Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Fr3z3r on September 01, 2012, 04:06:33 am

Title: That old capship orders bug - again?
Post by: Fr3z3r on September 01, 2012, 04:06:33 am
I remember that vanilla and early FSO used to have this bug (http://www.hard-light.net/forums/index.php?topic=15881.0) which - I think - was fixed later on. I'm playing 3.6.14 RC7 (wxLauncher), FS2 main campaign, and the bug seems to be back in an even nastier flavour.

When the Colossus is 1st introduced (the Enif Station mission), sure enough it doesn't open fire on the Hawkwood because of my earlier "all - ignore" order. In "Speaking in tongues", the Sobek is supposed to engage and destroy the Moloch, but it actually stops firing when I order "all - disarm" - I then have to force it to attack the Moloch again (good thing you can actually give orders to the Sobek in that mission). In "A flaming sword" (Knossos detonation), the Sobek actually fires upon the incoming Astaroths, but stops when I order "all - engage enemy", and opens fire again when I order "all - attack target" on one of the Shivans. :banghead:

This is much worse than it used to be and I'm wondering what might be causing this. Any suggestions?

Command line:
Code: [Select]
-mod mediavps_3612 -spec -glow -env -nomotiondebris
-missile_lighting -normal -3dshockwave -post_process -soft_particles -fxaa -dualscanlines -targetinfo -ship_choice_3d
-weapon_choice_3d -3dwarp -warp_flash -snd_preload -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point
8.6 -spec_static 12.8 -spec_tube 5.0 -fov 0.39

EDIT: Looks like it's not just me (http://www.hard-light.net/forums/index.php?topic=71162.0) when it comes to "A flaming sword". Not sure about "Speaking in tongues" though. :confused:
Title: Re: That old capship orders bug - again?
Post by: Nuke on September 01, 2012, 01:39:25 pm
try rc8?
Title: Re: That old capship orders bug - again?
Post by: Fr3z3r on September 02, 2012, 03:27:51 pm
Same thing. :/ Maybe these are mission design bugs though? Not sure...
Title: Re: That old capship orders bug - again?
Post by: Trivial Psychic on September 02, 2012, 03:54:11 pm
I always liked that bug.  It let me get in some extra cap-ship kills, as (traditionally) hits by friendly cap-ships don't count against kill scoring, so I just have to give the global ignore command and blast the hell out of the target.  Even if the target is a corvette or larger and I have no heavy weapons, as long as I score more hits than any friendly fighter, then I just have to order a global attack command and watch friendly cap-ships blast it to hell and I get the credit.  :pimp:
Title: Re: That old capship orders bug - again?
Post by: Goober5000 on September 04, 2012, 10:03:01 am
Fr3z3r, can you indicate a previous official build where the behavior is as you would expect?  An earlier 3.6.14 RC, or perhaps 3.6.12?
Title: Re: That old capship orders bug - again?
Post by: Dragon on September 04, 2012, 10:52:43 am
I always liked that bug.  It let me get in some extra cap-ship kills, as (traditionally) hits by friendly cap-ships don't count against kill scoring, so I just have to give the global ignore command and blast the hell out of the target.  Even if the target is a corvette or larger and I have no heavy weapons, as long as I score more hits than any friendly fighter, then I just have to order a global attack command and watch friendly cap-ships blast it to hell and I get the credit.  :pimp:
To be specific, beams don't count against kill scoring. Friendly capship flak, blobs and missiles always counted, but since in FS2, capships mostly use beams for ship killing, it did indeed work that way most of the time.
Title: Re: That old capship orders bug - again?
Post by: MatthTheGeek on September 04, 2012, 10:56:27 am
To be specific, beams don't count against kill scoring.
In retail. There's no a game_settings.tbl flag to fix that.
Title: Re: That old capship orders bug - again?
Post by: NGTM-1R on September 04, 2012, 11:02:39 am
Same thing. :/ Maybe these are mission design bugs though? Not sure...

No, I remember the effort to knock this out the first time.
Title: Re: That old capship orders bug - again?
Post by: Dragon on September 04, 2012, 11:07:40 am
To be specific, beams don't count against kill scoring.
In retail. There's no a game_settings.tbl flag to fix that.
I know, the quote was about retail and so was my reply.
Title: Re: That old capship orders bug - again?
Post by: Fr3z3r on September 08, 2012, 01:01:16 pm
Fr3z3r, can you indicate a previous official build where the behavior is as you would expect?  An earlier 3.6.14 RC, or perhaps 3.6.12?

3.6.8 or 3.6.10 would be a safer bet. I can't tell you for sure though. I clearly remember noticing it as a major improvement.
Title: Re: That old capship orders bug - again?
Post by: Goober5000 on September 08, 2012, 01:51:26 pm
Well, we can't go chasing bugs based on memories, because we've done that in the past and the memories have proven to be inaccurate or incorrect.  I'm not saying that's necessarily true in this situation, but we would need you to tell us "for sure".
Title: Re: That old capship orders bug - again?
Post by: Fr3z3r on September 08, 2012, 02:46:32 pm
Sure, I understand and I fear it might not be doable at this point. Thanks for looking at it anyway!
Title: Re: That old capship orders bug - again?
Post by: Goober5000 on September 08, 2012, 03:38:35 pm
I can't look at it unless I have a point of comparison.
Title: Re: That old capship orders bug - again?
Post by: Fr3z3r on September 08, 2012, 03:55:41 pm
Looking as in taking interest in the issue. ;) I'll try to dig around for specifics.