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Hosted Projects - FS2 Required => Inferno => Topic started by: G0atmaster on May 07, 2007, 01:50:21 pm

Title: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 07, 2007, 01:50:21 pm
I'm on the first Red Alert mission for Inferno R1, and every time I hit Commit, no matter what I change, it crashes SCP EVERY time.  I'm using SCP 3.6.9 with the Inferno patch.  Can I fix this with FRED?  And if so, How do I do it?
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Snail on May 07, 2007, 01:57:19 pm
AFAIK, you can't.

This was an old bug IIRC.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: jr2 on May 07, 2007, 02:03:06 pm
Eh, remove the red alert flag in the mission.  Or use the 3.6.9 RC9dot7 <- whichever build it was build.

See if you can find one here:
http://fs2source.warpcore.org/exes/
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Snail on May 07, 2007, 02:16:40 pm
It was originally recommended that you just use retail but I wouldn't. :/
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 07, 2007, 02:26:27 pm
how do I edit out the Red Alert flag?

That's more or less what i was asking.  I  go to FRED2 to open a mission, but I can't open the Inferno VP because it's a VP and not a mission.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Snail on May 07, 2007, 02:29:01 pm
Get VPView and extract it.

(someone tell him where to get it, I'm too lazy)
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Dysko on May 07, 2007, 02:29:35 pm
You can extract the missions using VPView.
Sorry, but ATM I can't find a link to it...

EDIT: Snail beat me to it...
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Snail on May 07, 2007, 02:30:27 pm
OMG LETS OC THE BEAMS LIEK 100 TIMES! (http://www.descent-network.com/cgi-bin/descman.cgi?module=vpview)

Lazy = Not so lazy, I guess.

Snails are very fast.

Actually that's an outdated build IIRC. But it's more stable than the newest one.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 07, 2007, 02:33:22 pm
TY, I'll try that.

So the big problem is just the Red Alert?
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Mobius on May 07, 2007, 02:47:51 pm
It's possible, it gives some problems.

You can simply extract the mission, open it with FRED and remove the Red Alert flag :)
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: jr2 on May 07, 2007, 05:08:14 pm
Use the Turey's Installer link in my siggy.  Get the "Tools" pack.  Open VPView, extract the mission, edit it with FRED or Notepad.  Save it in your INFR1\data\missions directory, it will then override the one stored in the VP.  (Create the dirs if they don't exist.)
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 08, 2007, 11:19:02 am
OK, being that I'm on dialup, I'm a bit limited, that's why it's taking me so long...

OK, so I went to snail's link, downloaded VPview while on a broadband connection, went home, tried to run it... I need DLLpack.  So I go to the website, find out that the DLLpack is about 3x bigger than VPView, but I download it anyway over a period of about a half hour.  Then when I try to install it, it says "Missing file: <points to my temp directory>/setup.lst.  Aborting install" or something like that.  So I tried turey's installer like JR2 suggested, but guess what, it says it's an outdated version, and the new version is 20 megs! (I'm guessing the java version is downloading the NON-Java version to update for some reason)  I gave up hope last night, so I got the new version of Turey's JAVA installer today, but I'm not at home.  SO we'll see if that works.

Also, I do need some instructions on the easiest way to get rid of the red alert tag.  I've never really used FRED before.

EDIT: Turey's worked.  Well, installed tools to my flash drive.  I hope they still work when I get home.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Snail on May 08, 2007, 03:03:25 pm
To remove the Red-Alert flag, to Editors > Mission Specs (or Shift-N) and on the side there should be some checkboxes. One of them should be "Red Alert".
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 08, 2007, 03:13:12 pm
thankee! :)

Will try that tonight.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 08, 2007, 08:24:53 pm
Two things:  First of all, it works via notepad editing, but not via FRED2 editing, or Fred2_open for that matter.  Whne you open it with the editor, it gives all kinds of "unknown subsystem," "Unknown weapon type" and "unknown ship" errors.  Using notepad, afaik, seems to work just fine.

Now just to be sure, I wanna edit the SCP update VP, right, not the original R1 VP?  Anyway, thanks for the help.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: jr2 on May 09, 2007, 01:38:46 am
Garr!!  extract the mission from the R1 vp, into FreeSpace2\INFR1\data\missions - edit the extracted file.  Then run INF.  That's it, you're done.  And, to get Fred2_Open working, run it thus:

"c:\games\freespace2\Fred2_Open3_6_9.exe" -fredhtl -mod INFR1,mediavps

This will instruct FRED to load INFR1 as the mod (mediavps is optional)
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 09, 2007, 10:50:09 am
oooOOOOOOHHHHH!!!!!  So that's how it's done!  LOL you can imagine my frustration as I opened the mission to a dozen and a half missing or invalid messages...  heh, I feel stupid now.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Mobius on May 09, 2007, 12:19:18 pm
Attention! I hope you didn't save the mission data files when you opened it without setting a proper MOD field(-mod INFR1, mediavps) or you have probably set the ship classes of almost everything to GTF Ulysses(you can always re-extract the mission from the VP, however).
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: G0atmaster on May 09, 2007, 12:57:05 pm
lol I did once.  But when I played it, it said "Unknown Subsystem type" when I started playing, and it kicked me out of the game.  I did the notepad method to make it playable.
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: Mobius on May 09, 2007, 03:56:01 pm
Notepad doesn't recognize errors...you can just open a mission and play around with it :P
Title: Re: Trying to fix a bug: How do I mod missions within Inferno R1 campaign?
Post by: jr2 on May 09, 2007, 06:14:58 pm
lol I did once.  But when I played it, it said "Unknown Subsystem type" when I started playing, and it kicked me out of the game.  I did the notepad method to make it playable.

Yah, you have to have the correct mods loaded into FRED for it to be able to properly edit mission files designed for those mods.