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Re: BZ2 SP Mission Fixes

Posted: Mon Aug 10, 2015 8:18 pm
by DeusExCeteri
Has anyone else gotten any errors on ISDF 12 "Counterattack"?

AH and I are both seeing a bzn load error that immediately closes the game. :|

ERR | FileUtil:677 |21:04:40|2011 |SAVEGAME CORRUPT AT OFFSET 832. Game stability may be compromised.

Re: BZ2 SP Mission Fixes

Posted: Mon Aug 10, 2015 9:16 pm
by Red Devil
using the isdf12 scavs in the zip at the top of this forum?

Re: BZ2 SP Mission Fixes

Posted: Mon Aug 10, 2015 10:16 pm
by Ded10c
She is now, we fixed it.

Re: BZ2 SP Mission Fixes

Posted: Sat Aug 29, 2015 11:05 pm
by Dataanti
I seem to be having an issue with the Ambush mission even after applying the patch. I go to the ambush point and it says bring a builder which I do and then I build the jammer but the mission wont progress. I have tried this patch and another patch that RD posted a while ago and neither had any change.

EDIT: I have tried bringing the builder to the point my self, triggering the dialog that tells you that you are at the point and to bring a builder and construct it, and I have tried making the builder go to the point by its self and me telling it to build the jammer from a distance without triggering the dialog.

Re: BZ2 SP Mission Fixes

Posted: Tue Oct 20, 2015 4:08 pm
by coxxon
Hey Red Devil, any chance you could take a look again at the isdf05 Dark Planet mission? I've run it a few times, and the Constructor still doesn't build the Factory. The mission can be completed by just using Recycler units, but it would be nice if we could have the factory and jackals back in it.

One thing that I just thought of is that the factory would be going between the recycler and the extractor. I wonder if they are deployed at slightly differing ground heights. If that's the case then maybe the constructor can't drop it off between them because they are at different heights, and BZII won't let the player place buildings like that. But that would also mean having to actually edit the map - ugh

Maybe switching where things are built might be an easier fix. Place the comm bunker at the gtow path, and have the factory placed at the rbunker1 path point. ... just a thought.

Re: BZ2 SP Mission Fixes

Posted: Tue Oct 20, 2015 6:33 pm
by Red Devil
okay, i'll take a look at both of these now.

Re: BZ2 SP Mission Fixes

Posted: Tue Oct 20, 2015 7:58 pm
by MrTwosheds
I seem to be having an issue with the Ambush mission even after applying the patch. I go to the ambush point and it says bring a builder which I do and then I build the jammer but the mission wont progress. I have tried this patch and another patch that RD posted a while ago and neither had any change.
I have played this a few times recently, the whole mission is a bit...maybe. It can be completed but it also seems to lack sensible failure state's.
Once a scout found my base and got back, triggering the relentless assault by dll spawned units intended to destroy me... :). Eventually I had to give up, having destroyed their base and completely surrounded their spawn points. It was the only way to end it if I inconveniently refused to die.

Re: BZ2 SP Mission Fixes

Posted: Tue Oct 20, 2015 9:14 pm
by Red Devil
heh, okay, i'll fix that, too, which reminds me - i need to stop the dll-spawning in G66 once their base is, how you say, kaput?

just finished moving a chest freezer, so a few drinks are in order first. :P

Re: BZ2 SP Mission Fixes

Posted: Tue Oct 20, 2015 9:30 pm
by Red Devil
just tried Dork Planet and the crig built the factory when we needed mortar bikes:

Dark Planet

Re: BZ2 SP Mission Fixes

Posted: Wed Oct 21, 2015 8:35 am
by coxxon
Whoops, I figured out why Dark Planet wasn't working form me. There was a typo in the ivcon5.odf for the factory odf to build. I figure it happened when I was converting the constructor odf to use the new model. At any rate the mission runs great. Sorry to have wasted your time.

Re: BZ2 SP Mission Fixes

Posted: Wed Oct 21, 2015 7:20 pm
by Red Devil
well, i just tried ambush again and looks like i need to tweak it a bit again.

Re: BZ2 SP Mission Fixes

Posted: Thu Oct 22, 2015 10:05 am
by Cirno
Anyone else having issues on ISDF 09 Rumble in the Jungle? I've completed both win conditions several times and all my objectives are marked green, but the cutscene with Braddock talking about the power crystal being a weapon never starts, and so the mission never finishes.

I've even tried rescuing Shabayev before attacking the base, but that just confuses the mission even more. I'm wondering if it's flat-out unwinnable or if there's some bizarre order of completing objectives that's expected of the player now (destroy kiln -> rescue Shabayev -> destroy matriarch???)

Edit: Another minor issue, in ISDF 13 Payback, the carrier is already on fire before the dropship even hits it.

Re: BZ2 SP Mission Fixes

Posted: Thu Oct 22, 2015 1:40 pm
by DeusExCeteri
Cirno wrote:Another minor issue, in ISDF 13 Payback, the carrier is already on fire before the dropship even hits it.
I can confirm this issue, I saw that and nearly burst out laughing.

Re: BZ2 SP Mission Fixes

Posted: Thu Oct 22, 2015 2:54 pm
by coxxon
DeusExCeteri wrote:
Cirno wrote:Another minor issue, in ISDF 13 Payback, the carrier is already on fire before the dropship even hits it.
I can confirm this issue, I saw that and nearly burst out laughing.
Yeah, it’s been doing that for a good while now. I wonder if there is a way to “suppress” the emitters through the dll, and then activate them. Kinda assumed this is what was happening anyway in the pre-13 versions, (but haven't looked myself). Alternatively, I know the carrier is separate from the rest of the "cutscene" ( I had to rebuild it for my mod), so I suppose if one could get the timing right in the dll/cpp file, you could swap out that version of the carrier without emitters for one that had them. just a thought ...

Re: BZ2 SP Mission Fixes

Posted: Thu Oct 22, 2015 6:34 pm
by General BlackDragon
The DLL methods:

// start/stop emitter effects
DLLEXPORT void DLLAPI MaskEmitter(Handle h, DWORD mask);
DLLEXPORT void DLLAPI StartEmitter(Handle h, int slot); // slot starts at 1, incruments.
DLLEXPORT void DLLAPI StopEmitter(Handle h, int slot);

Have been broken for a long time in 1.3. So, Yes, the DLL has callbacks to turn effects on and off, and No, they don't currently work.