Author Topic: Weapons bugs fixed (hopefully)  (Read 4975 times)

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Offline Goober5000

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Weapons bugs fixed (hopefully)
I've completed the rewrite of Bobboau's bank-specific weapons code, and all the bugs should now be fixed.

...

Well, this is annoying.  Attachments this big still don't work.  And I can't FTP, either. :rolleyes: Someone mirror this, please.

http://www.geocities.com/ipw47/fs2_open.zip

 

Offline Bobboau

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Weapons bugs fixed (hopefully)
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Offline diamondgeezer

Weapons bugs fixed (hopefully)
Hoo-rah!

 

Offline CP5670

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Weapons bugs fixed (hopefully)
Does this fix the thing where it said that a ship cannot carry whatever weapon in bank 5?

 

Offline Goober5000

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Weapons bugs fixed (hopefully)
Yup.

 

Offline Kazan

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Weapons bugs fixed (hopefully)
now go fix the bug in 3.5 where the game decides to forget what model it's trying to open and crash out

(ie it's passing a null string for the filename to open model)
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Offline Bobboau

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Weapons bugs fixed (hopefully)
so what did you change?
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Offline Galemp

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Weapons bugs fixed (hopefully)
Tried flying an Artemis in a mission, was stuck with MX-50s in the 3rd bank. I try putting anything else there, it says it can't have ML-16s in that bank. :blah:
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Offline Goober5000

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Weapons bugs fixed (hopefully)
Quote
Originally posted by Bobboau
so what did you change?


Just about everything.  I did a total code rewrite, and the new code is more rigorous and hopefully clearer as well.

Quote
Originally posted by GalacticEmperor
Tried flying an Artemis in a mission, was stuck with MX-50s in the 3rd bank. I try putting anything else there, it says it can't have ML-16s in that bank. :blah:


:wtf:

Are you sure you're using the updated version?

It's not supposed to do that, needless to say.  Can you send me the mission so I can check it out?

 

Offline redmenace

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Weapons bugs fixed (hopefully)
Ya I was trying to use a Boanerges and when I was trying to select The helios and it said you cannot use prometheus S in this bank. and the only weapon usable was the MX-50.
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Offline Raptor

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Weapons bugs fixed (hopefully)
While we're on this....

Had trouble myself.  With the intail release version of 3.4, for ALL craft, ALL missiles were not allowed.  It was saying 'a XXXX can not use YYYYY weaponry' :wtf:

Tried run 3.5 yersterday.  Got to weapon loadout screen, same bug, but also the primary weapons WERE NOT THERE.  Completely gone.

Goober, a question about this bank-specific weapons code.  If such detail is undefined, then the system should work as the orignal V version did, right?
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Offline Goober5000

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Weapons bugs fixed (hopefully)
Quote
Originally posted by Raptor
While we're on this....

Had trouble myself.  With the intail release version of 3.4, for ALL craft, ALL missiles were not allowed.  It was saying 'a XXXX can not use YYYYY weaponry' :wtf:


Well, THAT shouldn't have happened, and most likely is on your end.  The weapon system was only modified recently.  Most likely you have a screwy mod.

Quote
Tried run 3.5 yersterday.  Got to weapon loadout screen, same bug, but also the primary weapons WERE NOT THERE.  Completely gone.


Same.  Mod problem, I think.

OH, WAIT -- I know what this is.  I remember... this happened to me before as well, when I installed the NTV demo.  

What happened is that I played a mission with a certain mod, and then either uninstalled the mod or messed with the tables.  FS2 is trying to load your most recent loadout, but it doesn't exist since the mod is not installed.  Consequently, everything is empty.

Try this.  Either reinstall the most recent mod you deleted, or play a completely different mission that you do have the mod for.  Then the loadout should be reset and the weapon pool should be back to normal.

Quote
Goober, a question about this bank-specific weapons code.  If such detail is undefined, then the system should work as the orignal V version did, right?


Yes, it should.

On the subject of the most recent weapons bug, it looks like people are only having trouble with the loadout in the third secondary bank.  Is this correct?

 

Offline Raptor

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Weapons bugs fixed (hopefully)
Quote
Originally posted by Goober5000


Well, THAT shouldn't have happened, and most likely is on your end.  The weapon system was only modified recently.  Most likely you have a screwy mod.
 


I'll see, but I only recently redid my ENTIRE weapons and ships tbls.  Just did DTPs(?) tbl cleaner, put some tab spaces back in (I find the tbls easier to read with some spacing) and added in all the weapons for FS1.  Oh, and completely redid the beam weaponry.:rolleyes:

Quote
Originally posted by Goober5000


Same.  Mod problem, I think.

OH, WAIT -- I know what this is.  I remember... this happened to me before as well, when I installed the NTV demo.  

What happened is that I played a mission with a certain mod, and then either uninstalled the mod or messed with the tables.  FS2 is trying to load your most recent loadout, but it doesn't exist since the mod is not installed.  Consequently, everything is empty.

Try this.  Either reinstall the most recent mod you deleted, or play a completely different mission that you do have the mod for.  Then the loadout should be reset and the weapon pool should be back to normal.
 


Ah, I was trying to run the FS2 main campain.

I had better point out: that missile bug, I still had, and could use, the missile defined in FRED, I just couldn't change them:wtf:.
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
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Offline Goober5000

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Weapons bugs fixed (hopefully)
AHA!

Squashed the bug.  I was referencing two incorrect indices - one which messed up the weapon name, and one which messed up the bank.

Compiling now.

 

Offline Goober5000

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Weapons bugs fixed (hopefully)
Boom - fixed and uploaded. :) Can someone re-mirror the file (same link) please?

 

Offline Goober5000

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Weapons bugs fixed (hopefully)
Quote
Originally posted by Raptor
...


Hmm, skipped over your post.  Squashed the bank-specific loadout bug, but your thing I think should be fixable by doing what I said.  It's analagous to forcing your browser to flush the cache when it reloads a page.  The problem is tricking FS2 to flush its cache so your loadouts will work properly.  If you get stuck, making a new pilot will fix the problem as a last resort.

 

Offline Stealth

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Weapons bugs fixed (hopefully)
GE, you should join the tester list :) :yes:

Anyhow, Goober: I got the testers involved yesterday, so expect a lot of replies very soon in this thread.

 

Offline Inquisitor

Weapons bugs fixed (hopefully)
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Offline Goober5000

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Weapons bugs fixed (hopefully)
Cool, FTP is working again (although it never stopped working in the first place :D).

Here's the latest version, loaded on the main site.
http://fs2source.warpcore.org/exes/fs2_open.zip

Stealth, make sure they're using the latest version.  All bugs should now be fixed, but it's best to make sure. :)

 

Offline Kazan

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Weapons bugs fixed (hopefully)
Quote
Originally posted by Goober5000
Cool, FTP is working again (although it never stopped working in the first place :D).

Here's the latest version, loaded on the main site.
http://fs2source.warpcore.org/exes/fs2_open.zip

Stealth, make sure they're using the latest version.  All bugs should now be fixed, but it's best to make sure. :)


bull**** :P still has the model loading bug
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