Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Non0Sequitur on November 13, 2010, 04:55:15 pm
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Hey guys, I'm playing FreeSpace on Widows XP OS, I'm at the level when you arrive as the Aquilea Installation explodes, Then you have to protect the escape pods, Then you have to protect the Aquilea Communications installation until the PVD Hope can move into place to defend it, The only problem is that once the Hope moves into position nothing happens. It just rotates, sometimes even smashing into the communications station its protecting. I have literally left this mission running for hours hoping it would finally click. Has anyone else had this issue? Id love a fix for it. I'm already running in Windows 98 compatibility.
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If the mission is somehow glitched, I'd strongly recommend installing FreeSpace Open over your FS2 install and just playing FSPort. You'll get better graphics and I believe bugs like this have been fixed.
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An if you're playing FSPort and it's still broken, someone will actually fix it! (eventually)
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I dont have FS 2. Ive never been able to find it
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gog.com
six bucks
or *cough*
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Im also poor :P
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Six bucks, instant download, no DRM. Six bucks! That's like...a sandwich!
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lol. Okay. thanks guys :)
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But, that said, let's try to fix the problem you have right now. Don't you need to fly over to the science ship or something?
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All it says is to defend the installation until such a time that the Hope can move into position to defend the installation.
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FreeSpace 1 had a bug where large ships wouldn't complete their waypoints under certain conditions. This was most often seen in the mission where you're escorting the Galatea through the asteroid field... it would reach the node and then just spin around.
I'm not sure why the Galatea mission worked for you but the Hope mission didn't. And I'm not sure why the waypoints fail to complete some times but not others.
Try rebooting your computer. If that doesn't work, put the attached file in your FreeSpace\Data\Missions directory. (You may have to create it first.)
[attachment deleted by admin]
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Thanks. Ill try that and let you know. Damn i wish i knew about this forum five years ago. ;)
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Worked like a charm :) Thanks heaps man. I can finally do the missions between that and the end game! :D
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Awesome. :)
Which worked? The rebooting or the replacement mission?
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The replacement mission worked, But now im getting the same issue on the mission you have to keep the bastion at 35% Hull Integrity. Got another fix for me? Im so close to the end of the game :(
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It's pretty strange that you had two occurrences of that in the same campaign. What version of FS1 are you running?
Anyway, mission is attached.
[attachment deleted by admin]
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Im running version 1.00 Ive had it since i was a kid. Comes in a cardboard fold out with the Lucifer on it. Ill try the replaced level tomorrow. Its late. Ill let you know how it works. Thanks Again!
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You're welcome. :)
Incidentally, there are patches you can download to bring your FS1 up to version 1.06. They may not fix the waypoint bug, but they'll fix other things, as quoted below.
By the way, I'm curious: Can you achieve aspect lock on friendly ships with version 1.00?
== 1.06 ==
Changes:
- Added checksum to weapons.tbl
- Fixed Standalone bug that would cause debriefing reset
- Fixed Mission Simulator crash when no missions present
- Added correct detection for 3DNow
- Improved lighting code
- Fixed traitor.tbl bug (German version only)
== 1.05 ==
Changes:
- Fixed missing pilot callsigns in PXO chat screens
- Fixed skill scaling bug for scores granted on PXO missions
- Reworked warning about losing stats when mixing PXO and
non-PXO with same pilot
- Fixed minor bugs in "Secret Recovery" Silent Threat mission
- Fixed minor problem with Silent Threat campaign file
- Prevented weapons cheat from carrying over to multiplayer pilot
- Tweaked kill-score values for several ship classes
- Fixed music track ordering in interface screens
- Fixed bug in score granting for mission Events
- Changed default URL for FS Pilot Rankings page
== 1.04 ==
Changes:
- Added Interlaced Cutscene option to Launcher, for people
experiencing throughput problems during playback
- Added icons to mission screens indicating if a mission is a:
- Volition-made mission
- mission using Silent Threat ships/weapons
- validated mission
- Added ST icon to callsign lists, indicating if user has
Silent Threat installed
- Added skill scaling to all score awards
Parallax Online:
- Added Validated Mission support (PXO pilot stats are not
updated if the mission is not validated. See Section 3e)
- Added warning about losing stats when going from non-PXO
to PXO games with same pilot
- Fixed numerous PXO stats-related bugs
FRED:
- Fixed cause of reverting-nebula color problem
- Campaign Editor now warns when you have unsaved changes
- Now writes out sexpression node usage comment in FSM file
- Added help for several sexpressions
- Added save warning when mission includes Silent Threat-only
ships or weapons
- Fixed problem causing diacritics characters to get
trashed after reloading mission
Standalone Server:
- Fixed crash when any client did anin-game join when
certain missions were being played.
- Added "-ipaddr" command line option to force the host
computer to use a certain IP address when identifying himself to
other clients in the game (see below)
- Added "-multilog" parameter for logging server events
== 1.03.01 ==
Changes:
- Fixed "Alpha wing waves" problem in some missions
- Fixed problem when updating read-only FreeSpace.exe
== 1.03 ==
Major Changes:
- Overhauled object update system, bandwidth needs are now lower.
- Better interpolation/object updates.
- Improved latency compensation on clients.
- Homing weapons tracked on client-side now, much smoother. Server
still does final collision check.
- Added more Network Connection choices in FS Launcher.
- Added server's connection speed to Games list.
Minor Changes:
Parallax Online:
- PXO now forces users to use latest version of FS, but won't force
updates until next one after 1.04 or later.
- PXO chat screen crash caused by split chat lines in
software mode.
- PXO stats bug causing complete wipes to zero when being a client
after having been a host.
- Fixed statistics bug that caused primary and secondary hit
percentages to be well over 100%.
- PXO now autojoins correctly so that you are not in a limbo state
before the channel list comes in.
- Fixed PXO bug that required joining a channel twice to take effect.
- PXO chat screen now preserves MOTD.
- Removed the flood of "leaving channel" messages when you change
channels on PXO
- Minor PXO message changes.
Standalone Server:
- Fixed standalone timer bug causing Launch to fail if server had been
running for a long time.
- Fixed standalone bug where the host clicks on the "closed" button
and it unclicks itself.
- Fixed standalone bug where the host doesn't see mission descriptions.
- Fixed bug that would cause standalone servers to leave one player
connected, even though all had left. This should make the PXO
games count more accurate.
- Various standalone crash bugs
- Fixed purging problem with players who never quite "joined" a
game causing phantom people on standalones, and the mysterious
"already another person in the game with this name" message.
Misc. Multiplayer:
- Object updates sorted by distance to client. Will behave better
if client datarate is being capped.
- Bundle button info with control info at 15x/second.
- Fixed a minor bug in bandwidth limiting
- Various ADSL, proxy server, and NAT problems believed to be
responsible for players not seeing games, or having problems
hosting and chatting.
- Fixed crash bug where empty missions would bomb when starting a
multiplayer game, or crash in the tech room.
- Fixed bug where game would run out of observer slots.
Misc. Single player:
- Tech Room bug causing a blank weapon slot in Database.
- Tech Room bug causing some multi pilots to have no weapons listed.
- Fixed crash when trying to load mission with sexp tree of ( ).
- improved handling for pilots with an active campaign that no
longer exists.
- various spelling errors in missions
- various balance tweaks in missions
- fixed docking approach paths on several ships
FRED:
- Fixed version numbering on FRED.EXE
- Added vertical scroll bar to initial weapons listing in
Campaign Editor.
- Fixed insert/delete stage bug that caused debriefing
formulas to get cleared to true.
- Fixed bug causing disable subsystem order to be
ineffective on rows 3-5 of Orders list.
- Fixed bug where pressing the 'update stuff' button in event
editor wiped out changes to fields that hadn't been updated yet.
- Changed create wing dialog to disallow blank wing name.
- Fixed bug where having jump nodes in a mission trashed indexing
order of 'point at' list in the object orientation editor.
- now saves/restores INI settings for gridline options
- added & improved several error dialogs
== 1.02 ==
Fixes:
- Significantly reduced multiplayer client upstream bandwidth.
This improves firing times, and countermeasure times. Packet
flooding should be minimal now.
- Fixed lockups when using voice on some machines, should work
for all versions of Winsock
- Fixed problem with mouse not working at all on some machines
- Fixed problem with sound causing hangs on some machines.
- Fixed truncated text in debriefing popup that is displayed when
player chooses to replay a mission.
- Fixed "Communicate" mission where B-path became unpassable
- Fixed bug with Launcher not closing failed patch downloads
Additions:
- Added bandwidth division in multiplayer. Details follow:
Server's Object Update setting now determines the maximum
TOTAL bandwidth divided up between clients:
low = 2000 total bytes/sec default
medium = 4000 total bytes/sec default
high = 11000 total bytes/sec default
However, users can specify a datarate limit as high as they want
in the LAST LINE of the PXO.CFG file. If unspecified, the
default is used. If manually specified with a High setting, values
below 4000 are ignored, as this would put you in the Medium range.
- Added STD.CFG option to set Object Updates overrides on
Standalone servers:
+low_update
+medium_update
+high_update
In the case of the High update level, the same scheme for
determining the bandwidth applies as above.
- Added front-end warnings when Creating multiplayer games
with Object Updates set to Medium or Low
- Added server ping indicator to upper right corner of HUD
(measures your ping time to server only)
- Added system to disable FSM file transfers between US and
localized overseas versions, keeping localization intact
NOTE TO MODEM USERS: You must make sure your Object Update
setting is correct under Options/Multi, the game will not be able
to set it for you automatically. Here are the guidelines:
28.8K modem users = LOW setting
56K modem users = LOW-MEDIUM setting
ISDN/T1/T3, LAN users = HIGH setting
== 1.01 ==
Fixes:
- now playable on 28.8 and faster modems (see note to
modem users below)
- wingman dots gauge not working in multi
- 'G' targeting key not working in multi
- updated PXO 'no pilot' dialog
- PXO bug where you saw no text until you typed
- improved PXO Help
- fixed auto-update progress bar (won't be noticible until
next update is published)
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No, you cant get aspect lock on friendlies :P The fix worked great, Thanks! Just finished the game. There was one more issue though, The mission where the Bastion is trying to reach the Sol jump node behind the Lucifer, The Lucifer does not jump out in the beginning, It sits at the jump node and snipes the Bastion, Which i find kinda funny, and does not interfere with mission objective at all :) The Bastion even still sends you messages on the comm after its destroyed :D
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Sounds like the waypoint bug yet again. That's by far the most I've ever heard it happening in one playthrough. I recommend you find a 1.06 patch ASAP. :p
That's odd about the friendly aspect lock. Back when I first got FreeSpace, long ago, I thought I was able to lock on friendly ships. I'm not sure which version I started with though.
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Ive tried the 'Update FreeSpace' button in the launcher, but it gives me an Invalid Patch File error, Yes i have the buggiest version ever
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It's over 10 years later; they've probably taken down the update site. You need to search online.
http://web.archive.org/web/19990421152550/http://www.parallaxonline.com/files/fs10x-106us.exe
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Goober5000, what did you do to fix the waypoint in that mission? I want to go back and fix it, if possible, in the Galatea asteroid mission. Did you just move the waypoint a little?
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No, I changed the event from a "waypoint sequence complete" check to a "distance from final waypoint" check. My modified events are the last ones in the missions I modified, so you can use them as examples.
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I remember running into this bug occasionally back in the day, but I don't think I ever had it hit this hard. I do remember that there was one of the fan-created missions included with Silent Threat that I was never able to complete because the one cruiser never managed to properly jump out at the end. At least I finally know how to fix it. :p