Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Starman01 on November 28, 2006, 02:33:36 pm

Title: Tech-add-Intel
Post by: Starman01 on November 28, 2006, 02:33:36 pm
Hi there,

I need a little help here :

I have this entry in species.tbl :

Code: [Select]
$Entry:
$Name: XSTR("Zartoth",-1)
$Anim: intel_zartoth
$AlwaysInTechRoom: 0
$Description:

Now I'm trying to add this in the SEXP in Fred, making this :

-tech-add-intel
   -zartoth

But Fred is complaining about the name of the intel.

What am I doing wrong ?
Title: Re: Tech-add-Intel
Post by: Tolwyn on November 28, 2006, 03:32:07 pm
Here is the error message :)

[attachment deleted by admin]
Title: Re: Tech-add-Intel
Post by: Turey on November 28, 2006, 06:25:48 pm
Hi there,

I need a little help here :

I have this entry in species.tbl :

Code: [Select]
$Entry:
$Name: XSTR("Zartoth",-1)
$Anim: intel_zartoth
$AlwaysInTechRoom: 0
$Description:

Now I'm trying to add this in the SEXP in Fred, making this :

-tech-add-intel
   -zartoth

But Fred is complaining about the name of the intel.

What am I doing wrong ?


Where'd you add the entry? to default species.tbl? Did you make sure that your running FRED with a mod folder?
Title: Re: Tech-add-Intel
Post by: Tolwyn on November 29, 2006, 10:25:17 am
Saga is stand alone. That means, that we have replaced all FS2 tbls with out own :)
Title: Re: Tech-add-Intel
Post by: CP5670 on November 29, 2006, 11:28:42 am
I have had this happen too. It seems to be a bug in FRED2; the game doesn't complain about it.
Title: Re: Tech-add-Intel
Post by: karajorma on November 29, 2006, 11:51:31 am
It's nothing you're doing wrong as far as I can see. I can get the same error using the same SEXP in BtRL.

The problem lies somewhere in the syntax checking functions in sexp.cpp or sexp_tree.cpp but I don't really know that code well enough to figure out where the problem lies. Mantis it and let Goober or Taylor handle it as they know that code much better than I do.

CP is right that FS2 ignores the problem though.
Title: Re: Tech-add-Intel
Post by: Starman01 on November 29, 2006, 12:21:47 pm
K, thanks for the info.

@Tolwyn : I will send you the updated mission then, and guess who can play through the campaign again to figure out if it works or not  ;7   :lol:
Title: Re: Tech-add-Intel
Post by: Tolwyn on November 29, 2006, 04:24:04 pm
@Tolwyn : I will send you the updated mission then, and guess who can play through the campaign again to figure out if it works or not  ;7   :lol:

If I were you I would avoid going near me. I could tear you apart :)
Title: Re: Tech-add-Intel
Post by: Starman01 on November 30, 2006, 11:28:05 am
Good thing there are still 100km distance between us :D
Title: Re: Tech-add-Intel
Post by: Tolwyn on November 30, 2006, 12:42:13 pm
well, I'll need 2 hours to get to you, 1, if I am really angry (which I am, I assure you):)
Title: Re: Tech-add-Intel
Post by: Mobius on December 04, 2006, 06:21:38 pm
I'm having the same problem with Steadfast...

FRED complains me but the intel will work.Perfect.

Anyway when I select the tech room,there are no Intelligence entries...
Title: Re: Tech-add-Intel
Post by: Starman01 on December 05, 2006, 11:51:10 am

FRED complains me but the intel will work.Perfect.

Anyway when I select the tech room,there are no Intelligence entries...


That's a little paradox. Does it work, or does it not work ? :)  I'm not fully sure, but these tech-add-data or tech-add-intel might only work when used inside a campaign
Title: Re: Tech-add-Intel
Post by: Mobius on December 05, 2006, 12:58:10 pm
Adding the tech-add-intel SEXP only when the mission is inserted in a campaign...I don't know.

tech-add-data works ok with standalone missions.The problem with intels is that FreeSpace wants a new default intel setting.
Title: Re: Tech-add-Intel
Post by: karajorma on December 05, 2006, 02:30:45 pm
It's not a campaign thing. FRED doesn't care about that when making a mission. It's definitely a bug in the FRED sexp syntax checking code or the tree handling code but I don't know either well enough to figure it out.

The result is that FS2 doesn't crash because it's not running that bit of code.
Title: Re: Tech-add-Intel
Post by: Mobius on December 05, 2006, 02:54:37 pm
Like any other "innocent" complain.
Title: Re: Tech-add-Intel
Post by: taylor on December 07, 2006, 04:40:38 am
FRED never parses species.tbl, so as far as it's concerned none of the intel entries exist and it will complain about them.  The regular game does parse species.tbl though, which is why it works fine there.  I updated the Mantis bug for this with the problem/solution and simply adding a missing init call should fix it.
Title: Re: Tech-add-Intel
Post by: Mobius on December 07, 2006, 12:30:33 pm
It's a bit off-topic...

Intel entries do not appear in the techroom. Why?
Title: Re: Tech-add-Intel
Post by: taylor on December 07, 2006, 03:14:34 pm
Intel entries do not appear in the techroom. Why?
Usually due to pilot file problems.  Three things to try though: 1) check species.tbl for anything that is set to also show in the tech room, and make sure that it does, 2) use the Ctrl-Shift-S combo in the techroom and make sure that all available intel entries show up (to rule out a tbl problem), and 3) try with a fresh pilot and see if the entries show up as expected.

But you only need to bother with #3 if #1 and #2 don't help you out any.  And for #3, all you really need to do (if you don't care to save your progress) is simply go into the campaign room and reset the campaign.  That will clear out the campaign savefile, which is where the intel entries that you are supposed to see get stored.

To help avoid pilot file problems, don't use the same pilot with both CVS builds and the 3.6.9 builds.  The unstable CVS builds aren't getting checks to make sure that pilot files are still compatible so there is the chance that a problem exists in there which is introducing a compatbility issue between the two different types of builds.