Topic: EAW / OP Configurable mission packs (D2) - beta (?)  (Read 12453 times)

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NuclearWessels

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EAW / OP Configurable mission packs (D2) - beta (?)
« on: June 06, 2003, 02:11:12 pm »
OK, I've posted beta mission packs for the new configurable missions (the same set of missions as the standard ED packs, but now configurable as per the notes below)

The EAW pack is at http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissionsBeta.zip
and the OP is at http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissionsBeta.zip

EDIT: both packs have been updated as of 11:30pm (PDT) June 10.  Testing, both server and SP, seems to be going well.  There were a few minor bugs with supplies and with text reporting in some missions, but those have been cleaned up with the update -- hopefully we're close to a release version

Here's the description from the configuration.gf file (aw hell, here's the file itself)
dave

// ================ GENERAL NOTES NWMissionConfig.gf ================================

// This file contains configuration specifications for most of the missions in the NW mission pack,
//     allowing you (or a server admin) to adjust the following settings:
//     - the level of supplies carried by AI ships (drones, bombs, parts, marines)
//     - the probability of legendary officers on AI ships
//     - the number of repair parts a ship may actually use in a single mission
//       (more can be carried, but won't generally be usable in a single mission)
//     - prestige bonus awards for PvP missions
//     - the level of AI present in PvP missions
//     - the probability of a base being removed from the dynaverse map by a single successful
//       mission (only for online servers which have the appropriate server settings enabled)

// The configuration file is supported in both the EAW and OP mission packs,
//     and should result in similar effects in each game

// To use this file it MUST be in your Assets/scripts folder,
//     along with the mission Met_NWConfig.scr
// (servers should put copies of both these files in their ValidatedClients folder after
//  establishing the settings they want in this file, and provide the edited file as part
//  of the necessary download for the server)
//
// Note on Met_NWConfig.scr
//    Simply by having the Met_NWConfig.scr in your scripts folder it automatically carries out some
//    initialization when the game is run and/or a campaign is loaded - it is probably best NOT to
//    include this script in the mission list in the .mct file for a campaign.  I have attempted to
//    ensure that if it is accidentally included in the .mct list it will run as a normal patrol,
//    but that is not the primary purpose of the script and is not recommended.
//

// ================= BATTLE LOGS =================================================

// The missions will also generate summaries of each battle, adding them to the end of a file
// named "BattleLog.txt" in your main SFC folder

// If you find the log is not being generated then create an empty file named "BattleLog.txt"
//    in that folder (e.g. using Notepad) and the next time you run the game you should
//    find it adding data to the log.

// ================= MISSION CONFIGURATION SETTINGS ===============================

// AI BPV modifiers - for non-drafted opponents, multiply the AI's BPV by this value,
//      any value in the range 0.5 to 2.0 is valid

AIBPVModifier = 0.9

// Note that the MissionMatching.gf file controls the drafting BPV modifiers,
//      using variables CaptainDiff, CommodoreDiff, and AdmiralDiff
//      (either on the server or in your MetaAssets\ServerProfiles\Singleplayer folder)


// Disable AI in PvP situations:
// 0 is default (normal AI levels),
// if set to 1 then some missions will reduce the amount of AI in the mission
//    during PvP battles
DisableAIDuringPvP = 0

// Bonus PP for PvP missions:
// this is a flat bonus given to the players for the specified results in any PvP mission
AstoundingVictoryPvPBonus = 500
VictoryPvPBonus = 400
DrawPvPBonus = 300
DefeatPvPBonus = 200
DevastatingDefeatPvPBonus = 100

// AI legendary officer probabilities:
// values 0.0 to 1.0 are valid
// (e.g. LegendAICook = 0.10  means there is a 10% chance an AI ship would have a legendary cook on board)
// Note: use of the legendary helm officer is not recommended
LegendaryAICaptain = 0.01
LegendaryAIWeapon = 0.05
LegendaryAIEngineer = 0.10
LegendaryAIScience = 0.15
LegendaryAIMarine = 0.10
LegendaryAIComm = 0.15
LegendaryAIHelm = 0.05

// AI supply modifiers - multiply the default amount of AI supplies by this value,
//     any value in the range 0.0 to 2.0 is accepted
AIDroneModifier = 3.0
AIPartsModifier = 2.0
AIBombsModifier = 2.0
AIMarinesModifier = 1.5

// Limit the number of spare parts a ship can use in one mission:
//      set by the ship's hull class, 0 means no limit
// For example, if a player's frigate has 20 spares, and the per-mission limit
//      for frigates is set at 8, then 12 spares are deducted from the player's
//      supplies at the start of the mission and restored at the end of the mission
// NOTE: in fact, the player can actually use more than the limit in mission by
//      stealing parts off other ships, planets, etc.
FreighterSpareLimit = 2
FrigateSpareLimit = 4
DestroyerSpareLimit = 8
WarDestroyerSpareLimit = 5
LightCruiserSpareLimit = 8
HeavyCruiserSpareLimit = 12
NewHeavyCruiserSpareLimit = 10
HeavyBattlecruiserSpareLimit = 14
CarrierSpareLimit = 16
DreadnoughtSpareLimit = 16
BattleshipSpareLimit = 20
BaseSpareLimit = 12
BatsSpareLimit = 16
StarbaseSpareLimit = 20
PlanetSpareLimit = 25
SpecialSpareLimit = 8
OtherSpareLimit = 4

// For servers which enable "one shot" destruction of bases,
// these probabilities control the likelihood that any one successful mission
// will remove the base from the map
BaseDestructProb = 0.0
BatsDestructProb = 0.0
SBDestructProb = 0.0

   
« Last Edit: June 11, 2003, 01:17:48 am by NuclearWessels »

FireSoul

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #1 on: June 06, 2003, 02:15:43 pm »
You've been busy again..
.. how 'beta' is this beta? .. stable enough like the normal missions?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #2 on: June 06, 2003, 04:43:12 pm »
Busy is the word for it.  For the first time in about a year I actually looked at how much code was lying around - the C++ source code for the ED mission pack now covers some 4000 files and over 300,000 lines of C++.  Ick!

They should actually be quite stable (knock wood), many of them may turn out to be more stable than the previous pack in fact, since I had to clean some things up to get the rest of this working.

Basically I'm expecting a small handful of bugs along the lines of "missing some spare parts after coming out of mission X", " too many (or too few) marines on AI ships in mission Y", "mission Z isn't writing results into the battle log" - that kind of thing.  Irritants mostly, and easily fixed once we spot where they are.

I guess "beta" in that I wouldn't want anyone diving straight into a serious campaign with this stuff until it's had a good round of online test.

dave
 
« Last Edit: June 06, 2003, 04:45:02 pm by NuclearWessels »

Klingon Fanatic

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #3 on: June 06, 2003, 06:40:50 pm »
Thank you NW!

No problems noted so far. Battle log works fine.

Thank you!

KF
« Last Edit: June 07, 2003, 02:00:28 am by Klingon Fanatic »

NuclearWessels

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #4 on: June 11, 2003, 01:23:29 am »
OK, I've released updated versions of both the EAW and OP packs, cleaning up the few issues that have been raised so far.

At the moment the five "Uni" missions (Iron Cage, Poison, Smuggler, Thief, and Trial) plus 1Scout, 11ConvoyRaid, and 12ConvoyEscort do not limit your spare parts or modify all the AI loadouts.  

A couple of minor reporting errors were fixed (missions giving correct prestige and DV effects, but incorrect text message on completion),  a couple of BattleLog errors have been cleaned up, and some alliance problems in the "Games of the Masters" missions were addressed.

Other than that, everything seems to be go.  

Let me know if anything else comes up,
dave
 

FireSoul

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #5 on: June 11, 2003, 01:40:21 am »
question: is there the same number of missions than your non-beta package?

NuclearWessels

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #6 on: June 11, 2003, 08:32:45 am »
The .mct files should remain the same as the other packs.

There is the one config mission script, but it's autorun at startup and shouldn't go into the .mct files.

dave
 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #7 on: June 11, 2003, 11:28:14 am »
Argh and blargh.  

The update introduced a crash bug in the Uni-Thief mission ... looking into it now.

dave
 

Rod O'neal

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #8 on: June 13, 2003, 12:02:35 am »
Hey Dave How's this coming along. Should I DL it now as is, or do you think that you'll have the mission fixed soon?  

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #9 on: June 13, 2003, 11:47:48 am »
Found the problem (those null ptrs will get you every time )

I should have a fixed version posted in a couple of hours

dave

EDIT: OK, fixed packs are posted now for both OP and EAW.

I'll give this about another week of testing before I remove the "beta" tag, but I think we're about ready.

At the moment it does NOT handle customized location of script folders, but I'll add that in the next week or two (e.g. if you've manually edited your MetaAssets\ServerProfiles\Singleplayer\Assets.gf file to point at a custom scripts folder)

dave
 
 
« Last Edit: June 13, 2003, 01:03:39 pm by NuclearWessels »

Rod O'neal

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #10 on: June 15, 2003, 02:49:42 am »
Thanks. I wasn't trying to rush you, or anything  

DH123

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #11 on: June 15, 2003, 11:01:52 am »
Dave,

Do any of these missions overwrite anything used in SG3?  Want to start playing on my test EAW server but don't want to screw up my SG3 stuff.

 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #12 on: June 15, 2003, 12:30:58 pm »
Yeah, sorry DH, I think they will (ultimately want to replace the ED pack with this one, so left the names the same)

sorry 'bout that,
dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #13 on: June 15, 2003, 12:50:30 pm »
NW, are the updated packs posted now?

Also any chance you'll tackle repair roundeous , the Kobyashi Maru,  the Quantum factor or other SFC1 missions now that summer is upon us?

Qapla!

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #14 on: June 15, 2003, 06:19:35 pm »
Yup, the updated ones are up.

Not sure what kind of a timetable we're looking at for the SFC1 mission conversion - I'm playing with some DB stuff right now (aside from cleaning up anything that comes up with the configurable pack) but might look at them after that.

dave
 

FireSoul

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #15 on: June 16, 2003, 03:47:40 pm »
suggestion, new idea:

Does your "superfleet" mission, the one where you got a sun up your @$$ .. , does it give you a medal if you kill them all?
It really should.

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #16 on: June 16, 2003, 06:12:54 pm »
Good point!  
I'll add that in for the next go 'round

dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #17 on: June 16, 2003, 06:33:23 pm »
HELP!

NW, the pre-6/10 beat worked fine but as of last night I FINALLY d/l the 6/10 version and now I keep crashing to desktop! I don't remember if I was supposed to remove a file or not.   Is the NW gf thingy supposed to be moved to the Meta Assests for instance?

Please advise.

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #18 on: June 16, 2003, 08:24:32 pm »
Hmmm - no, the .gf file should sit in the same directory as your .scr files.

When do the CTDs occur?   (when loading game, on briefing screen, during mission, at end of mission ... ??)

One quick stupid question (I ask because I've actually done this) you did download the right pack for whichever game?  (you didn't unzip the EAW pack into your OP folder or vice versa?)  Come to think of it, I better check and make sure I didn't do that with the upload

dave
 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #19 on: June 16, 2003, 08:37:32 pm »
Ah ... here may be the problem ... the current version is 6/13 not 6/10.

The 6/10 version was the one with crash problems (discussed a few posts up above here somewhere)

If you use the link at the top of this thread it should always take you to the most current version

dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #20 on: June 17, 2003, 11:25:16 am »
Still crashing to desktop after d/l the beta missions twice.  I think I'll  reinstall the pre-6/10 beta and just wait for the official missions.

NW, you make really cool missions. Thank you for all your support.

KF

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #21 on: June 18, 2003, 04:29:22 pm »
Weird, will see what I can find out

Is this OP or EAW?

dave
   

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #22 on: June 18, 2003, 04:35:53 pm »
Quote:

Weird, will see what I can find out

Is this OP or EAW?

dave
   




The OP version crashes to desktop at the green loading screen (with the Orion DN pic)

 I'm sure you'll have this worked out for the official non-beta release. Thanks again.

KF

 
« Last Edit: June 18, 2003, 06:12:42 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #23 on: June 18, 2003, 08:06:50 pm »
OK, the problem may have been in the way I had things packaged up - some undesirable old rubbish got included by accident.

Try going to your Assets/scripts folder and removing the following three files
Met_NW7Patrol.scr
Met_NW10PatrolAllied.scr
Met_NW7NonDestBSAssault.scr

Then grab the repackaged zip file from the link above, sorry for yet another download!

Hopefully this will clear up your problem
dave
<crosses fingers>
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #24 on: June 19, 2003, 04:15:05 pm »
Quote:

 Then grab the repackaged zip file from the link above, sorry for yet another download!

Hopefully this will clear up your problem
dave
<crosses fingers>
   





Seems to have worked. No problems noted so far.

 I love these missions and am looking forward to playing many more you crank out for us.

Thanks for all your help.

KF  

Tumulorum Fossor

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #25 on: June 23, 2003, 05:56:17 pm »
So when can we take the "Beta" designate off of the Config Mission Pack?

And thanks, Dave!

-TF  

FireSoul

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #26 on: July 10, 2003, 08:31:29 am »
When will these become non-beta?

The Postman

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #27 on: July 10, 2003, 12:33:34 pm »
I downloaded these missions today (7/10) so you know which version I have. I was playing Planetary Defence as a Fed when I tried to switch to command to an SB when everything froze up. I could not get to the task manager to get out of it. I had to dump the power and reboot.

Great job on the missions.
What is the difference between Planet Defence and Planetary Defence?  

Bonk

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #28 on: July 11, 2003, 08:51:26 am »
I also downloaded both sets 7/10 and installed them both on D2 servers. I noticed two things so far.
Neither OP nor EAW will validate the gf file when included in the server's ValidatedClientFiles folder.
(Maybe the gf file could be renamed and referenced in the scripts as an scr to fool the server validation?)
The EAW BattleLog.txt file lists all player names as "Gor" (who was not present of course), I have
not run any battles on the OP server yet, I'll try a few today.  

« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

The Postman

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #29 on: July 11, 2003, 01:27:31 pm »
Base Defence bug?
3 times I have played this mission and destroyed all attacking ships. The after battle report shows a loss and the hex flips neutral. The battles were not any where near the base and none of the infrastructure was damaged. the allied fleet did take losses and damage however.    

Lepton1

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #30 on: July 18, 2003, 12:23:26 pm »
Is it permitted to mirror these missions and if so who is?  The download speed from NW is running like 9k/sec.  That is just taking way too long.

Holocat

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #31 on: July 23, 2003, 08:35:12 am »
In the OP mission packs:

spares permanently taken away bug is still persistant;  In no mission where I did not use spares did this occur, but several missions where I did use spares, the restricted spares are not restored, leaving you with only the spares remaining at the end of the mission.

Base defense mission in dense asteroid field has so many objects my computer slows to an unplayable state; ie hits don't register, ships jump about, several 'lag' hits, etc.

control vs. kaos master mission;  I'm not losing control of my ship for half a turn, it's just constantly turning itself to yellow alert every five turns or so.  As soon as it hits yellow alert, I can switch back to red alert.  Very annoying.

real mission names weren't enabled on bonk's server, so I don't know the specifics of which mission was doing what.

only the base defense mission had era specific missles or fighters.  All other missions encountered have default loadouts.

Snuffling bugs,

Holocat.

 

Dogmatix!

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #32 on: July 23, 2003, 11:05:58 am »
The parts not being restored bug is happening over on EAW, as well.  I lost 22 spares many, many times last night on LB4.

GT-Keravnos

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #33 on: August 04, 2003, 06:24:40 am »
Now that we have a NEW patch, NEW ships and playlist to play it with, how about some info on how it is all tied with the DEFAULT mission pack how does it all mix? Any problems?  

Rod O'neal

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #34 on: August 10, 2003, 09:40:51 pm »
Thought that this needed a bump!!! It's good stuff.  

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #35 on: August 11, 2003, 11:45:06 am »
There will be a release to fix the remaining bugs sometime in the next few weeks - sorry for the long delays, but this summer has turned out to be hellishly busy.

The only changes over the past month or so have been a fix for "spare parts not returned" in the 17Patrol and 2DataRecovery missions, and a fix for the allied base defense mission that was returning a loss result when the player actually won.

If folks have spotted other specific bugs please list them here and I'll be back to go through them all in a week or so and apply some fixes  (plus anything that folks have already posted above of course).  I'm not likely to have a lot of time, so no new features or sweeping changes are likely, but bug fixes and small specific items should be managable.

dave
   

Bonk

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #36 on: August 17, 2003, 08:29:26 am »
Ah, just noticed your post. The biggest issues I recall are double firing plasma (legendary officers? connection issues?), AI stripping for PvP does not seem to work (fought a lot of 3vs3's with one human per side) and the NWMissionConfig.gf file can not be included in validation (perhaps rename and reference it as a .scr?).

I think both TraceyG and Karnak have solutions/ideas on the double firing issue, and perhaps the AI stripping is working as it should I'm not sure, maybe just the 3vs3 mission is too frequent? (2vs1 humans still ended up as 3vs3 in it)

You may want to check the triggering on your base missions, they seem to be showing up in non-base hexes ocassionally. (though this may have been LB4 settings, but I noticed the same on my server but not as frequent, with closer to default missionmatching.gf settings)

There may have been a few other issues, let me dig round a bit, and just ask if you have any particular questions. The mission pack as last used on LB4 (EAW) is still in use on the the Masters Arena EAW D2 server (hehe, thanks for the name...). The files to login are here:  Litterbox 4 Round 3 Installer or here: Current Masters Arena Files. The server will only be up for another week as I am moving.  You may want to check with Fluf if he hasn't been in contact with you as I think he will recall more details.

I had the OP pack in use on my OP server for a time but didn't leave them up long enough to get much testing done or feedback. There has been some hesitance to use the OP pack until the issues found in the EAW pack are addressed (though they all may not even carry over to OP...). I've been using your standard pack on my current OP server with OP+ 3 and it has been working well.  
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

The Postman

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #37 on: August 30, 2003, 12:24:37 pm »
Diplomatic Delivery
I just played this mission. The first thing I noticed was that no enemy AI was spawned. I did have an allied AI. So I delivered the diplomat to the planet and grabbed the spare parts for my ship. The mission would not end. Sorry, I did not think to fly off the map to see what would happen. If I get this again I will do just that.  

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #38 on: September 08, 2003, 01:14:02 pm »
OK, both beta packs have been updated.  Well, the OP beta pack is just uploading now, but should be ready in 2-3 minutes.

The configuration files now use the .scr extension, and can (in fact, should) be included in the servers list of validated files.

The problems with disappearing spares have been eliminated - if you spot any straggler missions that don't restore spares let me know and I should be able to fix them quite quickly.

A number of other bugs (most of those listed above, plus some bits and pieces involving results reporting and prestige awards) have also been fixed, and many of the bug fixes that appeared ages ago for the EAW pack are now in the OP pack as well.

The configurable packs will now replace the older non-configurable versions, mostly to eliminate the hassle of trying to keep up bug fixes on both versions.  If admins don't want the "configurable" behaviour then just set the spares limits to 40 (or higher) and the probability of base destruction to 1.0 and the behaviour will be the same as the old packs (except less buggy and more balanced).

There are still a small handful of missions that don't limit spares - mostly the specialized missions (from the old ISC storyline campaign) plus a couple of the convoy missions and the OP-specific missions.

The links are below, note I'm leaving the OP version under the "beta" link until SS2 finishes to avoid screwing up anyone who needs to reload their SS2 missions.

  EAW missions

OP missions

Let me know if other issues come up!
dave

 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #39 on: September 08, 2003, 05:45:29 pm »
Thank you for the update Nuclear Wessels!

BTW: Are you still working on SFC1 style missions?

Qapla!

KF

Tumulorum Fossor

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #40 on: October 01, 2003, 04:10:52 pm »
Hey, NW... Is this considered non-beta yet?

-TF

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #41 on: October 01, 2003, 05:38:08 pm »
KF - I'm currently playing through the SFC1 missions in fits and starts, then I'll pick some to take a stab at.  No immediate time frame, but it will happen sooner or later

T - yup, I just uploaded (a couple of hours ago) updated packs, hopefully all is good to go

dave
   

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #42 on: October 01, 2003, 05:49:55 pm »
Quote:

KF - I'm currently playing through the SFC1 missions in fits and starts, then I'll pick some to take a stab at.  No immediate time frame, but it will happen sooner or later

T - yup, I just uploaded (a couple of hours ago) updated packs, hopefully all is good to go

dave
     




That is great news and 100% worth the wait for your fine conversion/remakes of the SFC1 missions.

THANK YOU!

Qapla!

KF

Tumulorum Fossor

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #43 on: October 02, 2003, 08:57:22 am »
Thanks, NW!

So I suppose this means that the files OPMIssions.zip and OPMissionsBeta.zip at sfcx.org are the same file (as of October 1)?

Cooooool!

Thanks, again, man.  Good stuff here.

-TF

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2)
« Reply #44 on: October 20, 2003, 05:38:54 pm »
OK, the latest OP updates have just finished uploading:
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

The only big alterations are to try to fit in a bit better with the custom rules/shiplists in the online campaigns without detracting from SP play:

(1) The default settings in the configuration file now give the same behaviour as "unconfigured" missions - i.e. no spares limit, no legendary officers, etc.  If admins, or folks playing SP, want to use the configuration limits they just have to edit the NWMissionConfig.scr file (Notepad works fine for editing that one).  

(2) The ambush mission no longer leaves you powerless in PvP situations

There are a couple of other small fixes for DV results reporting, starting map positions etc, and fixing a couple of the missions that required transporters so they no longer start you in a neb.

Just a reminder for anyone who doesn't check the readmes - players can just whack the files in their Assets/Scripts folder, but if you're admin for an online server you have to remember to put the NWMissionConfig.scr file in the Validated Files folder but not the server's Assets/Scripts folder.

As always, hope you have fun, and let me know if you find bugs
dave
 

Corbomite

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #45 on: October 20, 2003, 09:40:41 pm »
Thanks Dave! I have a question though. Is there any way to control the tech level of fighters and drones using this type of thing? I know FS was able to do something like it in Coop Ace. Can it be done in a more broad sense or possibly have it be random at mission start? Possibly on a ship by ship basis, i.e. not all ships get the same tech level?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #46 on: October 20, 2003, 11:43:11 pm »
Hmmm ... sort of a probability of ships having "most recent" tech vs older tech?

Yes, it could be done -- at the current pace it might take me awhile to get on it though ... things seem to be going into the "to-do" pile a lot faster than they're coming out of it

dave
 

I_Mudd

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #47 on: October 21, 2003, 04:35:39 am »
Hey NW, what's the connection between Crazy Harry and The Baroness in your pic? Just curious.

Love the missions, by the way. They really spice up the game. Thanks for your hard work.

I_Mudd.

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #48 on: October 21, 2003, 07:30:35 am »
Heh, no idea!  It was just the best piccie I had for harry that fit

dave
 

Fluf

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #49 on: October 21, 2003, 12:42:10 pm »
Dave, great work, hope to check this out soon.

One thing though, and Im sorry I never got a chance to write you and tell you what problems we had with the configurable missions pack for EAW.

The pack in general worked on LB4 and did what you said it would do.  However, we had serious bugs in mission disconnects.  The DoubleDamage/DoubleWeapons bug was rampant during LB4, probably due to a disconnect or loss of packets during a mission made all the AI officers go legendary.  I hope you have addressed this issue, as it was the biggest issue during this server.

But I did love the ability as and admin to be able to control the things you did with this pack in EAW.  Hope to get a test server up soon with this pack and will let you know what we find.  
« Last Edit: December 31, 1969, 06:00:00 pm by Fluf »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #50 on: October 21, 2003, 04:00:13 pm »
Yeah, there turned out to be a couple of significant goofs in setting the packs up - a couple of missions were badly bugged (to the point where I'm surprised they worked at all).

Hopefully that's been cleaned up, but definitely let me know if they're still occurring (heh, or if I've introduced new ones of course)

dave
 

Walleye

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #51 on: October 24, 2003, 07:25:11 am »
bump  

NuclearWessels

  • Guest
EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #52 on: June 06, 2003, 02:11:12 pm »
OK, I've posted beta mission packs for the new configurable missions (the same set of missions as the standard ED packs, but now configurable as per the notes below)

The EAW pack is at http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissionsBeta.zip
and the OP is at http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissionsBeta.zip

EDIT: both packs have been updated as of 11:30pm (PDT) June 10.  Testing, both server and SP, seems to be going well.  There were a few minor bugs with supplies and with text reporting in some missions, but those have been cleaned up with the update -- hopefully we're close to a release version

Here's the description from the configuration.gf file (aw hell, here's the file itself)
dave

// ================ GENERAL NOTES NWMissionConfig.gf ================================

// This file contains configuration specifications for most of the missions in the NW mission pack,
//     allowing you (or a server admin) to adjust the following settings:
//     - the level of supplies carried by AI ships (drones, bombs, parts, marines)
//     - the probability of legendary officers on AI ships
//     - the number of repair parts a ship may actually use in a single mission
//       (more can be carried, but won't generally be usable in a single mission)
//     - prestige bonus awards for PvP missions
//     - the level of AI present in PvP missions
//     - the probability of a base being removed from the dynaverse map by a single successful
//       mission (only for online servers which have the appropriate server settings enabled)

// The configuration file is supported in both the EAW and OP mission packs,
//     and should result in similar effects in each game

// To use this file it MUST be in your Assets/scripts folder,
//     along with the mission Met_NWConfig.scr
// (servers should put copies of both these files in their ValidatedClients folder after
//  establishing the settings they want in this file, and provide the edited file as part
//  of the necessary download for the server)
//
// Note on Met_NWConfig.scr
//    Simply by having the Met_NWConfig.scr in your scripts folder it automatically carries out some
//    initialization when the game is run and/or a campaign is loaded - it is probably best NOT to
//    include this script in the mission list in the .mct file for a campaign.  I have attempted to
//    ensure that if it is accidentally included in the .mct list it will run as a normal patrol,
//    but that is not the primary purpose of the script and is not recommended.
//

// ================= BATTLE LOGS =================================================

// The missions will also generate summaries of each battle, adding them to the end of a file
// named "BattleLog.txt" in your main SFC folder

// If you find the log is not being generated then create an empty file named "BattleLog.txt"
//    in that folder (e.g. using Notepad) and the next time you run the game you should
//    find it adding data to the log.

// ================= MISSION CONFIGURATION SETTINGS ===============================

// AI BPV modifiers - for non-drafted opponents, multiply the AI's BPV by this value,
//      any value in the range 0.5 to 2.0 is valid

AIBPVModifier = 0.9

// Note that the MissionMatching.gf file controls the drafting BPV modifiers,
//      using variables CaptainDiff, CommodoreDiff, and AdmiralDiff
//      (either on the server or in your MetaAssets\ServerProfiles\Singleplayer folder)


// Disable AI in PvP situations:
// 0 is default (normal AI levels),
// if set to 1 then some missions will reduce the amount of AI in the mission
//    during PvP battles
DisableAIDuringPvP = 0

// Bonus PP for PvP missions:
// this is a flat bonus given to the players for the specified results in any PvP mission
AstoundingVictoryPvPBonus = 500
VictoryPvPBonus = 400
DrawPvPBonus = 300
DefeatPvPBonus = 200
DevastatingDefeatPvPBonus = 100

// AI legendary officer probabilities:
// values 0.0 to 1.0 are valid
// (e.g. LegendAICook = 0.10  means there is a 10% chance an AI ship would have a legendary cook on board)
// Note: use of the legendary helm officer is not recommended
LegendaryAICaptain = 0.01
LegendaryAIWeapon = 0.05
LegendaryAIEngineer = 0.10
LegendaryAIScience = 0.15
LegendaryAIMarine = 0.10
LegendaryAIComm = 0.15
LegendaryAIHelm = 0.05

// AI supply modifiers - multiply the default amount of AI supplies by this value,
//     any value in the range 0.0 to 2.0 is accepted
AIDroneModifier = 3.0
AIPartsModifier = 2.0
AIBombsModifier = 2.0
AIMarinesModifier = 1.5

// Limit the number of spare parts a ship can use in one mission:
//      set by the ship's hull class, 0 means no limit
// For example, if a player's frigate has 20 spares, and the per-mission limit
//      for frigates is set at 8, then 12 spares are deducted from the player's
//      supplies at the start of the mission and restored at the end of the mission
// NOTE: in fact, the player can actually use more than the limit in mission by
//      stealing parts off other ships, planets, etc.
FreighterSpareLimit = 2
FrigateSpareLimit = 4
DestroyerSpareLimit = 8
WarDestroyerSpareLimit = 5
LightCruiserSpareLimit = 8
HeavyCruiserSpareLimit = 12
NewHeavyCruiserSpareLimit = 10
HeavyBattlecruiserSpareLimit = 14
CarrierSpareLimit = 16
DreadnoughtSpareLimit = 16
BattleshipSpareLimit = 20
BaseSpareLimit = 12
BatsSpareLimit = 16
StarbaseSpareLimit = 20
PlanetSpareLimit = 25
SpecialSpareLimit = 8
OtherSpareLimit = 4

// For servers which enable "one shot" destruction of bases,
// these probabilities control the likelihood that any one successful mission
// will remove the base from the map
BaseDestructProb = 0.0
BatsDestructProb = 0.0
SBDestructProb = 0.0

   
« Last Edit: June 11, 2003, 01:17:48 am by NuclearWessels »

FireSoul

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #53 on: June 06, 2003, 02:15:43 pm »
You've been busy again..
.. how 'beta' is this beta? .. stable enough like the normal missions?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #54 on: June 06, 2003, 04:43:12 pm »
Busy is the word for it.  For the first time in about a year I actually looked at how much code was lying around - the C++ source code for the ED mission pack now covers some 4000 files and over 300,000 lines of C++.  Ick!

They should actually be quite stable (knock wood), many of them may turn out to be more stable than the previous pack in fact, since I had to clean some things up to get the rest of this working.

Basically I'm expecting a small handful of bugs along the lines of "missing some spare parts after coming out of mission X", " too many (or too few) marines on AI ships in mission Y", "mission Z isn't writing results into the battle log" - that kind of thing.  Irritants mostly, and easily fixed once we spot where they are.

I guess "beta" in that I wouldn't want anyone diving straight into a serious campaign with this stuff until it's had a good round of online test.

dave
 
« Last Edit: June 06, 2003, 04:45:02 pm by NuclearWessels »

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #55 on: June 06, 2003, 06:40:50 pm »
Thank you NW!

No problems noted so far. Battle log works fine.

Thank you!

KF
« Last Edit: June 07, 2003, 02:00:28 am by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #56 on: June 11, 2003, 01:23:29 am »
OK, I've released updated versions of both the EAW and OP packs, cleaning up the few issues that have been raised so far.

At the moment the five "Uni" missions (Iron Cage, Poison, Smuggler, Thief, and Trial) plus 1Scout, 11ConvoyRaid, and 12ConvoyEscort do not limit your spare parts or modify all the AI loadouts.  

A couple of minor reporting errors were fixed (missions giving correct prestige and DV effects, but incorrect text message on completion),  a couple of BattleLog errors have been cleaned up, and some alliance problems in the "Games of the Masters" missions were addressed.

Other than that, everything seems to be go.  

Let me know if anything else comes up,
dave
 

FireSoul

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #57 on: June 11, 2003, 01:40:21 am »
question: is there the same number of missions than your non-beta package?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #58 on: June 11, 2003, 08:32:45 am »
The .mct files should remain the same as the other packs.

There is the one config mission script, but it's autorun at startup and shouldn't go into the .mct files.

dave
 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #59 on: June 11, 2003, 11:28:14 am »
Argh and blargh.  

The update introduced a crash bug in the Uni-Thief mission ... looking into it now.

dave
 

Rod O'neal

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #60 on: June 13, 2003, 12:02:35 am »
Hey Dave How's this coming along. Should I DL it now as is, or do you think that you'll have the mission fixed soon?  

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #61 on: June 13, 2003, 11:47:48 am »
Found the problem (those null ptrs will get you every time )

I should have a fixed version posted in a couple of hours

dave

EDIT: OK, fixed packs are posted now for both OP and EAW.

I'll give this about another week of testing before I remove the "beta" tag, but I think we're about ready.

At the moment it does NOT handle customized location of script folders, but I'll add that in the next week or two (e.g. if you've manually edited your MetaAssets\ServerProfiles\Singleplayer\Assets.gf file to point at a custom scripts folder)

dave
 
 
« Last Edit: June 13, 2003, 01:03:39 pm by NuclearWessels »

Rod O'neal

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #62 on: June 15, 2003, 02:49:42 am »
Thanks. I wasn't trying to rush you, or anything  

DH123

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #63 on: June 15, 2003, 11:01:52 am »
Dave,

Do any of these missions overwrite anything used in SG3?  Want to start playing on my test EAW server but don't want to screw up my SG3 stuff.

 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #64 on: June 15, 2003, 12:30:58 pm »
Yeah, sorry DH, I think they will (ultimately want to replace the ED pack with this one, so left the names the same)

sorry 'bout that,
dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #65 on: June 15, 2003, 12:50:30 pm »
NW, are the updated packs posted now?

Also any chance you'll tackle repair roundeous , the Kobyashi Maru,  the Quantum factor or other SFC1 missions now that summer is upon us?

Qapla!

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #66 on: June 15, 2003, 06:19:35 pm »
Yup, the updated ones are up.

Not sure what kind of a timetable we're looking at for the SFC1 mission conversion - I'm playing with some DB stuff right now (aside from cleaning up anything that comes up with the configurable pack) but might look at them after that.

dave
 

FireSoul

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #67 on: June 16, 2003, 03:47:40 pm »
suggestion, new idea:

Does your "superfleet" mission, the one where you got a sun up your @$$ .. , does it give you a medal if you kill them all?
It really should.

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #68 on: June 16, 2003, 06:12:54 pm »
Good point!  
I'll add that in for the next go 'round

dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #69 on: June 16, 2003, 06:33:23 pm »
HELP!

NW, the pre-6/10 beat worked fine but as of last night I FINALLY d/l the 6/10 version and now I keep crashing to desktop! I don't remember if I was supposed to remove a file or not.   Is the NW gf thingy supposed to be moved to the Meta Assests for instance?

Please advise.

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #70 on: June 16, 2003, 08:24:32 pm »
Hmmm - no, the .gf file should sit in the same directory as your .scr files.

When do the CTDs occur?   (when loading game, on briefing screen, during mission, at end of mission ... ??)

One quick stupid question (I ask because I've actually done this) you did download the right pack for whichever game?  (you didn't unzip the EAW pack into your OP folder or vice versa?)  Come to think of it, I better check and make sure I didn't do that with the upload

dave
 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #71 on: June 16, 2003, 08:37:32 pm »
Ah ... here may be the problem ... the current version is 6/13 not 6/10.

The 6/10 version was the one with crash problems (discussed a few posts up above here somewhere)

If you use the link at the top of this thread it should always take you to the most current version

dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #72 on: June 17, 2003, 11:25:16 am »
Still crashing to desktop after d/l the beta missions twice.  I think I'll  reinstall the pre-6/10 beta and just wait for the official missions.

NW, you make really cool missions. Thank you for all your support.

KF

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #73 on: June 18, 2003, 04:29:22 pm »
Weird, will see what I can find out

Is this OP or EAW?

dave
   

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #74 on: June 18, 2003, 04:35:53 pm »
Quote:

Weird, will see what I can find out

Is this OP or EAW?

dave
   




The OP version crashes to desktop at the green loading screen (with the Orion DN pic)

 I'm sure you'll have this worked out for the official non-beta release. Thanks again.

KF

 
« Last Edit: June 18, 2003, 06:12:42 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #75 on: June 18, 2003, 08:06:50 pm »
OK, the problem may have been in the way I had things packaged up - some undesirable old rubbish got included by accident.

Try going to your Assets/scripts folder and removing the following three files
Met_NW7Patrol.scr
Met_NW10PatrolAllied.scr
Met_NW7NonDestBSAssault.scr

Then grab the repackaged zip file from the link above, sorry for yet another download!

Hopefully this will clear up your problem
dave
<crosses fingers>
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #76 on: June 19, 2003, 04:15:05 pm »
Quote:

 Then grab the repackaged zip file from the link above, sorry for yet another download!

Hopefully this will clear up your problem
dave
<crosses fingers>
   





Seems to have worked. No problems noted so far.

 I love these missions and am looking forward to playing many more you crank out for us.

Thanks for all your help.

KF  

Tumulorum Fossor

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #77 on: June 23, 2003, 05:56:17 pm »
So when can we take the "Beta" designate off of the Config Mission Pack?

And thanks, Dave!

-TF  

FireSoul

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #78 on: July 10, 2003, 08:31:29 am »
When will these become non-beta?

The Postman

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #79 on: July 10, 2003, 12:33:34 pm »
I downloaded these missions today (7/10) so you know which version I have. I was playing Planetary Defence as a Fed when I tried to switch to command to an SB when everything froze up. I could not get to the task manager to get out of it. I had to dump the power and reboot.

Great job on the missions.
What is the difference between Planet Defence and Planetary Defence?  

Bonk

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #80 on: July 11, 2003, 08:51:26 am »
I also downloaded both sets 7/10 and installed them both on D2 servers. I noticed two things so far.
Neither OP nor EAW will validate the gf file when included in the server's ValidatedClientFiles folder.
(Maybe the gf file could be renamed and referenced in the scripts as an scr to fool the server validation?)
The EAW BattleLog.txt file lists all player names as "Gor" (who was not present of course), I have
not run any battles on the OP server yet, I'll try a few today.  

« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

The Postman

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #81 on: July 11, 2003, 01:27:31 pm »
Base Defence bug?
3 times I have played this mission and destroyed all attacking ships. The after battle report shows a loss and the hex flips neutral. The battles were not any where near the base and none of the infrastructure was damaged. the allied fleet did take losses and damage however.    

Lepton1

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #82 on: July 18, 2003, 12:23:26 pm »
Is it permitted to mirror these missions and if so who is?  The download speed from NW is running like 9k/sec.  That is just taking way too long.

Holocat

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #83 on: July 23, 2003, 08:35:12 am »
In the OP mission packs:

spares permanently taken away bug is still persistant;  In no mission where I did not use spares did this occur, but several missions where I did use spares, the restricted spares are not restored, leaving you with only the spares remaining at the end of the mission.

Base defense mission in dense asteroid field has so many objects my computer slows to an unplayable state; ie hits don't register, ships jump about, several 'lag' hits, etc.

control vs. kaos master mission;  I'm not losing control of my ship for half a turn, it's just constantly turning itself to yellow alert every five turns or so.  As soon as it hits yellow alert, I can switch back to red alert.  Very annoying.

real mission names weren't enabled on bonk's server, so I don't know the specifics of which mission was doing what.

only the base defense mission had era specific missles or fighters.  All other missions encountered have default loadouts.

Snuffling bugs,

Holocat.

 

Dogmatix!

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #84 on: July 23, 2003, 11:05:58 am »
The parts not being restored bug is happening over on EAW, as well.  I lost 22 spares many, many times last night on LB4.

GT-Keravnos

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #85 on: August 04, 2003, 06:24:40 am »
Now that we have a NEW patch, NEW ships and playlist to play it with, how about some info on how it is all tied with the DEFAULT mission pack how does it all mix? Any problems?  

Rod O'neal

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #86 on: August 10, 2003, 09:40:51 pm »
Thought that this needed a bump!!! It's good stuff.  

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #87 on: August 11, 2003, 11:45:06 am »
There will be a release to fix the remaining bugs sometime in the next few weeks - sorry for the long delays, but this summer has turned out to be hellishly busy.

The only changes over the past month or so have been a fix for "spare parts not returned" in the 17Patrol and 2DataRecovery missions, and a fix for the allied base defense mission that was returning a loss result when the player actually won.

If folks have spotted other specific bugs please list them here and I'll be back to go through them all in a week or so and apply some fixes  (plus anything that folks have already posted above of course).  I'm not likely to have a lot of time, so no new features or sweeping changes are likely, but bug fixes and small specific items should be managable.

dave
   

Bonk

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #88 on: August 17, 2003, 08:29:26 am »
Ah, just noticed your post. The biggest issues I recall are double firing plasma (legendary officers? connection issues?), AI stripping for PvP does not seem to work (fought a lot of 3vs3's with one human per side) and the NWMissionConfig.gf file can not be included in validation (perhaps rename and reference it as a .scr?).

I think both TraceyG and Karnak have solutions/ideas on the double firing issue, and perhaps the AI stripping is working as it should I'm not sure, maybe just the 3vs3 mission is too frequent? (2vs1 humans still ended up as 3vs3 in it)

You may want to check the triggering on your base missions, they seem to be showing up in non-base hexes ocassionally. (though this may have been LB4 settings, but I noticed the same on my server but not as frequent, with closer to default missionmatching.gf settings)

There may have been a few other issues, let me dig round a bit, and just ask if you have any particular questions. The mission pack as last used on LB4 (EAW) is still in use on the the Masters Arena EAW D2 server (hehe, thanks for the name...). The files to login are here:  Litterbox 4 Round 3 Installer or here: Current Masters Arena Files. The server will only be up for another week as I am moving.  You may want to check with Fluf if he hasn't been in contact with you as I think he will recall more details.

I had the OP pack in use on my OP server for a time but didn't leave them up long enough to get much testing done or feedback. There has been some hesitance to use the OP pack until the issues found in the EAW pack are addressed (though they all may not even carry over to OP...). I've been using your standard pack on my current OP server with OP+ 3 and it has been working well.  
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

The Postman

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #89 on: August 30, 2003, 12:24:37 pm »
Diplomatic Delivery
I just played this mission. The first thing I noticed was that no enemy AI was spawned. I did have an allied AI. So I delivered the diplomat to the planet and grabbed the spare parts for my ship. The mission would not end. Sorry, I did not think to fly off the map to see what would happen. If I get this again I will do just that.  

NuclearWessels

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #90 on: September 08, 2003, 01:14:02 pm »
OK, both beta packs have been updated.  Well, the OP beta pack is just uploading now, but should be ready in 2-3 minutes.

The configuration files now use the .scr extension, and can (in fact, should) be included in the servers list of validated files.

The problems with disappearing spares have been eliminated - if you spot any straggler missions that don't restore spares let me know and I should be able to fix them quite quickly.

A number of other bugs (most of those listed above, plus some bits and pieces involving results reporting and prestige awards) have also been fixed, and many of the bug fixes that appeared ages ago for the EAW pack are now in the OP pack as well.

The configurable packs will now replace the older non-configurable versions, mostly to eliminate the hassle of trying to keep up bug fixes on both versions.  If admins don't want the "configurable" behaviour then just set the spares limits to 40 (or higher) and the probability of base destruction to 1.0 and the behaviour will be the same as the old packs (except less buggy and more balanced).

There are still a small handful of missions that don't limit spares - mostly the specialized missions (from the old ISC storyline campaign) plus a couple of the convoy missions and the OP-specific missions.

The links are below, note I'm leaving the OP version under the "beta" link until SS2 finishes to avoid screwing up anyone who needs to reload their SS2 missions.

  EAW missions

OP missions

Let me know if other issues come up!
dave

 

Klingon Fanatic

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #91 on: September 08, 2003, 05:45:29 pm »
Thank you for the update Nuclear Wessels!

BTW: Are you still working on SFC1 style missions?

Qapla!

KF

Tumulorum Fossor

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #92 on: October 01, 2003, 04:10:52 pm »
Hey, NW... Is this considered non-beta yet?

-TF

NuclearWessels

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #93 on: October 01, 2003, 05:38:08 pm »
KF - I'm currently playing through the SFC1 missions in fits and starts, then I'll pick some to take a stab at.  No immediate time frame, but it will happen sooner or later

T - yup, I just uploaded (a couple of hours ago) updated packs, hopefully all is good to go

dave
   

Klingon Fanatic

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #94 on: October 01, 2003, 05:49:55 pm »
Quote:

KF - I'm currently playing through the SFC1 missions in fits and starts, then I'll pick some to take a stab at.  No immediate time frame, but it will happen sooner or later

T - yup, I just uploaded (a couple of hours ago) updated packs, hopefully all is good to go

dave
     




That is great news and 100% worth the wait for your fine conversion/remakes of the SFC1 missions.

THANK YOU!

Qapla!

KF

Tumulorum Fossor

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #95 on: October 02, 2003, 08:57:22 am »
Thanks, NW!

So I suppose this means that the files OPMIssions.zip and OPMissionsBeta.zip at sfcx.org are the same file (as of October 1)?

Cooooool!

Thanks, again, man.  Good stuff here.

-TF

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2)
« Reply #96 on: October 20, 2003, 05:38:54 pm »
OK, the latest OP updates have just finished uploading:
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

The only big alterations are to try to fit in a bit better with the custom rules/shiplists in the online campaigns without detracting from SP play:

(1) The default settings in the configuration file now give the same behaviour as "unconfigured" missions - i.e. no spares limit, no legendary officers, etc.  If admins, or folks playing SP, want to use the configuration limits they just have to edit the NWMissionConfig.scr file (Notepad works fine for editing that one).  

(2) The ambush mission no longer leaves you powerless in PvP situations

There are a couple of other small fixes for DV results reporting, starting map positions etc, and fixing a couple of the missions that required transporters so they no longer start you in a neb.

Just a reminder for anyone who doesn't check the readmes - players can just whack the files in their Assets/Scripts folder, but if you're admin for an online server you have to remember to put the NWMissionConfig.scr file in the Validated Files folder but not the server's Assets/Scripts folder.

As always, hope you have fun, and let me know if you find bugs
dave
 

Corbomite

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #97 on: October 20, 2003, 09:40:41 pm »
Thanks Dave! I have a question though. Is there any way to control the tech level of fighters and drones using this type of thing? I know FS was able to do something like it in Coop Ace. Can it be done in a more broad sense or possibly have it be random at mission start? Possibly on a ship by ship basis, i.e. not all ships get the same tech level?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #98 on: October 20, 2003, 11:43:11 pm »
Hmmm ... sort of a probability of ships having "most recent" tech vs older tech?

Yes, it could be done -- at the current pace it might take me awhile to get on it though ... things seem to be going into the "to-do" pile a lot faster than they're coming out of it

dave
 

I_Mudd

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #99 on: October 21, 2003, 04:35:39 am »
Hey NW, what's the connection between Crazy Harry and The Baroness in your pic? Just curious.

Love the missions, by the way. They really spice up the game. Thanks for your hard work.

I_Mudd.

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #100 on: October 21, 2003, 07:30:35 am »
Heh, no idea!  It was just the best piccie I had for harry that fit

dave
 

Fluf

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #101 on: October 21, 2003, 12:42:10 pm »
Dave, great work, hope to check this out soon.

One thing though, and Im sorry I never got a chance to write you and tell you what problems we had with the configurable missions pack for EAW.

The pack in general worked on LB4 and did what you said it would do.  However, we had serious bugs in mission disconnects.  The DoubleDamage/DoubleWeapons bug was rampant during LB4, probably due to a disconnect or loss of packets during a mission made all the AI officers go legendary.  I hope you have addressed this issue, as it was the biggest issue during this server.

But I did love the ability as and admin to be able to control the things you did with this pack in EAW.  Hope to get a test server up soon with this pack and will let you know what we find.  
« Last Edit: December 31, 1969, 06:00:00 pm by Fluf »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #102 on: October 21, 2003, 04:00:13 pm »
Yeah, there turned out to be a couple of significant goofs in setting the packs up - a couple of missions were badly bugged (to the point where I'm surprised they worked at all).

Hopefully that's been cleaned up, but definitely let me know if they're still occurring (heh, or if I've introduced new ones of course)

dave
 

Walleye

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Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #103 on: October 24, 2003, 07:25:11 am »
bump