Author Topic: That old capship orders bug - again?  (Read 2981 times)

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Offline Fr3z3r

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That old capship orders bug - again?
I remember that vanilla and early FSO used to have this bug which - I think - was fixed later on. I'm playing 3.6.14 RC7 (wxLauncher), FS2 main campaign, and the bug seems to be back in an even nastier flavour.

When the Colossus is 1st introduced (the Enif Station mission), sure enough it doesn't open fire on the Hawkwood because of my earlier "all - ignore" order. In "Speaking in tongues", the Sobek is supposed to engage and destroy the Moloch, but it actually stops firing when I order "all - disarm" - I then have to force it to attack the Moloch again (good thing you can actually give orders to the Sobek in that mission). In "A flaming sword" (Knossos detonation), the Sobek actually fires upon the incoming Astaroths, but stops when I order "all - engage enemy", and opens fire again when I order "all - attack target" on one of the Shivans. :banghead:

This is much worse than it used to be and I'm wondering what might be causing this. Any suggestions?

Command line:
Code: [Select]
-mod mediavps_3612 -spec -glow -env -nomotiondebris
-missile_lighting -normal -3dshockwave -post_process -soft_particles -fxaa -dualscanlines -targetinfo -ship_choice_3d
-weapon_choice_3d -3dwarp -warp_flash -snd_preload -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point
8.6 -spec_static 12.8 -spec_tube 5.0 -fov 0.39

EDIT: Looks like it's not just me when it comes to "A flaming sword". Not sure about "Speaking in tongues" though. :confused:
« Last Edit: September 01, 2012, 11:14:07 am by Fr3z3r »

 

Offline Nuke

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Re: That old capship orders bug - again?
try rc8?
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Offline Fr3z3r

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Re: That old capship orders bug - again?
Same thing. :/ Maybe these are mission design bugs though? Not sure...

 

Offline Trivial Psychic

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Re: That old capship orders bug - again?
I always liked that bug.  It let me get in some extra cap-ship kills, as (traditionally) hits by friendly cap-ships don't count against kill scoring, so I just have to give the global ignore command and blast the hell out of the target.  Even if the target is a corvette or larger and I have no heavy weapons, as long as I score more hits than any friendly fighter, then I just have to order a global attack command and watch friendly cap-ships blast it to hell and I get the credit.  :pimp:
The Trivial Psychic Strikes Again!

 

Offline Goober5000

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Re: That old capship orders bug - again?
Fr3z3r, can you indicate a previous official build where the behavior is as you would expect?  An earlier 3.6.14 RC, or perhaps 3.6.12?

 

Offline Dragon

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Re: That old capship orders bug - again?
I always liked that bug.  It let me get in some extra cap-ship kills, as (traditionally) hits by friendly cap-ships don't count against kill scoring, so I just have to give the global ignore command and blast the hell out of the target.  Even if the target is a corvette or larger and I have no heavy weapons, as long as I score more hits than any friendly fighter, then I just have to order a global attack command and watch friendly cap-ships blast it to hell and I get the credit.  :pimp:
To be specific, beams don't count against kill scoring. Friendly capship flak, blobs and missiles always counted, but since in FS2, capships mostly use beams for ship killing, it did indeed work that way most of the time.

 

Offline MatthTheGeek

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Re: That old capship orders bug - again?
To be specific, beams don't count against kill scoring.
In retail. There's no a game_settings.tbl flag to fix that.
People are stupid, therefore anything popular is at best suspicious.

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Offline NGTM-1R

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Re: That old capship orders bug - again?
Same thing. :/ Maybe these are mission design bugs though? Not sure...

No, I remember the effort to knock this out the first time.
"Load sabot. Target Zaku, direct front!"

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Offline Dragon

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Re: That old capship orders bug - again?
To be specific, beams don't count against kill scoring.
In retail. There's no a game_settings.tbl flag to fix that.
I know, the quote was about retail and so was my reply.

 

Offline Fr3z3r

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Re: That old capship orders bug - again?
Fr3z3r, can you indicate a previous official build where the behavior is as you would expect?  An earlier 3.6.14 RC, or perhaps 3.6.12?

3.6.8 or 3.6.10 would be a safer bet. I can't tell you for sure though. I clearly remember noticing it as a major improvement.

 

Offline Goober5000

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Re: That old capship orders bug - again?
Well, we can't go chasing bugs based on memories, because we've done that in the past and the memories have proven to be inaccurate or incorrect.  I'm not saying that's necessarily true in this situation, but we would need you to tell us "for sure".

 

Offline Fr3z3r

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Re: That old capship orders bug - again?
Sure, I understand and I fear it might not be doable at this point. Thanks for looking at it anyway!

 

Offline Goober5000

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Re: That old capship orders bug - again?
I can't look at it unless I have a point of comparison.

 

Offline Fr3z3r

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Re: That old capship orders bug - again?
Looking as in taking interest in the issue. ;) I'll try to dig around for specifics.