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Hosted Projects - Standalone => The Babylon Project => Topic started by: colecampbell666 on June 08, 2008, 11:37:42 am

Title: Fortune Hunters 2259 bug
Post by: colecampbell666 on June 08, 2008, 11:37:42 am
Spoiler:
Got the 2260 pack, and in "The Deadly Trap" (I think it was, the one where you capture the Quantium 40, and have to kill the reactors of 3 ships)

Anyway, I win the game, and get near the Cash, but I fail the mission, even though I get a successful debriefing.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on June 09, 2008, 08:37:26 am
CANNOT confirm, works for me here  :confused: :confused: :confused:

try downloading the most recent version (sorry for file size, this one is bundled with my DarkChildren campaign):
http://www.megaupload.com/?d=V2K3Z68G
Title: Re: Fortune Hunters 2259 bug
Post by: colecampbell666 on June 09, 2008, 01:15:15 pm
Also, a bunch of models are frigged up in the intro for 2260, including the Battlewagon, Shadow Carrier and one other. I just downloaded it a few days ago from FSMods.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on June 09, 2008, 02:47:38 pm
not sure what how to interpret frigged up  :confused:

anyway, download this one and tell me if there are any more problems.
Title: Re: Fortune Hunters 2259 bug
Post by: colecampbell666 on June 09, 2008, 03:17:16 pm
I get a CTD on the 2260 intro on the FSMods version. I downloaded the link you posted, and both files were larger than the VPs I had for each campaign. FH was 12 MB isntead of 8, and DC ws slightly larger.

TL;DR: Update FSMods.
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 09, 2008, 08:29:03 pm
Okay it is Me again. I am having a problem with the (I think the) 2nd mission of fortune hunters 2260. The one where you come out of hyperspace into the middle of a battle between EA ships. I think you are to try to save Hague. But no matter what I try, his ship gets blown up and I fail the mission. Please tell me what I am doing wrong and what I have to do to finish this mission.
Title: Re: Fortune Hunters 2259 bug
Post by: colecampbell666 on June 09, 2008, 09:02:49 pm
Make sure to destroy the main turrets of the Nova. (the one with the Russian-sounding name, the ship that doesn't spin)
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 09, 2008, 09:11:04 pm
Should I send my other ships to protect hague? And attack the nova by my self? Or should I have them attack with me?
Title: Re: Fortune Hunters 2259 bug
Post by: colecampbell666 on June 09, 2008, 09:14:24 pm
No. Tell your other ships to C-3-9, worked for me. They'll stay alive, and help keep fighters off you.
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 09, 2008, 10:33:59 pm
well hell. I think I finished that mission. but when I clicked on accept TBP crashes and gives me some long error list
Now what do I do? when I try to restart TBP and continue it, I get some kind of error.
Title: Re: Fortune Hunters 2259 bug
Post by: FUBAR-BDHR on June 09, 2008, 10:36:53 pm
Well first of all you can give the actual error that would help.
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 09, 2008, 10:42:14 pm
tell me how to and I will do that.
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 09, 2008, 10:52:55 pm
Ok this is some of what I see. The list is so long that it goes past the bottom of my screen.

Error: Invalid subsystem name.

In sexpression: ( when
  ( <
    ( distance
       "Adventure"
       "Waypoint path 4:1"
    )
    1500
   )
   (add-remove-escort "HH's Capship" 1)
   (reset-time-compression)
   (player-not-use-ai)
   (clear-goals "Adventure")

It would take me too long to type that out. and I cna not copy and paste the error message. I did try to do that.
Title: Re: Fortune Hunters 2259 bug
Post by: IPAndrews on June 10, 2008, 03:21:54 am
Doesn't it automatically put the full error in the clipboard? The error itself si something off the bottom of the list you haven't given us, because there are no subsystems mentioned in the SEXPs you have given us.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on June 10, 2008, 04:05:47 am
sounds like not using INF build

who's server is FreespaceMods?   Is that Swantz's server?
Title: Re: Fortune Hunters 2259 bug
Post by: IPAndrews on June 10, 2008, 04:13:41 am
I told you to use the flashing neon high-visibility yellow 200pt font :).
Title: Re: Fortune Hunters 2259 bug
Post by: colecampbell666 on June 10, 2008, 01:45:25 pm
sounds like not using INF build

who's server is FreespaceMods?   Is that Swantz's server?
Yup.
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 10, 2008, 01:51:54 pm
Doesn't it automatically put the full error in the clipboard? The error itself si something off the bottom of the list you haven't given us, because there are no subsystems mentioned in the SEXPs you have given us.

well I will see what I can do to get you the error message.

What is this INF Build? that you guys keep talking about and. How does it differ from what I downloaded and installed?

one other thing. I am using win 2000 pro and I am not sure that it has clipboard or how to open it.
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 10, 2008, 02:11:45 pm
NM. found it.

(Error appears to be: engine01)
File:D:\C++\Freespace\fs2_open 3.6.9 - BtRL\code\Mission\MissionParse.cpp
Line:5811
[This filename points to the location of a file on the computer that built this executable]

That is what is at the bottom of the error list
Title: Re: Fortune Hunters 2259 bug
Post by: Carnage on June 10, 2008, 02:12:19 pm
I cannot disable the engines of the Brakiri Cruiser in the second mission, where to aim ????

Wingmans also unable to get it
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on June 10, 2008, 02:13:44 pm
http://www.hard-light.net/forums/index.php/topic,52253.0.html
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 10, 2008, 03:12:33 pm
I cannot disable the engines of the Brakiri Cruiser in the second mission, where to aim ????

Wingmans also unable to get it

I found that one a bit difficult. But you can target the engine, but you have to get between the main body of the ship and the outer section, and just shoot at the main body where your target crosshairs are.

It took me 4 tries to finish that mission.
Title: Re: Fortune Hunters 2259 bug
Post by: karajorma on June 11, 2008, 03:40:54 am
NM. found it.

(Error appears to be: engine01)
File:D:\C++\Freespace\fs2_open 3.6.9 - BtRL\code\Mission\MissionParse.cpp
Line:5811
[This filename points to the location of a file on the computer that built this executable]

That is what is at the bottom of the error list

Did you change the ship class of your fighter or wingmen's in the loadout screen? I've recently spent several hours fixing a ton of bugs like that in 3.6.10 and I suspect the cause is the same thing.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on June 11, 2008, 10:28:15 am
you cannot in that mission  :)
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 12, 2008, 02:37:02 am
As far as I know, I can not change the ships in that mission. Also as things stand I can not complete that campaign and I really do want to do just that.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on June 12, 2008, 07:58:14 am
AGAIN: FH2260 requires the INF build.

In your TBP folder are 8 executables:
- fred2_open_3_6_9
- fred2_open_3_6_9_debug                 All of these are different versions of the map editor
- fred2_open_3_6_9_inf
- fred2_open_3_6_9_debug_inf

- fs2_open_3_6_9
- fs2_open_3_6_9_debug                   All of these are different versions of the game itself
- fs2_open_3_6_9_inf
- fs2_open_3_6_9_inf_debug

- the debug versions are just needed when you encounter crashes so ignore them if you don't.
- the INF versions feature additional ships but dont work in multiplayer
- the rest are the standart (and default) executables

a few campaigns require the INF build, like my FH2260.
Title: Re: Fortune Hunters 2259 bug
Post by: CrazyJoe on June 12, 2008, 10:41:19 pm
Thank you for explaining that for me. Will I have to start over?
Title: Re: Fortune Hunters 2259 bug
Post by: FUBAR-BDHR on June 12, 2008, 10:52:36 pm
I believe so since the pilot files/data are stored different directory for inferno.  Give it a try and see what happens.
Title: Re: Fortune Hunters 2259 bug
Post by: tommy185 on June 28, 2008, 07:33:28 am
i bean trying to bug hunt the proplem few hours now. And i could now whats the proplem. I thing the avenger.pof is not compatible with this b5 relese version. I dont have any modding skills, so i can say for sure. But just giving idea what it could be.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on June 28, 2008, 08:42:05 am
if that's the case, then tell me:

- why I can play the whole FH campaign on my machine, including all missions after 2260Mission6 (all of those have the Avenger)
- why I am able to Fred FH2261 at the moment and still don't have a crash with that Avenger

 :confused: :confused: :confused:
Title: Re: Fortune Hunters 2259 bug
Post by: colecampbell666 on June 28, 2008, 09:15:00 am
Yeah. Seems you have a problem. I think that you may have a stray table file in \data\tables.
Title: Re: Fortune Hunters 2259 bug
Post by: Demitri on July 10, 2008, 09:21:39 am
I'm having a problem with FH2260 intro as i keep getting a CTD at exactly the same point. Its just after the Brakiri ships jump to hyperspace and then shows the Shadows firing. Crashes right at this point. I noticed another post about this earlier on in this thread but there didn't seem to be an answer. Is there a way to fix or possibly skip the intro if it keeps crashing?
Title: Re: Fortune Hunters 2259 bug
Post by: Daeron on July 10, 2008, 09:41:02 am

Toss the attached file into your mission folder. I can't find the original link anymore, but this fixed the intro for me.

[attachment deleted by admin]
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on July 10, 2008, 09:46:28 am
the file is still in the FortuneHunters thread and it's the standart file in the new version
Title: Re: Fortune Hunters 2259 bug
Post by: Renegade on July 10, 2008, 02:05:21 pm
for FH2259+60 there are planned add voices for the future ??

Greetings Peter
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on July 10, 2008, 02:16:39 pm
yes, after 2261 is released, I am going to search for actors.

Curious if I will find some since my writing in Hunters is a little weird (intentional, no campaigns by me are equal).
The actual ingame dialogue is primitive but there is a huge contrast to the monologues in the command briefing.
Title: Re: Fortune Hunters 2259 bug
Post by: Renegade on July 10, 2008, 03:28:31 pm
Coool....
My english is not so well.. but for short samples count on me...

Greets Peter
Title: Re: Fortune Hunters 2259 bug
Post by: Demitri on July 10, 2008, 06:28:56 pm
Quote
Toss the attached file into your mission folder. I can't find the original link anymore, but this fixed the intro for me.

Thanks. Works a treat now.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on July 11, 2008, 04:02:07 am
still, you should download the newest version of FH, it fixes and improves a lot of things.  :)
Just redownload and replace the old vp!
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on July 13, 2008, 01:49:43 pm
Seems like even in the newest version the glitches in 2259M4 are not fixed. AND I FINALLY KNOW WHY!
For some reason, Fred has assigned many ships the same special hit point index  :mad:


How can something like that happen?
Title: Re: Fortune Hunters 2259 bug
Post by: FUBAR-BDHR on July 13, 2008, 02:28:52 pm
Special hit point variables seem to mess up quite frequently.  I've already reported it. 
Title: Re: Fortune Hunters 2259 bug
Post by: IPAndrews on July 13, 2008, 02:56:02 pm
Special hitpoints
Special explosions
Fighterbay departure and arrival points

All three of the above have a habit of ****ing up when you load and save a mission. Meaning you fix one bug and the process of doing so introduces another one. It's maddening. It's this kind of crap that meant it took so long to get RW to the level of near perfection it's at now, but even then the last update screwed up the departure of the rescue shuttle in Smash and Grab.  :(
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on July 14, 2008, 06:02:37 am
last update means recent version for RW?  :shaking: Does that mean the current RW is broken? Hope not.

anyway, I fixed it (in notepad :ick:) and made a new Hunters VP for the DVD. This DVD business drives me crazy, me and by stupid perfectionism. Every time I discover something small and silly, Hip  :(  :sigh: has to suffer and download a new one.
How can I ever apologise for this kind of torture?
Title: Re: Fortune Hunters 2259 bug
Post by: IPAndrews on July 14, 2008, 07:52:29 am
Does that mean the current RW is broken? Hope not.

No the only bug I know of is the rescue shuttle warping out instead of docking in Smash and Grab, introduced when I clicked "Save" after adding some dynamic difficulty stuff into the campaign in the last update. That last update is in the TBP 3.4b Final release. It is - final -.
Title: Re: Fortune Hunters 2259 bug
Post by: Vidmaster on July 14, 2008, 08:12:22 am
the most important thing I learned since I am active for TBP is that nothing is ever final  :ick:     ;7

Sometimes this scares me, sometimes it amuses me. Most of the time, it annoys me.   :lol:
Title: Re: Fortune Hunters 2259 bug
Post by: IPAndrews on July 14, 2008, 10:19:04 am
Why are you planning on releasing another RW? Because I'm damn sure I'm not :P.
Title: Re: Fortune Hunters 2259 bug
Post by: Daeron on July 16, 2008, 05:19:44 pm
the most important thing I learned since I am active for TBP is that nothing is ever final  :ick:     ;7

Sometimes this scares me, sometimes it amuses me. Most of the time, it annoys me.   :lol:

I think I found a new bug in the latest version of Fortune Hunters that must have slipped in at some point.

Spoiler:
In the Fortune Hunters 2259 mission "That's Nasty" the Big Cash no longer jumps out at the end. I retried the mission several times, but nothing happens. Did it on medium settings, got rid of all the Drazi and the Big Cash was still on 100 %, no damage taken.

By the way, was that the one that was rebalanced? I was surprised how well I did this time.

EDIT: Think I should have posted in this thread. http://www.hard-light.net/forums/index.php/topic,52151.msg1115580.html#msg1115580