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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on June 30, 2020, 10:08:37 pm

Title: Arrival Cue Bug In New Builds
Post by: Trivial Psychic on June 30, 2020, 10:08:37 pm
So I was recently attempting to replay the Port to test out the new APNG CB animations, but I got stalled on "A Small and Deadly Space", because the Orff wasn't arriving to allow mission end conditions.  I assumed that I'd broke something with my many different mod directories.  Then I was replaying my own "FS-Augmented" but I couldn't get past the first mission, because certain wings weren't arriving.  After loading it up in FRED I noticed that the arrival cue of that wing corresponded to the destruction of a specific ship from another wing.  I'd also noticed that another wing that usually arrives before you've finished destroying the first wing, wasn't arriving for some time afterwards.  The arrival conditions for that wing was either a certain amount of time, or a certain time after either the first or second ship in the first wing.  It then put me in mind of the Orff bug, for which the arrival cue was based on the destruction of a specific ship from a wing.

I maintain a number of older builds on my drive, so I stated going through them to see how far back the bug occurred.  It seems that any build newer than June 10th is affected by this.  It seems that if a specific ship from a wing is referenced in an arrival cue (and possibly other situations), than that condition will always come back false.  There may be more to this bug, but that's the symptom I've noticed.
Title: Re: Arrival Cue Bug In New Builds
Post by: mjn.mixael on June 30, 2020, 10:16:04 pm
I was recently unable to get a ship to depart using is-event-true-delay... I guess I should look a little deeper.
Title: Re: Arrival Cue Bug In New Builds
Post by: Goober5000 on June 30, 2020, 10:16:17 pm
The arrival cue bugs should already be fixed:
https://github.com/scp-fs2open/fs2open.github.com/pull/2528

Try the latest nightly.
Title: Re: Arrival Cue Bug In New Builds
Post by: Trivial Psychic on July 01, 2020, 02:44:38 pm
I just tested both the June 30th and July 1st builds and this is still a problem.
Title: Re: Arrival Cue Bug In New Builds
Post by: Goober5000 on July 01, 2020, 05:53:52 pm
Okay, I will take a look.
Title: Re: Arrival Cue Bug In New Builds
Post by: Goober5000 on July 02, 2020, 12:34:15 am
I figured out the wing wave bug:
https://github.com/scp-fs2open/fs2open.github.com/pull/2538

If the is-event-true-delay bug still exists, though, it probably isn't affected by this fix.
Title: Re: Arrival Cue Bug In New Builds
Post by: Trivial Psychic on July 03, 2020, 10:27:26 pm
I can confirm that the July 3rd build doesn't suffer from this problem.  It appears that the bug has been exterminated.  Thanks.
Title: Re: Arrival Cue Bug In New Builds
Post by: bonusbartus on July 06, 2020, 03:29:02 pm
Not sure if it is related to this, but with the 20.X builds (including 20.1.0-20200706) the Iceni will not depart in "Endgame" it just waits at the jump node. wiht 19.0 I could complete the mission.

if not, should I open a bug report?
Title: Re: Arrival Cue Bug In New Builds
Post by: Goober5000 on July 06, 2020, 04:33:21 pm
I'll take a look.  I'm pretty sure I know which sexp might be the culprit.

It's always a good idea to open a bug report, but since I've seen this thread it's not necessary in this case.
Title: Re: Arrival Cue Bug In New Builds
Post by: Goober5000 on July 06, 2020, 05:43:42 pm
Bug squashed.  Here's the PR...
https://github.com/scp-fs2open/fs2open.github.com/pull/2548
Title: Re: Arrival Cue Bug In New Builds
Post by: bonusbartus on July 20, 2020, 05:09:06 am
Great, confirmed on my side