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General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: freespaceisawesome on April 10, 2008, 12:20:05 pm

Title: Torpedo bug?
Post by: freespaceisawesome on April 10, 2008, 12:20:05 pm
Hi, I got Freespace2 working on Linux recently with the awesome Java installer, and everything seems to be working well. However, I have come across a problem: in the single-player campaign, I reached the mission "King's Gambit". The briefing says that you need to use Cyclops torpedoes to destroy the capital ships, but when I go to change the loadout for my bomber there are no Cyclops weapons shown or available. Is this a bug, or am I being stupid?

Thanks in advance.
Title: Re: Torpedo bug?
Post by: blowfish on April 10, 2008, 12:52:59 pm
Did you quit directly out of the debriefing on the last mission?  If you did, that is probably the problem, as when you do that, it doesn't retain the "allow-weapon" etc. sexps.
Title: Re: Torpedo bug?
Post by: Jeff Vader on April 10, 2008, 02:08:37 pm
That's one option. The other is that you've switched between two or more mods with the same pilot, especially without finishing the campaign before switching. That is, indeed, stupid and most likely causes the allowed weapons to be messed up. I did it once, and on the very same mission I wasn't allowed to use the Prometheus. And if this is the case, you do have to create a new pilot.
Title: Re: Torpedo bug?
Post by: karajorma on April 10, 2008, 02:44:41 pm
Actually this is one of the few missions I have a campaign reset already.

1. Download this file (http://homepage.ntlworld.com/karajorma/FAQ/Downloads/CampaignRestarts/SM2-04-FromTheKing'sGambit.zip) and extract it to Data\Missions.
2. Start the game
3. Go to the campaign room and select restart campaign.
4. Play the rest of the campaign
5. Delete Freespace2.fc2 from Data\Missions.
Title: Re: Torpedo bug?
Post by: Snail on April 10, 2008, 03:59:05 pm
Step 5 is important or you might not be able to play the first few missions in campaign mode.