Author Topic: Campaign Resetting Weapons  (Read 2170 times)

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Offline LoneKnight

  • 27
  • One does not simply ALT-J into Mordor.
Campaign Resetting Weapons
This is probably an easy solution, but here goes - Every time I create a campaign, I select several weapons and ships to be initially available on the Campaign Editor. Yet when I start the campaign, I start the first level with no weapons. Any idea why this is happening?

Thanks!
Burning Heaven

 
 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Campaign Resetting Weapons
Did you allow the weapons in the mission?  You have to do both. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline LoneKnight

  • 27
  • One does not simply ALT-J into Mordor.
Re: Campaign Resetting Weapons
Hmm, I created a new character and the weapons were then present. Strange why that wouldn't work earlier with an already existing profile.

Another strange issue encountered when playing only on the campaign version of the level, after firing my lasers for some time, the lasers would occasionally be unable to fire. The sound would play that indicates that I am out of energy (for laser-based weapons) and the energy gauge would flash, despite the fact that the energy gauge was still at full. Any idea why that occurs?
Burning Heaven

 
 

Offline LoneKnight

  • 27
  • One does not simply ALT-J into Mordor.
Re: Campaign Resetting Weapons
Definitely not. There's two wings of allied fighters and three wings of enemy fighters present.
Burning Heaven

 
 

Offline LoneKnight

  • 27
  • One does not simply ALT-J into Mordor.
Re: Campaign Resetting Weapons
FS2_Open.log

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -no_ap_interrupt
  -snd_preload
  -mod mediavps
  -noparseerrors
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\Bearcat-12-30-08.vp' with a checksum of 0xb1fa63ee
Found root pack 'C:\Games\FreeSpace2\mediavps\Gothhek-03-01-09.vp' with a checksum of 0x4fd7ad13
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'd:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'd:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'd:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 36 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\Bearcat-12-30-08.vp' ... 7 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\Gothhek-03-01-09.vp' ... 11 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 91 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 3 files
Searching root pack 'd:\tango1_fs2.vp' ... 32 files
Searching root pack 'd:\tangoA_fs2.vp' ... 0 files
Searching root pack 'd:\warble_fs2.vp' ... 52 files
Found 22 roots and 13129 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
soundcard = DirectSound
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 8600M GT/PCI/SSE2
  OpenGL Version    : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
    Compiling main shader ->  b-v.sdr (b-v.sdr) / b-f.sdr (b-f.sdr) ...
    Compiling main shader ->  b-v.sdr (b-v.sdr) / bg-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / lb-f.sdr (lb-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / lbg-f.sdr (lbg-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / lbgs-f.sdr (lbgs-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / lbs-f.sdr (lbs-f.sdr) ...
    Compiling main shader ->  le-v.sdr (le-v.sdr) / lbgse-f.sdr (lbgse-f.sdr) ...
    Compiling main shader ->  le-v.sdr (le-v.sdr) / lbse-f.sdr (lbse-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgn-f.sdr (lbgn-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgsn-f.sdr (lbgsn-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbn-f.sdr (lbn-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbsn-f.sdr (lbsn-f.sdr) ...
    Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbgsne-f.sdr (lbgsne-f.sdr) ...
    Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbsne-f.sdr (lbsne-f.sdr) ...
    Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfb-f.sdr (lfb-f.sdr) ...
    Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbg-f.sdr (lfbg-f.sdr) ...
    Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbgs-f.sdr (lfbgs-f.sdr) ...
    Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbs-f.sdr (lfbs-f.sdr) ...
    Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbgse-f.sdr (lfbgse-f.sdr) ...
    Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbse-f.sdr (lfbse-f.sdr) ...
    Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgn-f.sdr (lfbgn-f.sdr) ...
    Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgsn-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbn-f.sdr (lfbn-f.sdr) ...
    Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbsn-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbgsne-f.sdr (lfbgsne-f.sdr) ...
    Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbsne-f.sdr (lfbsne-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / null-f.sdr (null-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / lg-f.sdr (lg-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / lgs-f.sdr (lgs-f.sdr) ...
    Compiling main shader ->  l-v.sdr (l-v.sdr) / ls-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  le-v.sdr (le-v.sdr) / lgse-f.sdr (lgse-f.sdr) ...
    Compiling main shader ->  le-v.sdr (le-v.sdr) / lse-f.sdr (lse-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgn-f.sdr (lgn-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgsn-f.sdr (lgsn-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / ln-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lsn-f.sdr (lsn-f.sdr) ...
    Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lgsne-f.sdr (lgsne-f.sdr) ...
    Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lsne-f.sdr (lsne-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'gothhel-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "Tachyon"  in ship: KF-22 Gothhek's primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Particle"  in ship: KF-22 Gothhek's primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Neutron"  in ship: KF-22 Gothhek's primary banks." at parselo.cpp:2259
Freeing all existing models...
Burning Heaven

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Campaign Resetting Weapons
Fix those warnings for starters. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

  

Offline LoneKnight

  • 27
  • One does not simply ALT-J into Mordor.
Re: Campaign Resetting Weapons
Okay, well those warnings were pertaining to a ship mod that I downloaded. They are since removed. The weapons drain seems to occur after you order your teammates to destroy a gas miner. Once that occurs, hostiles appear and you can barely fire. Any thoughts?
Burning Heaven