Author Topic: mission wierdness  (Read 4656 times)

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Offline TrashMan

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I found a strange thing  with my campaing missions. As you know, I started work on my campiang before 3.6.7 and a lot of missions were made before it came out.  A few were made afterwards.

and now here's my dillema - I have conflicting missions - one refuses to work on the 3.6.7. buld and any after that (game chrashes without warning several seconds into the mission) but works perfectly on any older build.

another one doesn't work properly on older builds (doens't chrash, but doesn't work properly becouse of that fighterbay departure thing -  balance is broken)

anyone have any advice?
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline CP5670

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Yeah, something funny seems to have happened in 3.6.7. About half of my missions have the same problems on 3.6.7 and later builds. At least there aren't any balance problems, so the 9/17 CVS version works as a temporary measure.

 

Offline WMCoolmon

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Debug build
-C

 

Offline CP5670

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The debug ones don't crash (just give lots of the null vec3d errors), but the release ones do. :confused:

 

Offline taylor

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If the mission(s) is available somewhere post a link here and I'll try it in OS X, where it's actually possible to debug release builds (same on Linux).  If the mission isn't public yet you can just PM me the link.  I'm really good at keeping secrets. :D

 

Offline WMCoolmon

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It's true. He still denies the hair incident, even though we have photographic proof.
-C

 

Offline CP5670

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I'm actually going to release them soon anyway. See my comments near the end of the CVS build thread. I was going to put them up today but have been tied up with a few nagging homework problems that are due tomorrow. :p

 

Offline TrashMan

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Allrighty, I'll give you the link to that mission - it's no secreat, anyone can give it a try as far as I'm concerned:

Mission

allthough it needs the Assault Carrier model from HC in order to work, and well, the weapons and ship tbl of mine.
http://dj.rogueserv.com/TRASHMAN/FS2/M/tables.rar  

You don-t need the whole ships tbl (as I'm using different Orion, Typhon, Hecate  & Deimos  - alltough only the Orion and Deimos are used in this missio), just the weapons entry for the Fury, the Orion and Deimos.

Oh, the Huge turrets and Medium ones use the custom trial effect I made - either remove it from the weapons tbl or download the WeaponsPack from HC (small one)...

Shees.. I'll have to make asimple VP with all the needed stuff allready

:lol:

As far as the mission itself is concerned, it opens up with a big battle and lots of chatter, but I don't recall using any fancy new SEXP's so no event should be causing the chrashes...
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline WMCoolmon

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Mmf! Modular tables! :p
-C

 

Offline TrashMan

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I'm old skool..

I may get around to make modular tables AFTER I make a working campaign.. first thing's first, eh?
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

  

Offline CP5670

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I'm bumping this back up since I finally got around to releasing those missions.

Get the file and info from here. Might as well put this stuff in spoiler tags in case anyone complains about it. :p

Spoiler:
Load up mission 8 in 3.6.7 and go about destroying the Mjolnirs. When you get to the fourth one, it will crash at some point while you are attacking it or just after it's destroyed. It's not always at exactly the same time but happens sometime around there. Many of the CVS builds in redmenace's thread don't even get that far and crash right away at the beginning.

In mission 7, at some point after the Amenemhet has been destroyed, it crashes. Again, it's not always exactly at the same time.

As I was putting this together I noticed another issue, this time in FRED2, that caused me to repeatedly lose quite a bit of work. Load up mission 11 in FRED2 and add two new ships of any kind. It will crash. It works okay if I add one ship, exit FRED2, go back in and add the other ship, but that is cumbersome.

 

Offline TrashMan

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Anyone checked that mission yet?
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline taylor

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Anyone checked that mission yet?
I checked CP5670's and that worked fine.  Haven't figured out the FRED2 problem yet but I know what it is, just not why it's happening.  Haven't looked are yours yet though.  Didn't really feel like tracking down all of the needed stuff. :)  If you've got a VP with everything though post a link and I'll take another look.

 

Offline CP5670

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Strange. I wonder if it has something to do with our command lines and settings or whether we use D3D or OGL. I need to try this out again with OGL, in case it's something related to D3D.

For the record, I'm using a slightly modified version of the media vps (with just some suns and thrusters changed around), and the following command lines: -mod PI -spec -glow -jpgtga -2d_poof -pcx2dds -dualscanlines -targetinfo -ballistic_gauge -3dwarp -snd_preload -env -alpha_env -fps -allslev

 

Offline taylor

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Strange. I wonder if it has something to do with our command lines and settings or whether we use D3D or OGL. I need to try this out again with OGL, in case it's something related to D3D.
I've been on another bug squashing rampage the past week or so.  It's possible that the problems have just recently been fixed.  I'll give it another go with your same cmdline though, just in case.

 

Offline CP5670

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I tried out the latest build from redmenace's thread and it looks it is indeed a D3D-specific thing. There was an instant crash as soon as I started the mission in D3D, but OGL seemed to be okay. Can you reproduce the problem in 3.6.7? The crashes actually started with that version (the 9/17 version released one day earlier has no problems), although they have gotten much worse since then.

By the way, I have noticed in the last several builds that the music seems to be somewhat broken; the battle music doesn't start up as it should. Is this a known issue?

 

Offline TrashMan

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Anyone checked that mission yet?
I checked CP5670's and that worked fine.  Haven't figured out the FRED2 problem yet but I know what it is, just not why it's happening.  Haven't looked are yours yet though.  Didn't really feel like tracking down all of the needed stuff. :)  If you've got a VP with everything though post a link and I'll take another look.

All the needed stuff?
It's jsut a single ship model and two tables + a fe effects...

Ugh..allrightly..I'll clean the tables a bit and make a zip of it + the effects, but the ship and the mission are easy to get on their own.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline taylor

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You linked the mission and the tables but where is the model?  Any maps needed for it?  New effects?  Sorry but I barely have time to bug fix as much as I do and I have neither the time nor the energy to go find on my own any new media required to reproduce something.  It's enough work just to track down and fix the bugs.  If I actually have to hunt down all of the various materials then that's too much of a bother, I've got much better things to do.

You don't have to pack it all in one zip or VP if you don't want, but I at the very least need links to anything needed.  If everything needed isn't readily available then the problem will likely not get fixed.  At least not by me. :)

 

Offline TrashMan

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Here you go Mac:

the needed ship:
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=193

and the small zip with the effects and tables:
http://dj.rogueserv.com/TRASHMAN/MTEST.zip
(two ships.tbls are tehre - the BEASE one is if you're using just the Fury model and not hte others, the FULL is if you're using my Orion and Deimos - with or without thet two, it makes no difference for hte mission as the basic models and mine re 100% compatible)

Oh and you do have Lightspeeds nebulas, right?
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline taylor

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'course I got Lightspeeds nebulas! :D

The only problem I've gotten (and haven't gotten past yet) is with the Lancer POF.  "TurretM080-arm", at the very least, doesn't have a movement type for it which is hitting an Assert() when it goes to try and move.  If other related info is missing from the POF I would assume that it would cause, possibly random, crashes.  Might want to fix that, double check all other turrets and moving parts, and see if it's still crashing.


@CP5670: I tried 3.6.7 and the only crashing I got was something that's been fixed since.  I don't use D3D unless I have to, since I don't use Windows, so if you can just run a debug build and open a Mantis bug on it with whatever error messages and logs are produced.  If no one else gets to it, or I see what the problem is, then I'll take a crack at it.