Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: Drogoth on May 23, 2012, 03:49:25 pm
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Hey guys, I was just booting up freespace on my other computer, which I haven't used in awhile. I added in the Vengeance Pattern Diomedes on this one just now, because you know, its sexy.
Anyways, it works fine in Aristeia, just as its supposed to and does back on my desktop. But when I try to start Darkest Hour, I crash and get this as an error:
clear-goals "Vatican" )
( add-goal
"Vatican"
( ai-waypoints-once
"Waypoint path 7"
89
)
)
( add-goal
"Vatican"
( ai-chase "Valerie" 80 )
)
( set-armor-type
"Valerie"
( true )
"Heavy Armor 20"
"engines"
)
)
(Error appears to be: engines)
File: missionparse.cpp
Line: 5388
KERNELBASE.dll! IsNLSDefinedString + 3193 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 139 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12r_INF.exe! <no symbol>
fs2_open_3_6_12r_INF.exe! <no symbol>
fs2_open_3_6_12r_INF.exe! <no symbol>
atioglxx.dll! atiPS + 3988805 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
wrap_oal.dll! alcCreateContext + 1739968 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_12r_INF.exe! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_12r_INF.exe! <no symbol>
fs2_open_3_6_12r_INF.exe! <no symbol>
<no module>! <no symbol>
Would click OK to go into the debugger except the window is so long its below my screen and try as I might, I can't get it to where i can click it haha. Won't let me resize the widow haha.
In anycase, has anyone else had this problem and how can I fix it? I must admit I haven't tried playing Darkest Hour on my desktop since getting the Vengeance Pattern, so I don't know if it was an error in how I replaced the tables.
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I believe the released Diomedes had an error in which the engine systems were split into two, rendering it impossible to use in existing missions without a patch. You'll need to either alter the mission or the pof.
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How do I do that / why does it work in Aristeia then?
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I'm a little shocked it works in Aristeia; the mission should break any time there's a SEXP that references the engine subsystems. Maybe the engines in Aristeia never get guardianed/armored up? (they really should)
You need to fix it by altering the sexp to armor engine01 and engine02 instead of engines
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It's setting an armor type for the engines, you just have to open it in FRED and change the event for the engine subsystem to whetever the name of the engine subsystem(s) are on the new model you're using
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Thanks guys, its working now.
Out off curiosity, will the new model be used in R2?
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Yes, it'll just be a drop-in replacement for the old model.
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I'm a little shocked it works in Aristeia; the mission should break any time there's a SEXP that references the engine subsystems. Maybe the engines in Aristeia never get guardianed/armored up? (they really should)
You need to fix it by altering the sexp to armor engine01 and engine02 instead of engines
CBA to check the mission file, but maybe in Aristeia you used "<all engines>" instead of "engines".
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Battuta is right about The Darkest Hour bug regarding the Valerie's engines. The set-armor-type SEXP references "engines", which does not exist on my Diomedes. Like he said, if you change it to "engine01" and add "engines02", it fixes the problem .
This is entirely my fault.
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I feel inclined to say that future missions involving guardian-ing/armourtypes, etc of all engines should be done using the <all engines> sexp rather than the name/s of said engines...Would help to solve future errors such as this one.
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Nope, not likely to happen. That's the wrong way to solve the problem anyway.
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Nope, not likely to happen. That's the wrong way to solve the problem anyway.
But isn't it more logical? Even if you have one Engine subsystem, referencing it by a <all engines> flag wont hurt the mission (IIRC). Also, makes the mission "future-proof"-ish?
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Having the same guardian threshold for every engine system is silly, and that's what's going to happen if you use <all engines>. It's better to have a random value (from within a small range) that's unique for each engine subsystem.
And a drop in replacement really does need to drop in. Not all problems are this easy to fix. Not that I'm criticizing Aesaar, there are always speed bumps like this.
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I knew what I was doing when I added that extra engine. Since the Diomedes appears only 3 times, I didn't think it would matter much (evidently, I was wrong), but I expected that extra engine would be removed for a release. I admit I was hoping you'd keep the extra guns, though.
One more thing: the Sparta-Diomedes' table makes reference to a radar subsystem, which I never added. You'll either need to remove that part or add one. Could fit that in the v1.1 if you want it.