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Offline FUBAR-BDHR

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you may use the "lock secondaries" sexp  :)

I had a bug with the Narn Seeker missiles too, when I spawned, the secondary bank showed blank (not "---", it was "2        ") and they could not be fired. After the first respawn, it worked.

still no answer from the GameWarden admin

Can't use lock secondaries as that doesn't take effect until the game starts.  There would have to be a secondary in the first place to get into the game for the lock event to fire. 

Well I still have ideas for more missions so I'll keep working on them.  MT-07 is almost done.  Needs briefing modified and tested. 
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Offline karajorma

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I think I've found the cause of this and if I'm right it's a pretty trivial fix actually. I'll just blag on one Fubar's missions, add some spitfires to it and see what happens.


EDIT : Oh crap. Looks like I misunderstood the problem and fixed the Mantis bug while not actually fixing the TBP one. I was under the impression that the problem was that the SF had no secondary weapons. The problem is that it does and they're simply none in the mission. That presents a bigger problem because there's no easy way to distinguish between "No secondary weapons because I forgot to add some to my ship/mission/loadout." and "No secondary weapons because I didn't want them."
« Last Edit: February 14, 2008, 02:49:26 pm by karajorma »
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Offline FUBAR-BDHR

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Well I just made a secondary that works around the problem. 

Code: [Select]
#Secondary Weapons

;**************************************

;---Dummy MISSILES---
; Dummy - dummy missle to get around multi secondary requirenmt

$Name:                          Dummy
+Title:                         XSTR("Dummy", -1)
+Description:
XSTR(
"Standard Issue
High-Payload Dumbfire", -1)
$end_multi_text
+Tech Title:           XSTR("Dummy", -1)
+Tech Anim:                     none
+Tech Description:
XSTR(
"Dummy missle to get around TvT secondary requirement.", -1)
$end_multi_text
$Tech Model:                  EAvenom1_tech.pof
$Model File:                  EAvenom1.pof
$Mass:                        0.0
$Velocity:                    0.0
$Fire Wait:                   0.0
$Damage:                      0
$Blast Force:                 0.0
$Inner Radius:                0.0
$Outer Radius:                0.0
$Shockwave Speed:             0
$Armor Factor:                0.0
$Shield Factor:               0.0
$Subsystem Factor:            0.0
$Lifetime:                    0.0
$Energy Consumed:             0.0
$Cargo Size:                  1.0
$Homing:                      NO
$LaunchSnd:                   -1
$ImpactSnd:                   -1
$FlyBySnd:                    -1
$Rearm Rate:                  0.0
+Weapon Range:                0
$Flags:                       ( "player allowed" )
$Trail:
      +Start Width:         0.0
      +End Width:           0.0
      +Start Alpha:         0.0
      +End Alpha:           0.0
      +Max Life:            0.0
;      +Bitmap:              EAmissile2
$Icon:                        iconTempest
$Anim:                        Tempest
;$Impact Explosion:            ExpMissileHit1
$Impact Explosion Radius:     0.0

#end

I didn't know what to do for the icons and animations but when you fire it just beeps like you don't have any secondaries. 
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Offline karajorma

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Call it None rather than Dummy. :D
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Offline FUBAR-BDHR

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Call it None rather than Dummy. :D

Am I missing something here?  Has it been done before?  Is it already in there? 

If your looking for something to test on these were ready for testing but I never posted them do to the bug:

fubar_md05.fs2  Shadow Slaying Grounds dogfight
fubar_md05a.fs2  targeting fix version

Had a new minor problem earlier.  For some reason while playing the mission I posted below when I had my engines knocked out I couldn't use the "e" key to target escort ships.  Seemed kind of odd.  Haven't confirmed this one yet as the AI forgot how to take out my engines with one shot the last 2 tests. 

Confirmed this and it's not just the "e" key.  Seems the only targeting that does work is the "h" key.  "t", "e", "f", and "y" don't work.  Don't know what this has to do with having your engine subsystem knocked out but it's happening.  This time it was a Centauri ship.



Also one new one so far.  Not quite doing exactly what I want and what I want may not be possible but it works just fine.  Little nuts but fun.  Was watching the AI duke it out.


---Files moved to new location. ----

Figured I might as well add a NWTR took longer to test it then to make.
---Files moved to new location. ----


Should have done these NWTR missions sooner.
---Files moved to new location. ----

On a role tonight.
---Files moved to new location. ----


Asteroids anyone?
---Files moved to new location. ----

Since there are getting to be quite a few I figured an archive download was in order:
---Files moved to new location. ----

« Last Edit: February 17, 2008, 03:56:13 pm by FUBAR-BDHR »
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Offline karajorma

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Call it None rather than Dummy. :D

Am I missing something here?  Has it been done before?  Is it already in there? 

Nope it's just that simply it looks better when playing the game to have your secondary entry say "None" or "No Missiles" than "Dummy"
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Offline IPAndrews

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Kara can you post your BTRL tested "dummy weapon" table entry for them to test?

I am happy to leave this with you guys but please can I ask the following?
1) Implement your table modifications using .tbm files in a seperate VP (a-multiplayer-patch-for-<insert TBP core vp name here>)?
2) Do your testing using the unreleased 3.4b "beta 2" Hip63 has. Ask him for the files.
3) Run the debug builds for the game and FRED to ensure they don't start throwing errors about dummy weapons. That's why I took them out. There's no point fixing one problem and introducing a worse one.
4) Ensure that dummy weapons aren't loaded onto ships by default in preference to real weapons. Yes I know that's an obvious one.
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Offline Vidmaster

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we got official support !  :nod: :nod: :nod:

Quote
Quote from: Vidmaster on 15 February 2008, 16:12:21
Kara pointed me to you.
The oldest TC mod for FS2, The Babylon Project, finally has multiplayer missions. It's already playable and fun ( we hijacked the BtrL pxo file for some testing) and now we would like to ask, if TBP could get support from GameWarden.
It's just that setting up games is much easier that way and more newbie friendly.

What do you say?
------------------------------------------------------------------------

Just use port 12004 and you should be good to go.  Stats will be saved under the tbp mod, and it will show up on the FS2NetD website as "The Babylon Project".

attaching the pxo file, put it into TBP/data


EDIT: @FUBAR: great work on the lasted missions so far, I only got two complaints:
            - all Ekalta system (brakiri vs drazi) missions: would you mind removing that ugly green planet you added?
            - all shadow base missions: I would prefer the Shadow Servant replaced with another battlecrab

[attachment deleted by ninja]
« Last Edit: February 15, 2008, 09:56:33 am by Vidmaster »
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Offline FUBAR-BDHR

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OK I'll redo the background on the Drazi Brakiri missions.  Must have missed something on the cut and paste.  Well the shadow missions aren't usable yet anyway but I will change it.  I put 2 of them in for a future attack/defend type mission and to keep from giving one side an advantage.  I'll see what would work better. 

Did you try the asteroid one?  I'm thinking it might be too many asteroids for multi.  Works fine on LAN but over the internet it might cause problems.  Easy to change but wanted to get opinions first.

I'll give that mission a try tonight.  I started to do the same thing last night (gauntlet not exact mission) but quit because my eyes couldn't take any more FRED for one night. 

And finally.  Great work getting us onto FS2netD!!!  Now if there was only a time when some of us could get together for some testing. 
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Offline karajorma

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Code: [Select]
; ----------------------------------------------------------------------------------
; <None>
;
$Name: <None>
 +Title:                         XSTR("Empty", 1224)
 +Description:
 XSTR(
 " No weaponry
 ", -1)
 $end_multi_text
 +Tech Title:                    XSTR("Not full.", 1225)
 +Tech Anim:                     none
 +Tech Description:
 XSTR(
 "", -1)
 $end_multi_text
 $Model File:                  none.pof
 $Mass:                        0.1
 $Velocity:                    1.0
 $Fire Wait:                   20.0
 $Damage:                      0
 $Blast Force:                 0.0
 $Inner Radius:                0.0
 $Outer Radius:                0.0
 $Shockwave Speed:             0
 $Armor Factor:                1.0
 $Shield Factor:               1.0
 $Subsystem Factor:            1.0
 $Lifetime:                    1.0
 $Energy Consumed:             0.0
 $Cargo Size:                  200.0
 $Homing:                      NO
 $LaunchSnd:                   -1
 $ImpactSnd:                   -1
 $FlyBySnd:                    -1
 $Rearm Rate:                  1.0
 $Flags:                       ( "player allowed" )
 $Icon: iconCrossbow
 $Anim: cross
 $Impact Explosion: ExpMissileHit1
 $Impact Explosion Radius: 10.0

That's the BtRL dummy weapon. Between that and Fubar's it shouldn't be hard to get this working.
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Offline FUBAR-BDHR

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I knew I couldn't have been the first one to have that idea.  The reason I didn't want to call it none was is that you have to have at least 1 loaded.   Actually the only reason I gave it a name was I got tired of picking the original Venom that I copied the entry from.  Was more worried about making it work then the name.

How about calling it Locked?  Then to be on the safe side lock the missiles in FRED as well.  Quit modification to the briefings to add something like "Your secondary weapons will be locked for this mission". 
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Offline FUBAR-BDHR

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EDIT: @FUBAR: great work on the lasted missions so far, I only got two complaints:
            - all Ekalta system (brakiri vs drazi) missions: would you mind removing that ugly green planet you added?
            - all shadow base missions: I would prefer the Shadow Servant replaced with another battlecrab

I just checked all the Brakiri vs Drazi missions.  No green planet found in any of them.  I even compared the background line for line with your missions and they match up perfectly.  No idea why you saw a green planet. 
What do you think about replacing the Shadow Servants with 2 SH Guardians? 
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 karajorma

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I knew I couldn't have been the first one to have that idea.  The reason I didn't want to call it none was is that you have to have at least 1 loaded.

Notice the really high cargo size? :D You can't actually load the weapon.
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Offline FUBAR-BDHR

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Wait so you have a weapon that you can't load but it keeps the error message that there are no secondaries from showing up.  Logically that should be worse than no secondary slots.  Of course since when is anything ever logical?
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Offline Vidmaster

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What do you think about replacing the Shadow Servants with 2 SH Guardians? 

you tested enough of my missions to know how I desgin, I prefer the canon ships. But on the other hand, I said you may use my stuff freely. I would prefer a battlecrab since that would mimic the FH single mission but you are in charge here  :)

Adding you to ICQ to organize some games in the future. Problem is the GMT difference of course, but...
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Offline Vidmaster

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made another test round, this time with IP:

- had some lags in Drazi vs Brakiri in Ekalta
- no problems at Liberty Port
- some ghosthit issues at the Minbari asteroid dogfight (pretty distracing with beamweapons) but no serious lags. Nevertheless, I think 12 players is madness
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Offline karajorma

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If you're getting lag add this to your command line -cap_object_update 0

That will automatically cap anyone joining a game you host to low object updates. Which should help a lot.
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Offline Vidmaster

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I didn't host and I always tell anybody to set it to low (but the host of course)
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Offline FUBAR-BDHR

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The ghost hits is because of the number of asteroids.  I'll cut it down and it should fix the problem.  May take a few tries to get a good workable number.  I'd like the keep then number high enough  to give the players cover but not so high that someone on a dial up shoots through everything.   

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Offline IPAndrews

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Back to multiplayer. The rules of the game seem to be, the player has to have at least one missile available to start a multiplayer mission. Loading a missile with a carry size which is greater than the ship's sbank capacity won't work. Because there isn't enough sbank capacity to make one instance of the weapon available the game won't allow you to load it.
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