Topic: Custom dynaverse missions: EAW, OP, SFC3  (Read 65633 times)

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FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #60 on: February 16, 2003, 03:59:48 pm »
Let me know where this pack is too, please.

-- Luc

CptCastrin

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #61 on: February 18, 2003, 01:01:05 pm »
Quote:

The additional OP missions will probably bring that pack in at over 10 meg --- Castrin, you were offering sfcx as a possible mirror site? If that offer still stands,  I might have to take you up on that as the primary location for storing the pack -- this is going to put my site well over it's storage limit.  Thx!

dave




I can mirror / host any and all ass you need. I have them all right now so if you want I can switch the links on SFCx (yes they are in the DL section) and then you can save some space.

Just let me know.

btw: sorry for the late responce, the thread got buried and I usually hang out in the D2 and D3 forums.  

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #62 on: February 18, 2003, 01:24:05 pm »
Quote:

btw: sorry for the late responce, the thread got buried and I usually hang out in the D2 and D3 forums.    




you should come out and play more often.
.. btw, castrin, .. .. are there any OP D2-related bugs that could be avoided via server-side settings (that you know of)?

-- Luc

CptCastrin

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #63 on: February 18, 2003, 04:02:23 pm »
Well beyond the already stated (terrian bug, netural co-op bug, pirate / empire DV bug) the only other one I can think of is the (J'inn) asteroid-base-mission-from-nowhere bug. I.e. getting asteroid base missions when there isn't a asteroid field with in 10 parsecs.

The best one to chat with on hex issues / bugs is SFCx lead D2 nutter Nomad.    

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #64 on: February 18, 2003, 04:41:57 pm »
..hmm.. I want to see where NW's contributions will lead up to..
.. then there's the matter of an OP patch that we're awaiting.


.. I ponder simply: with the current OP Patch in the works.. would there be a possibility of a useable D2 server with the first patch? What if there's a way to turn off the pirates?

-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #65 on: February 18, 2003, 06:16:34 pm »
Quote:

Well beyond the already stated (terrian bug, netural co-op bug, pirate / empire DV bug) the only other one I can think of is the (J'inn) asteroid-base-mission-from-nowhere bug. I.e. getting asteroid base missions when there isn't a asteroid field with in 10 parsecs.

The best one to chat with on hex issues / bugs is SFCx lead D2 nutter Nomad.    




Heh, yeah the asteroid-bases-from-nowhere bugged me, so I modified them to only get offered in appropriate areas.  It was perhaps a tad overzealous though....  Now it seems they don't get offered at all
That's why I didn't include the asteroid base missions in the pack.  Ah well, I'll see if I can figure out what went wrong there.

dave
 

jdmckinney

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #66 on: February 18, 2003, 07:18:22 pm »
Some feedback: on the missions:

The revised Met10_Patrol (and maybe the other "standard" patrols) constantly puts me in a 3v3v1 (1 being a pirate), and so far I've always been outgunned by the enemy empire. My allies tend to be specialty ships like maulers or weak carriers (Klingon allies for my Lyran). The Mirak I'm seeing get stuff like MEC/CC/DN. I'm rusty, but this is a bit tough for a standard patrol replacement. After all, isn't fleet action a 3v3? I'd like to see the occasional 1v1.

The Salvage mission had no enemy AIs, and the contents of the cargo boxes didn't transport right. If I got, say, a spare part from one box, I couldn't get any from the others, and in fact trying to transport them off the other boxes repeatedly would remove my items and put them on the box for all items except the spare part. Once I had the full four items and left by the border, I got a win.

The Holding Action script got called up in an empty enemy hex, but at mission start, it said it was waiting for other players and stalled out. I don't know if the Holding Action was getting called inappropriately and needed a "live" aggressor to work, or if it was just a general bug with the Holding Action/Data Recovery.

Corbomite

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #67 on: February 18, 2003, 08:24:19 pm »
Data Recovery does have a problem at load up it's not just you. It froze up on me three times and hasn't worked yet.

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #68 on: February 18, 2003, 08:36:41 pm »
The salvage no-enemy bug is taken care of in the next pack.

The three patrol variants are all offered in player space now, since they all suffer from the neutral space coop bug, so one of them now gives 1-on-1 when played vs the AI, one gives 2-on-2, one gives 3-on-3.  They all support 3-on-3 drafting and all go under the generic "Patrol" name when you don't have "true names" turned on for the mission titles (i.e. the strengths appear random when all three scripts go under the same mission title, but behind the scenes it's handled by three seperate scripts).  That will also allow me to do a little more customization of the patrols to increase the appearance of variety  I'll tweak the balance on it tomorrow.  It might not be possible to decrease the odds of getting oddball variants for allies - essentially you specify a strength range relative to the player strength, and if (for a particular player ship) lots of oddballs fall in that range then the chances of drafting one are pretty high.  I'll see what I can do though.

I'm not sure what the poop might be with the Data Recovery/Holding action -  I'll check that out tomorrow.

What else is up ... um, the Courier should do something a little smarter in the next version (rather than dive straight into combat).

Keep it coming guys, and thanks!
dave
 
« Last Edit: February 18, 2003, 08:39:42 pm by NuclearWessels »

EmeraldEdge

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #69 on: February 18, 2003, 08:41:52 pm »
I just tried a NW2holdingaction and it worked fine (with the exception of the listening post being a base station instead).  Destroyed the ships and the mission ended, didn't have to defeat the base station, fortunately.  Nomad(jdmckinney) has frozen tryin' to get this mission before though.  

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #70 on: February 18, 2003, 09:47:29 pm »
Hmmm ... might be a race specific issue, worked fine for me last time around too.

I'll check and see if it's trying (and failing) to generate cartel bases maybe.

dave
 

Corbomite

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #71 on: February 18, 2003, 11:43:30 pm »
Quote:

Hmmm ... might be a race specific issue, worked fine for me last time around too.

I'll check and see if it's trying (and failing) to generate cartel bases maybe.

dave
   




I'm just using the Lyran.mct you provided. I have never had trouble with the Data Recovery mission before. I have to use Ctrl+Alt+Delete to get out of the mission screen. The ship never appears, only the empty star field and blank systems UI. When I hit Ctrl+Alt+Delete it says that SFC is not responding.

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #72 on: February 19, 2003, 02:50:45 am »
aiiee.

.. the year was 2284.3 ..
.. I'm currently playing the Klingon Vs Mirak single-player campaigns compiled for OP. I am using your missions also, with my custom .MCT files that mix both.

Mission: The Surprise Reversed.
Enemies: Gorn.
My ship: C7V.

.. there was an X-Ship in the enemy fleet. (aiiie!)
It also happened to have activated. I died.

Is there a way for the scripts to detect what the current year is? Me, I have working code that allows randomly choosing a ship in service on such a year..
Fixing this is possible if we can detect the current year in the script. (Not mGetEra.)

-- Luc

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #73 on: February 19, 2003, 03:21:45 am »
..
I think I just encountered another bug in the damned API.

I did this, trying to fix the era issue in another script:
Code:

int32 tUni_9Edge::mInitializeStart( tDynaverseScriptInfo& info )
{
   FILE *fp = fopen("c:\\edge_date.txt", "w");
   fprintf(fp, "Date --  Year: %d  Day: %d\n",
      info.fMissionDate.fYear, info.fMissionDate.fDay);
   fprintf(fp, "Campaign Year: %d\n",
      info.fCampaignYear);
   fflush(fp);
   fclose(fp);

   return 1;
}



The year was 2283.4 in my campaign. Here was the result:
Code:

Date --  Year: 176  Day: 1
Campaign Year: 176



Can you think of a better way to load the date from the Dynaverse's passed-on data?
-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #74 on: February 19, 2003, 10:08:10 am »
Firesoul: no, I've never succeeded in capturing the actual date - I'd tried the same thing as you did, with similar results. <sigh>
The surprise reversed is using the API's mCreateFleet and mCreateShip methods to generate the oppositon ships, so apparently those are bugged datewise in OP (they seem to work fine in EAW).  Heh, it's a y2.3k bug

Corbomite: I meant racial dependent on the draftee, not the drafter.  I suspect when it picks the opponent race it's doing something funky when it picks a cartel.  I'll check that out this morning.

EDIT:: Confirmed - it was trying to generate a base belonging to whichever race got picked as one of the opponents.  If that opponent happened to be a cartel race then there is no appropriate base in the shiplist, so it was stuck.

dave


 
« Last Edit: February 19, 2003, 10:29:30 am by NuclearWessels »

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #75 on: February 19, 2003, 03:43:09 pm »
OK,the OP pack is good to go on the next round.

I think all the bugs listed by folks above have been vanquished, hopefully without letting any new ones creep in.

The pack is up to date at http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip

dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #76 on: February 19, 2003, 04:24:37 pm »
is "Met_NW15BaseDefense.scr" supposed to be removed?

Corbomite

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #77 on: February 19, 2003, 04:37:31 pm »
Quote:

is "Met_NW15BaseDefense.scr" supposed to be removed?  




I see an Allied Base Defense, but not the 15 one. Also there is a NW7Starbase Assault and a NWStarbase Assault. There are repeats of the Convoy Raid and Convoy Escort missions also. I assume that the one's with the numbers are the tweaked originals and the one's w/o are the one's you wrote yourself?

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #78 on: February 19, 2003, 05:50:26 pm »
Heh, you guys are just too damned observant!

Yes,  I have never yet managed to get the 15BaseDefense to actually appear anywhere, so didn't want to waste the bandwidth.

And yes, the scripts with numbers in the filenames are variants built off the Taldren scripts with the same number, whereas the others are my "from scratch" scripts.

Just to make life irritating, I'm just now uploading another pack for both OP and EAW.  I discovered I'd missed some corrections w.r.t. ship damage and repair in anomaly and suprise reversed, and made some tweaks to the ambush mission - it might now be a tad scarier to get ambushed.

 These packs (both the EAW and the OP) also finally include the single-player campaign (.mct) files for all races.

dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #79 on: February 19, 2003, 06:06:08 pm »
.MCT files?
That's good to know. I'll update my own files later on to match this pack's.

-- Luc