Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: skyhawk on July 19, 2009, 02:53:22 am
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Man that tight-knit battlegroup can take care of itself.
Anyways, after getting the fleet through the Sol node, FSO is crashing when I try to load the next mission....
Error: bp-22.fs2(line 96:
Error: Missing required token: [#Players]. Found [#Callsigns:] instead.
File: PARSELO.CPP
Line: 670
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I'm running with an install courtesy of that FSO installer thingy, with the original BluePlanet directory deleted and replaced with the files downloaded from the stickied thread on this forum.
Help?
A little feedback (Which probably should go in it's own thread) - This thing is awesome! I've noticed two "portal" sounds missing during cutscenes, one during the opening cutscene jumping through the portal, and the other at the opening cutscene to the massive fleet action to get back to Sol. The mission where Samuel deserts to hook up with the Vishnans really needs something better than a "spacesuit". A "spacesuit" with shields, afterburners, the ability to travel 50 m/s, a jumpdrive and a power-distribution system? That stretches the imagination a bit. He needs to steal a fighter or something.
Also, your habit of having big ships jump in at firing range with their beam cannons requiring the player to disarm them is frustrating - because if you haven't flubbed the mission at least once and learned where they're going to jump in, you have almost no chance of reaching them before they shred something important. Prescience should not be a prerequisite for successful completion.
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Use FSO 3.6.10 RC3 (link in my signature).
I'm not sure if you meant this, so I'll say it just to be sure: get Blue Planet 3.6.10 (stickied on this board) instead of the original Blue Planet (also stickied on this board).
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:welcomesilver:
Welcome to the HLPBB!!! :D
About your issue: do what JeffVader said. From what I understand, you're not making use of a FSO build with callsigns implemented, so you should definitely take a look at 3.6.10 RC3 and BP 3.6.10. :)
As for the other part of your topic, well... what do you mean by portal sounds? If you're refering to the sound you can near when nearing a Knossos, you must be sufficiently close to hear it.
I also understand what kind of issue you're experiencing with incoming enemy warships... if possible, try to make use of fast spacecraft which can employ rapid hit-and-run tactics.
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Oh boy.
Now the mission loads, but... uh... I don't think it's quite right. I've replayed the previous mission, and I get the same result.
The field of engagement is empty, save for the jump node and Alphas 2 and 3. I've got one of my secondary weapons, and no primaries. There's a bunch of dialog, then the Karuna jumps in and there's a bunch more dialog, then the ship turns hostile, and... uh... I think me and my wingmen are gonna get shredded here, except that Alphas 2 and 3 can't die, of course.
Please tell me I don't need to restart the campaign?
Yes, I'm using the three BluePlanet downloads from http://www.hard-light.net/forums/index.php/topic,61406.0.html
And by portal sound I mean the subspace jump sound. The sound heard when any ship opens a subspace jump. This might actually be a Freespace 2 "feature". I'm guessing if a jump opens within a certain distance of the player, the jump sound is heard, otherwise it isn't. In which case, as annoying as this is, it isn't a Blue Planet problem.
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Uh... hmm. It is possible that the game didn't like the sudden change of .exe and mod files. I'll spoil the fact that #22 is the last mission. You could probably play it with the mission simulator: when in the Main Hall, go to the tech room, select mission simulator, (if the last mission isn't visible, hit Ctrl + Shift + S) and select the last mission. If it still doesn't work, create a new pilot and then go to the mission simulator and do the same stuff.
Edit: Hmm. There has been discussion of a similar issue with the last mission in the original Blue Planet release thread (http://www.hard-light.net/forums/index.php/topic,49876.msg1271661.html#msg1271661). I wonder what's causing this.
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Seems to work alright in the sim, except that the entire fleet is the picture of perfect health, as opposed to the beaten-down hulks I would expect after running a gauntlet of bombers and cruiser-fire. :)
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Now the mission loads, but... uh... I don't think it's quite right. I've replayed the previous mission, and I get the same result.
The field of engagement is empty, save for the jump node and Alphas 2 and 3. I've got one of my secondary weapons, and no primaries. There's a bunch of dialog, then the Karuna jumps in and there's a bunch more dialog, then the ship turns hostile, and... uh... I think me and my wingmen are gonna get shredded here, except that Alphas 2 and 3 can't die, of course.
I replayed the entire campaign last week and I got the same exact problems you have, the fleet does not appear at all.. I ruled it out cause I thought it was a pilot/build problem and I was tired of fixing those.. I'll be switching to RC3 to try that mission out again and see what happens.
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It's entirely possible it's related to the use of the red alert carry flags given to the ships of the fleet. Mission 21 ends with a red-alert now, with the player's ship and the rest of the fleet being carried over to M22, but I must have done something wrong when putting it in.
Will be fixed and updated soon.
EDIT: Are red alert carry flags given to ships in the mission before or after the red alert? At the moment they're tagged in mission 22, not in mission 21.
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Hmm. I wonder if it's the fact that they don't have the red alert carry flag set? That's what it looked like when I opened Universal Truth in FRED, anyway.
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That's what I found in another thread:
2) Rather bizarrely the Sathanas is set to red-alert in High Noon. Not entirely sure what that means. It could be a simple mistake or it could be an indication that the Sathanas was meant to accumulate damage from a mission proceeding it (There is a systematic error in the :v: missions where they set red-alert-carry on both the mission proceeding the red alert and the red alert itself).
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I would recommend to skip red alert as well, use variables like the ones you have already set in m22 (to check if ships destroyed or not), but you seem to have not used in m21, the damage accumulated might be more difficult but well this way seems more reliable for the time being.
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Setting the red alert carry flag seems to have fixed this, at least for me. changed mission is attached.
[attachment deleted by MSC
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Forgive my ignorance, but that file would go where?
In or under the blueplanet directory, obviously, but where? In the root? in data\? Somewhere else?
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\freespace2\blueplanet\data\missions\ . Create the directory.
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Mission files go in data/missions. :)
EDIT: JeffVader preceeded me... :D
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Wow.
that was fast. Thanks guys.
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Better, but still not quite right.
The fleet was there, and it's previous damage was in place, but my fighter had no armaments.
Also, I suggest either set the Orestes indestructable or have the cruisers beat up the Tremaire instead. By the time Orestes finished with the Renjian, it was at 6% health.
Dialog nitpick
"Alpha 1: Traitors? How are they traitors? The Sanctuary and my father have just sacrificed everything to ensure to values for the GTVA are upheld!"
should read
"Alpha 1: Traitors? How are they traitors? The Sanctuary and my father have just sacrificed everything to ensure to values of the GTVA are upheld!"
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No armaments?
Try this then.
[attachment deleted by MSC
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Better, but still not quite right.
The fleet was there, and it's previous damage was in place, but my fighter had no armaments.
Also, I suggest either set the Orestes indestructable or have the cruisers beat up the Tremaire instead. By the time Orestes finished with the Renjian, it was at 6% health.
Dialog nitpick
"Alpha 1: Traitors? How are they traitors? The Sanctuary and my father have just sacrificed everything to ensure to values for the GTVA are upheld!"
should read
"Alpha 1: Traitors? How are they traitors? The Sanctuary and my father have just sacrificed everything to ensure to values of the GTVA are upheld!"
Should really read:
"Alpha 1: Traitors? How are they traitors? The Sanctuary and my father have just sacrificed everything to ensure the values of the GTVA are upheld!"
;)
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Just on a side note here, I don't think my M22 is quite right either.
The fleet keeps its damage and everything, except somehow I end up in a Pegasus fighter, Taylor and Corey are marked as destroyed in the wing panel, and not one ship attacks the Renjian except the Orestes. Even then, the Orestes doesn't move to bring its cannons to bear; it just sits there firing its point defense weapons. At that point, I then have to order the rest of the fleet to destroy the Renjian. This doesn't seem right. Fixing this is not very important, so help the others first, as they need it.
EDIT: I'm using BP 3.6.10. and the Offical 3.6.10 Final, although this occured with the reccomended build as well.
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EDIT: I'm using BP 3.6.10. and the Offical 3.6.10 Final, although this occured with the reccomended build as well.
3.6.10 Final is the recommended build now, so I hope you mean RC3.
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Now that they have changed, yes.
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Just on a side note here, I don't think my M22 is quite right either.
The fleet keeps its damage and everything, except somehow I end up in a Pegasus fighter, Taylor and Corey are marked as destroyed in the wing panel, and not one ship attacks the Renjian except the Orestes. Even then, the Orestes doesn't move to bring its cannons to bear; it just sits there firing its point defense weapons. At that point, I then have to order the rest of the fleet to destroy the Renjian. This doesn't seem right. Fixing this is not very important, so help the others first, as they need it.
Try this, then. I added a directive for the Orestes and Temeraire, so they should act a bit more aggressively. They will look ugly while doing so, though (ai-chase is not a very precise tool in this case....).
[attachment deleted by MSC
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thx, I'll try this now.
EDIT: Now that I have tried this again, the Pegasus and wingmen issues have been fixed, but now I see the combat problem clearer. For some reason, the engine seems to be reading the z-axis coordinates wrong, as the Renjian is a bit to high for the side heavy beams to reach. The rest of the fleet still is not attacking, but if the beams were to fire that wouldn't be a problem, hehe.
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What difficulty are you on?
We really need to add fire-beam to this mission to make sure the Orestes opens up as it should.
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I always assumed the Orestes-only issue was by design. I would think the command crew of the Temerier (I am never going to spell that name right) would have been briefed, but I expect most of the rest of the fleet was as in-shock as Alpha 1. So long as the Renjian does not fire on them, and the Orestes never broadcasts distress and a request for assistance, I expect they would not fire on the Renjian. The Temerier should be opening up though, assuming it's in range.
@Commander Zane - *facepalm*
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What? :P
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I think you have to order them to attack it. And it's Temeraire.
Edit: oh, there was another page...
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Aaaaand another quick fix.
[attachment deleted by MSC
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We're working to get this into the actual download package ASAP.
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Sorry, I've been out of town for a couple days. I'll try the fix as soon as I can. Thanks for all the help.
@ The General: It happens on any difficulty.
EDIT: I've tried it and, you're right E, it wasn't pretty. I'll toy with it some presonally, see if I can perfect the combat sequence, and then get back to you guys.