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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on December 10, 2011, 11:25:59 pm

Title: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on December 10, 2011, 11:25:59 pm
These particular bugs are already on Mantis, but as there have been no updates concerning these and as they are quite critical bugs, I feel it necessary to give them a bit more exposure. Both of them have to do with jumpnodes.  The first one prevents you from selecting one that already exists.  Mantis report is HERE (http://scp.indiegames.us/mantis/view.php?id=2523), but ignore all references to it including waypoints as well... I didn't test enough at first to figure that part out.  Basically, if you select one and bring up the edit window, every attempt to close the window will result in FRED complaining that a jumpnode(waypoint) by that name already exists, and that you should choose a different name.  Unfortunately, all available options from that point return you to the same window and the same situation.  If you attempt to change the name, it will not accept that either.  The only way out is to bring up the program manager and shut it down from there.

The other bug concerns the creation of jumpnodes.  If you place one in FRED, then save the mission, the node will disappear before your very eyes.  Mantis report is HERE (http://scp.indiegames.us/mantis/view.php?id=2528), though its lists it as resolved.  Unfortunately, one aspect of it remains.  The bug concerned the creation of jumpnodes in FRED, as well as sexps concerning changes to them in mission.  By the bug report, it appears that the sexp aspect has been resolved, but I know for a fact that the other aspect of this bug remains.  It is not possible to create a jumpnode in FRED, as it will first appear blank, and then when the mission is saved, it will disappear.  The only way around this is to place a waypoint at your desired co-ordinates, then open the mission in text editor, as well as another which already has a jumpnode.  Then copy the jumpnode entry into your mission and copy the co-ordinates from the waypoint into the jumpnode entry, then delete the waypoint.

I think that these bugs are serious enough that they should be resolved before FSO goes to 3.6.14 final.  The bug listed as "resolved" should also be reopened.

Thank you.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Cyborg17 on December 11, 2011, 04:12:20 am
I can't reproduce either bug.  For the first bug, I tried selecting the node, and then opening ship edit, waypoint edit, object edit, and wing edit.  Nothing happened.  I also tried enabling and disabling show ship model with no change.  Is there any possibility that the bug is situation\context sensitive?

I can also very easily create jump nodes in Fred: I have absolutely no problem.  I created 32 of them and the worst that happened was that I took a framerate hit.

What operating system are you using?  That may be the difference (though, I wouldn't know how).  I'm on XP SP3. 
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Echelon9 on December 11, 2011, 05:08:14 am
I'm very interested in these reports, as a refactor of the jumpnodes code (which fixed other longstanding reported issues) is the likely genesis. However a number of users, including the one here, report that problems introduced upon the jumpnodes refactor had been subsequently resolved with more recent code changes.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on December 11, 2011, 08:33:16 am
I can't reproduce either bug.  For the first bug, I tried selecting the node, and then opening ship edit, waypoint edit, object edit, and wing edit.  Nothing happened.  I also tried enabling and disabling show ship model with no change.  Is there any possibility that the bug is situation\context sensitive?

I can also very easily create jump nodes in Fred: I have absolutely no problem.  I created 32 of them and the worst that happened was that I took a framerate hit.

What operating system are you using?  That may be the difference (though, I wouldn't know how).  I'm on XP SP3. 
Which build are you using?

Edit:
Confusion resolved.  I've been using the same trunk build that came out the same day that RC1 came out.  It seemed to me that both builds would have the same bugfixes in them, but that is apparently not the case.  RC1 has no trouble with jumpnodes, but the trunk build does.  Any chance of an updated trunk build?
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: mjn.mixael on December 11, 2011, 09:04:06 am
I'll need to check this when I get home, but I'm pretty sure your more recent jump node fixes resolved mission issues but not FRED.

The issues were never in RC 14, only in recent Trunk, iirc.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on December 11, 2011, 09:06:47 am
The bugs preceded the release of RC1.  This means one of two things.  A), RC1 is based on an earlier version of Trunk, before the bug was introduced, or B), the fix somehow made it into RC1 and not Trunk.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Iss Mneur on December 11, 2011, 12:21:29 pm
The bugs preceded the release of RC1.  This means one of two things.  A), RC1 is based on an earlier version of Trunk, before the bug was introduced, or B), the fix somehow made it into RC1 and not Trunk.

3.6.14 RC 1 was branched at commit 7812 (September 26th) but not released until October 12th (rev 7903) because there was showstopper for linux building (IIRC).

As E9 already indicated, the bug that you are experiencing is probably caused the by re-factoring of the jumpnode code which doesn't appear to have been included in the RC.

There will not be any nightlys until 3.6.14 is released. You can probably find a recent trunk build in the test builds forum.  m!m's True Type Font (http://www.hard-light.net/forums/index.php?topic=79028.msg1563964#msg1563964) build looks to include FRED.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on December 11, 2011, 02:31:54 pm
There will not be any nightlys until 3.6.14 is released. You can probably find a recent trunk build in the test builds forum.  m!m's True Type Font (http://www.hard-light.net/forums/index.php?topic=79028.msg1563964#msg1563964) build looks to include FRED.
Nope.  That build is also affected.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: mjn.mixael on December 11, 2011, 09:30:38 pm
I'm not sure why these jumpnode bugs specific to FRED were ever considered resolved based on the Mantis report here. (http://scp.indiegames.us/mantis/view.php?id=2523) Perhaps it was the confusion with report 2528 which ended up being more about the sexps than the FRED bugs.. but 2523 remains open with feedback saying it's not fixed.

With that said, the RC branch does not have the bugs, but Trunk does. I just tested recent builds of both. So as is, 3.6.14 will be fine because it doesn't seem to include the jumpnode refactor.

EDIT: Here's the FRED build from Trunk 8082 for more people to confirm.

[attachment deleted by a basterd]
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Rampage on December 11, 2011, 10:09:07 pm
I've also experienced a bug w/ not being able to set the player entry delay time in FRED; this has occurred in several of the nightlies.  It has to be done manually via text editor.

R
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Iss Mneur on December 11, 2011, 11:31:03 pm
I've also experienced a bug w/ not being able to set the player entry delay time in FRED; this has occurred in several of the nightlies.  It has to be done manually via text editor.
Has it been mantised?
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Cyborg17 on December 13, 2011, 02:12:11 am
IEDIT: Here's the FRED build from Trunk 8082 for more people to confirm.

Bug 1 not reproduced.  Bug 2 reproduced.  Nodes did disappear after save.

I may not have used the correct set of circumstances for bug one, though.  Which editor window did you open?  Waypoint path editor?  Did you already have waypoints created?
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on December 13, 2011, 06:40:21 pm
Open mission which already has a jumpnode
Right-click on the node and select edit
Attempt to back-out or do anything, really.
Pull out hair (or shut down from program manager)
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Cyborg17 on December 14, 2011, 06:20:15 am
I followed your instructions, and I've reproduced it.  I wasn't loading a mission which already had one.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Echelon9 on January 22, 2012, 06:19:27 am
I believe I've got the jump_node rename FRED bug fixed in http://svn.icculus.org/fs2open?view=rev&revision=8308.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on January 22, 2012, 12:15:07 pm
Thanks.  No chance of a test build, eh?  :snipe:
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: chief1983 on January 22, 2012, 01:20:42 pm
RC4, which will probably be out soon as we need another test build after a pretty big issue in RC3 got fixed.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: mjn.mixael on January 22, 2012, 02:51:28 pm
I believe I've got the jump_node rename FRED bug fixed in http://svn.icculus.org/fs2open?view=rev&revision=8308.

Sorry, but I just tested on build 8310. It's still borked.  :(

EDIT: Please note that FRED won't even save data about created jump nodes. You have to create them in Notepad and then not touch them.

Also interesting is that pre-Jumpnode Refactor, when you ctrl-clicked to create a jumpnode, the whole wireframe would appear. Now, you only get a dot. A dot that means nothing as FRED never saves any data about it.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on January 23, 2012, 02:47:53 pm
Any chance that A), you could make that build available to me... I'd like to confirm your findings
B), someone could revert the "resolved" status of this on Mantis.
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: mjn.mixael on January 23, 2012, 03:42:04 pm
Build 8344

http://www.qfpost.com/download.do?get=7ce85c9e5321afb7cd0041da148f1da0 (http://www.qfpost.com/download.do?get=7ce85c9e5321afb7cd0041da148f1da0)
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Valathil on January 30, 2012, 08:58:55 am
Fix committed to trunk@8408.  BOOYAH
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: mjn.mixael on January 30, 2012, 10:23:48 am
YES
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Valathil on January 30, 2012, 11:23:33 am
Tho just FYI the bug isn't in the RC Branch cuz the "SCP_vector"ization is not there which causes this. So this will only have impact on future versions. .14 was never affected by this so this thread is kinda offtopic ^^
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: Trivial Psychic on January 30, 2012, 07:57:59 pm
Admittedly... though at the time, I thought it was across the board.

Mjn.mixael, any chance of another test build?  ;7
Title: Re: FRED Bugs: Please Fix Before 3.6.14 Final
Post by: FreeSpaceFreak on March 05, 2012, 03:10:27 pm
Mantis 2619 (http://scp.indiegames.us/mantis/view.php?id=2619) shouldn't take too much work, I'd love to see that one fixed before Final.