Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: blowfish on April 21, 2008, 08:47:04 pm
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It seems that recent builds from SVN cause very odd errors for me. The first is that many ships lack thrusters entirely. They can still move, but they have no thrusters. I have no way of telling what ships will have thrusters and which will not (though it might only happen to ships that arrive after the mission starts - I can't confirm this though). The second problem was that Flak projectiles didn't detonate unless they hit their target, though this seems to have been fixed when I updated my build today. Another is that destroy wing directives can frequently not complete themselves. Even though all of the ships were destroyed, it will still say that there are a couple of ships left to destroy. I have experienced this but in multiple missions in two campaigns. The last, and certainly the weirdest, has only occurred in one mission so far. What happened is that an Arcadia in that mission (that was there when the mission started), spontaneously warped in a couple of times. After replaying the mission over and over (though bug #3 seems to keep me from finishing it), this problem happens again and again. The subspace hole forms at its former location, and it warps out of it, retaining its hull integrity etc. Its worth noting that that mission was red-alert though, and I didn't create a new pilot for that campaign. I am also going to take a look at the mission file to see if anything weird is going on.
EDIT: Well, the build I'm using isn't directly from SVN. It is modified to test the ship template code. I have experienced similar issues with standard SVN builds though.
And just to be sure, my system:
Macbook Pro, 2.4 ghz, Mac OS X 10.5.2, GeForce 8600M GT
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I have the same bug, its the arriving ships only, I have tested this multiple times.
Affects all arriving ships, fighters up to, and including capships.
(edit) In case it comes up i`m running ( fs2_open_3_6_10_inf )
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I've been getting the thruster issue and flak issue as well. Flak only detonating when it hits makes it remarkably less scary.
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And alters mission balance.
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that was fixed in mantis #1662. I'm surprised it wasn't reported earlier.
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What about the other issues?
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phreak, April fool's is over, you can stop rickrolling everyone with your sig now. At least the Mantis link.
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phreak, April fool's is over, you can stop rickrolling everyone with your sig now. At least the Mantis link.
i've actually had it like that since last june...
Session Start (phreakSCP:hlphippo): Sun Jun 17 02:26:00 2007
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[02:41] phreakSCP: you've seen that rick roll thing on you tube?
[02:41] hlphippo: nope
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[02:48] phreakSCP: there i changed my hlp sig to make all the scp links go to that youtube video
[02:48] hlphippo: lol
[02:48] phreakSCP: lets see how many pms i get
[02:48] phreakSCP: PMs
[02:48] phreakSCP: looks wrong all lowercase
[02:48] hlphippo: lol
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[02:54] phreakSCP: now i just need to start posting
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I approve of this product and slash or service.
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Yeah, I get the no thrusters too. Already mantis'd.
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I get inverted colors when paused or in screenshots. I also had the Arcadia problem, only I seemed inexplicably sucked into it. Also, some ships get weird directives. (Friendly escape pods told to attack Alpha 1, wingmen told to evade me. Am I that bad of a guy?
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There are some weird problems with the ai code: ai orders are being erased, protect flag being ignored... Seems to be mission specific though...
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nother is that destroy wing directives can frequently not complete themselves. Even though all of the ships were destroyed, it will still say that there are a couple of ships left to destroy. I have experienced this but in multiple missions in two campaigns.
I've gotten this too. That one can be a mission block.
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I just got something odd when just trying to compare something i changed to the fresh svn trunk build. When flying Artemis in the Kings Gambit, armed with Prom R, Hornets and two banks of Cyclops i alternated cyclops and hornets against the Aeolus class cruiser and then when firing pair of Cyclops it did indeed fire a pair of cyclops but it did also fire a pair of hornets (not two swarms of four of, just pair of) as well.
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I get that too.
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I think I found the swarm fire problem. Gotta test a couple changes to make sure I don't break real swarmers, first.
The wing problems are odd. I've only had it happen once lately. Anyone know of a mission that reproduces it often? I wonder if the cause is possibly related to whatever's behind this (http://www.hard-light.net/forums/index.php/topic,53318.msg1084242.html#msg1084242) bug. Either way it should be Mantised by someone who can get it to happen more than once.
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I have been testing a bit and didnt get them appear on retail data using 'Their Finest Hour' for wing bug (the linked Scorpio wing issue) testing and 'Kings Gambit' for swarm bug testing while using SVN 4400 or 4540 revisions. Both bugs appeared on the respective missions when using recent builds though. I'll try to narrow it down a bit more still though.
EDIT.. as 4576 is without the swarm bug and 4580 has it i believe it was taylors 4577 commit that introduced the swarm bug while fixing other swarm related issue
And the wing problem that was reported in the other thread appears between 4580 and 4585... i think it is caused by 4584 as that is the only change in that duration that seems to affect the wings.
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Just checking to see if the swarm and wing bugs are mantised, or fixed. It's late and I'm just posting because I'm too tired to search myself. I'll look tomorrow if no one finds out before then.
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taylor fixed the swarm bug yesterday (very simple). The Scorpio wing assert seems to be mantised here (http://scp.indiegames.us/mantis/view.php?id=1683). Not fixed yet but taylor and karajorma are on it.