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General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Deka1184 on May 11, 2010, 06:21:55 pm

Title: FS not maintaining pilot stats.
Post by: Deka1184 on May 11, 2010, 06:21:55 pm
Yo,

I recently played the new version of the Aeos Affair. When the campaign ended and I was on another one, I saw that all the stuff I did didn't stick. My shiny new medals were gone, along with my rank advancement and all the kills I acquired during that campaign. Even when switching back to the mod, my gains have not returned. However, it does acknowledge that I've completed the mod because it wont allow me to go to it, presumably because I must restart it to play it again. The .cs2 file is right where it should be so I don't see whats going on here. HALP.  :confused:

3.6.12 RC1 here.
Title: Re: FS not maintaining pilot stats.
Post by: The E on May 11, 2010, 06:25:38 pm
If you ever wanted to know why you should never, ever use the same pilot with several mods, this is why. The way pilot files work, kill stats and medals are only valid for a given mod, and medals get reset when you start a campaign anyway (IIRC).
Title: Re: FS not maintaining pilot stats.
Post by: Deka1184 on May 11, 2010, 06:39:35 pm
Apparently sometimes they do, and sometimes they don't. I still have 30000 points, 500,000 primary shots, and about 600 kills.... and this is not from the main campaign since i havent even played it yet on this pilot.
Title: Re: FS not maintaining pilot stats.
Post by: Droid803 on May 11, 2010, 06:41:33 pm
Those numbers don't reset.
Though what you killed will disappear if they don't exist in the mod you switched to (so you end up with say, total kills 600, kills by ship type :empty)
Title: Re: FS not maintaining pilot stats.
Post by: The E on May 11, 2010, 06:47:16 pm
Yes, but the point still stands. Using one pilot file for multiple mods is a bad idea, and will sooner or later cause corruption.
Title: Re: FS not maintaining pilot stats.
Post by: Deka1184 on May 11, 2010, 06:54:20 pm
Those numbers don't reset.
Though what you killed will disappear if they don't exist in the mod you switched to (so you end up with say, total kills 600, kills by ship type :empty)

Not just that. For example, I got a GTI Ganymede kill in Aeos, but when i turned off the mod, it was gone. When i turned it back on, it was still gone, but it still acts like ive completed the campaign, yet the Ganymede is retail and always present in the tables.
Title: Re: FS not maintaining pilot stats.
Post by: Iss Mneur on May 11, 2010, 08:21:35 pm
Not just that. For example, I got a GTI Ganymede kill in Aeos, but when i turned off the mod, it was gone. When i turned it back on, it was still gone, but it still acts like ive completed the campaign, yet the Ganymede is retail and always present in the tables.

That may be, but what is important is the order of the ships as the pilot file only stores the index of the ships as the engine parses them. Because mods are parsed before the original game data, at best you just confused the engine and it just ignores is, at worst when the engine loaded that pilot is caused a buffer overrun and mangled the pilot data that the engine stored.

Based on your description, I would say the latter has happened because the engine writes the pilot file any time you press the "accept/continue/etc" button the engine damaged that pilot file as well.

This is why we tell people to use new pilots for every mod.  Yes, I even got to learn this one the hard way.