It's not FRED that causes the trouble. Or it is, but only indirectly, because FRED insists on screwing up Alpha's arrival cue.
Try running that mission in FSO. You'll see what I mean.
17
The Delay for Alpha wing was set to 15 again. As a result the game wasn't able to identify Alpha 1 from the liist of ships hense the Player_start_shipnum != -1 Assertion because Alpha 1 only gains a shipnumber 15 seconds after the game starts.
I've got no idea why you're getting the delay added though. When I save the mission in FRED I don't get that field added.
So we're left with a problem. Namely that I can't reproduce the bug but that this may be due to the fact that I'm using a version of FRED that has nearly a month's worth of bug fixes over yours.
So let's try this with my version of FRED and FS2_Open
I've got no idea why you're getting the delay added though. When I save the mission in FRED I don't get that field added.
So we're left with a problem. Namely that I can't reproduce the bug but that this may be due to the fact that I'm using a version of FRED that has nearly a month's worth of bug fixes over yours.
So let's try this with my version of FRED and FS2_Open

18
What the hell...that too? Christ, it really is out to get me.
I did actually manage to fix it by going in and changing each individual member of Alpha wing's arrival cue to "true".
Shall report on circumstances again.
I did actually manage to fix it by going in and changing each individual member of Alpha wing's arrival cue to "true".
Shall report on circumstances again.
19
Okay, I don't know what the hell FRED's doing, but it works now.
I'd really like to know how Alpha kept getting that 15 second delay, though; it's not possible to alter delay on a wing with a player in it...so I had to move the player to Beta, alter the delay, move player back.
I'd really like to know how Alpha kept getting that 15 second delay, though; it's not possible to alter delay on a wing with a player in it...so I had to move the player to Beta, alter the delay, move player back.
20
I have no idea how it could happen once let alone continue to come back after you've edited the mission in notepad to remove it.
22
Kara, I'm afraid I still have bad news for you; FRED tends to crash to desktop either immediately or shortly after you exit the campaign editor.
That aside the new one seems to work perfectly.
EDIT: I take it back. The background import feature doesn't seem to be working properly either. It just...doesn't do anything. There's no sign it even acknowledged the command; the debug spew only shows it loading the models for the mission I was trying to import to.
EDIT THE SECOND: Christ, now it's FSO itself that's out to get me. Whenever I try to go to the loadout screen in the first mission it gives me:
Assert: Polygon_models[num]->id == model_num
File: C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\Model\ModelRead.cpp
Line: 3578
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
draw_model_rotating() weapon_select_do() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
That aside the new one seems to work perfectly.
EDIT: I take it back. The background import feature doesn't seem to be working properly either. It just...doesn't do anything. There's no sign it even acknowledged the command; the debug spew only shows it loading the models for the mission I was trying to import to.
EDIT THE SECOND: Christ, now it's FSO itself that's out to get me. Whenever I try to go to the loadout screen in the first mission it gives me:
Assert: Polygon_models[num]->id == model_num
File: C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\Model\ModelRead.cpp
Line: 3578
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
draw_model_rotating() weapon_select_do() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
25
Zero, at the moment. My tables folder is renamed, so it's using whatever tables are in the MediaVPs or original FS2 VPs.karajorma wrote:I've really got to wonder what the hell you're doing. What mods do you have installed?
EDIT: Ahhh, wtf. It seems the need for a new pilot has finally caught up to me. Switching profiles fixed it; never needed to before...
26
FRED shouldn't give a damn about what pilot file you used last though and I could replicate many of those errors on my PC since they were being written into the mission file.
Odd.
Odd.
27
FRED didn't. My problems converted to the actual game.
1 mission to go, and then you all can play with HL-7s, Hornets, and Herc 1s against an Aeolus.
I'm not really cruel. It's just I can't give you that many cool toys 18 months prior to FS2. It is doable. It's just not fun.
1 mission to go, and then you all can play with HL-7s, Hornets, and Herc 1s against an Aeolus.
I'm not really cruel. It's just I can't give you that many cool toys 18 months prior to FS2. It is doable. It's just not fun.