Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Droid803 on December 15, 2010, 03:50:49 pm

Title: Weird mainhall issue.
Post by: Droid803 on December 15, 2010, 03:50:49 pm
So, I have this issue with builds r6503 and newer (r6487 is fine, I tested extensively last night with a number of different nightly builds, check the logs on #scp if you don't believe me, I got as close to the critical revision as I possibly could using nightly builds).

Basically, regardless of what mainhall should be loaded, the game loads Mainhall 0 first.
If I then go into the campaign room and leave, then the game loads the correct Mainhall. Mainhall 1 in this case.

 See: http://www.youtube.com/watch?v=gybjWsM_bvI (http://www.youtube.com/watch?v=gybjWsM_bvI)
 
This happens with every single mod, and retail as well, so its not my mod. Plus, it appears to only be happening on certain computers - I've had other people test my mod and no issues whatsoever, so I'm ruling out a mistake on my end.

I don't know how this is related to r6691, but builds incorporating that still have the issue for me. The newest builds like r6847 and Antipodes 8 all have the issue. The fact is, r6487 and older DO NOT have this issue, r6503 and newer do.

Could someone shed some light onto what might happening?

Thanks.
Title: Re: Weird mainhall issue.
Post by: mjn.mixael on December 15, 2010, 03:57:25 pm
I get this issue as well. Not sure what the cause is though.
Title: Re: Weird mainhall issue.
Post by: Trivial Psychic on December 15, 2010, 08:23:52 pm
I've been getting this issue as well.  It is not present in 3.6.12 release build.
Title: Re: Weird mainhall issue.
Post by: Zacam on December 16, 2010, 09:29:55 am
I may have a fix available in the next Antipodes Test builds once I work some other things out.
Title: Re: Weird mainhall issue.
Post by: Droid803 on December 16, 2010, 09:13:40 pm
Coolio.