Topic: I think I solved the double-fighter bug..  (Read 28470 times)

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Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #120 on: August 06, 2004, 11:09:25 pm »
*shrug* too bad. I gave you all the info I had.
Oh, and I will be honest: I do not know why the stock missions still remain ok.

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Offline Astarte

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Re: I think I solved the double-fighter bug..
« Reply #121 on: August 06, 2004, 11:20:41 pm »
Quote from: Astarte
In the end, it is up to you to use the fix or not.  *shrugs*
So far, it's not usable in EEK which is the point I have been trying to get across. Unless you know something about scripting perhap you should stay out of it?  There's a thought.... :banghead:

And the point I AM trying to get across to you is TOO BAD.  Luc worked with the information he has and came up with a solution.  He provided you with all the information he had.  *gets a feeling of deja vu from saying this in her previous post*

Doesn't take a programmer to know that you can't fix what you don't have. 

Ever occur to you to go "Oh damn, doesn't work in this case.  I wonder what is different between my scripts and the stock missions?"  *gasp*  Could common sense actually apply?  OMG!  Who would have thought??!!  People can use....common sense!

Now pull up your pants, you've just been offically spanked.  Now grow up.

Offline Rod ONeal

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Re: I think I solved the double-fighter bug..
« Reply #122 on: August 07, 2004, 12:07:21 am »
Does anyone think that it might help to have one of Taldren's (ex)scripters take a look at Dave's or Karnak's Source codes for a mission and see if they could spot the problem? Or possibly ask if they encountered this and, if so, how they got around it?

Just a thought.
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Offline KBF-Crim

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Re: I think I solved the double-fighter bug..
« Reply #123 on: August 07, 2004, 12:22:04 am »
heh...I think they would flee like frightend deer.....

 ;Dj/k

el-Karnak

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Re: I think I solved the double-fighter bug..
« Reply #124 on: August 16, 2004, 10:57:46 pm »
All right. I had some time this week to really take a look at this. The buggy code in EEK mission causing the dbl-fighter bug was these two lines:

// Enable AI Officers
for(i = kECMOfficer; i <= kShuttleOfficer; i++)
mChangeAIOfficerState((eAIOfficers)i, kTrue);

Namely, the kFighterOfficer.

The FireSoul script had not effect on the EEK scripts. It did not matter if we used FS script fix or not. As a precaution, tonite's tests reveal them to most probably be un-necessary ones at that, EEK already compensated for any BaseState issues with the missions made a year ago for SS2 even though the stock missions, that don't produce dbl-fighter bugs, don't use the BaseState checks.

Bottom-line: as long as the mChangeAIOfficerState(..) routine calls were out of the tTeamShip::SetupShip(..) call, the dbl-fighter bugs were gone.  Any scripts out there using this routine need to be fixed otherwise they'll dbl-fighter bug break.

Many thanks to Bonk and DRB for being great Co-op mission testers. :thumbsup: Things really started to move when all 3 of us got into the s/w testing groove with one guy coding, one guy pushing the new scripts on the GWell dyna and then 2 players playing while the not in-mission guy looked up the enemy Hydran ships to verify their fighter complements.

Funny thing is that if I did not get overly aggressive in my officer AI coding then this 18 month old bug would never have appeared in EEK missions...OOPS!!  :'(
« Last Edit: August 17, 2004, 08:53:49 am by el-Karnak »

Offline FPF-DieHard

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Re: I think I solved the double-fighter bug..
« Reply #125 on: August 16, 2004, 11:26:07 pm »
Compile away!  I'll throw them on the test server tommorow night.
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Offline Dizzy

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Re: I think I solved the double-fighter bug..
« Reply #126 on: August 16, 2004, 11:49:44 pm »
Whoohaw!

el-Karnak

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Re: I think I solved the double-fighter bug..
« Reply #127 on: August 17, 2004, 08:56:43 am »
Quote from: Astarte
In the end, it is up to you to use the fix or not.  *shrugs*
So far, it's not usable in EEK which is the point I have been trying to get across. Unless you know something about scripting perhap you should stay out of it?  There's a thought.... :banghead:

And the point I AM trying to get across to you is TOO BAD.  Luc worked with the information he has and came up with a solution.  He provided you with all the information he had.  *gets a feeling of deja vu from saying this in her previous post*

Doesn't take a programmer to know that you can't fix what you don't have. 

Ever occur to you to go "Oh damn, doesn't work in this case.  I wonder what is different between my scripts and the stock missions?"  *gasp*  Could common sense actually apply?  OMG!  Who would have thought??!!  People can use....common sense!

Now pull up your pants, you've just been offically spanked.  Now grow up.

You're the one who needs to grow up. Post assinine crap like this again and it goes to the Admins.

 Or would you prefer to me to go running to my wife like your husband did and get her to flame-roast you that way you royally deserve for your immature attitude; especially, when FS has this dbl-fighter bug code fix all wrong.

It's now proven. Or perhaps, you have issues dealing with reality too?


Offline FPF-DieHard

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Re: I think I solved the double-fighter bug..
« Reply #128 on: August 17, 2004, 08:58:56 am »
Karnak, please delete that post.
Who'd thunk that Star-castling was the root of all evil . . .


Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #129 on: August 17, 2004, 09:08:05 am »
Don't worry about it: I'm locking the thread. (It's still mine.) 

This entire exercise is over and complete.

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Offline FVA_C_ Blade_ XC

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Re: I think I solved the double-fighter bug..
« Reply #130 on: August 17, 2004, 09:35:17 pm »
Ok ,

First of all thanks guys for the fix.

Now,you all knock off the p00p!
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Offline FPF-SCM_TraceyG_XC

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Re: I think I solved the double-fighter bug..
« Reply #131 on: November 29, 2004, 01:15:32 am »
Bump (so I dont forget where this thread is)
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