-light.net/forums/index.php/topic,39508.msg803837.html#msg803837) is still kicking around. I've had some people I've introduced SCP to report this and I've replicated it a few times (with this RC and with Shivan's 1.5c Freespace package Kara.exe). I havn't tried 3.8.9 RC2.

I'm hesitant to report this as I noticed the updated mission file was made. I figured that SCP is still trying to remain compatable with FS2 retail so it warrented a mention.

Keep up the great work.

Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 13, 2006, 11:02:34 am
I think the best thing to do until the bug is fixed is to edit the version of the mission with the nameplates since we have a reasonable reason for including those in the media VPs anyway. 
Title: Re: 3.6.9 Release Candidate 1
Post by: Goober5000 on June 13, 2006, 01:19:15 pm
Then it'll never get fixed.  Best thing to do is leave it in so that players keep nagging the coders.
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 13, 2006, 01:59:23 pm
Taylor said that he thinks he remembers seeing the cause. If it weren't for that I'd probably have gone hunting for it myself a while back. Unfortunately RL has been kicking my arse repeatedly the last few days and I've had barely any time to do anything at all.



@Taylor. When editing the mission in FRED I noticed that Virgo wing had no initial orders. Instead Virgo 1 to 4 have been given initial ship orders to attack the enemy despite the fact that FRED warns that this is a very bad idea on saving the mission. Is that likely to be the cause of the problem you saw?
Title: Re: 3.6.9 Release Candidate 1
Post by: taylor on June 13, 2006, 02:57:22 pm
@Taylor. When editing the mission in FRED I noticed that Virgo wing had no initial orders. Instead Virgo 1 to 4 have been given initial ship orders to attack the enemy despite the fact that FRED warns that this is a very bad idea on saving the mission. Is that likely to be the cause of the problem you saw?
Could be.  The problem was that they are too far from the target and the AI code keeps messing with the goals which makes them basically just hang out until something to target comes into view.  I've thought that I had it nailed down a couple of times, but I hate messing with the AI code too much (debugging wise, it's hell) so I ended up just dropping it for the time being.  If I can work out these graphical corruption bugs (and the Y-crash bug) then I'll try to take another look at it before 3.6.9. 
Title: Re: 3.6.9 Release Candidate 1
Post by: Wanderer on June 13, 2006, 03:30:09 pm
I had kinda related (i think.. that is AI behaviour with invidual or wing order were different) issue when i got ships with invidual orders to operate in different ways in different waves.. That is in first wave all enemies attacked. In all subsequent waves only one ship per wing attacked and others were just hanging around the shooter so that if the shooter was killed the next ship started firing and so on. When i switched from invidual orders (removed them all) to wing orders all the ships in the wing in all the waves attacked as they should have done all the time.
Title: Re: 3.6.9 Release Candidate 1
Post by: karajorma on June 13, 2006, 04:05:57 pm
You shouldn't be using individual orders for ships in wings anyway (Except via events). There's almost certainly a reason why FRED warns you about it even in retail. :)