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Re: Mission 19: An unlikely rescue trigger fail
Posted: Sat Mar 24, 2012 10:57 am
by Red Spot
AHadley wrote:Glad we've got the mission sorted.
Not to forget first of all cause GSH released the source code

Re: Mission 19: An unlikely rescue trigger fail
Posted: Sat Mar 24, 2012 2:07 pm
by MrTwosheds
I played through the sp missions recently (without cheats) there are probably quite a few cases where missions triggers fail, Nothing so serious that just restarting the mission and trying again won't get you round it. My opinion is that debugging this stuff is probably not too difficult to do, if you had enough people doing it... But really it should be left until most other engine advancements are near completion or you will just miss new bugs introduced later on.
It would be nice to get single player working flawlessly, it would be even nicer to get an addon that made them more challenging for experienced players

Or even modded into ztv like mp missions.
Re: Mission 19: An unlikely rescue trigger fail
Posted: Sat Mar 24, 2012 3:37 pm
by Red Devil
the source has been available for over a year now, but i've just been too busy with other things, both here and in RL, to get to it. and, yes, working on SP code is easier than MP code; much easier to test, too.
The story in Singleplayer Battlezone and Singleplayer BZ2 are really the heart and soul of the games and it was the story that makes them come alive, so making them run correctly is very important to me. Learning how to get G66 running well in 1.3 was important and educational, but i just can't imagine BZ without Manson, Braddock, Cooke, and Shabayev/Yelena...
So, having said that, i added some Krahanos, some Talons, and some Kruls to the...okay, just kidding.
i'll check out Rumble now
Re: Mission 19: An unlikely rescue trigger fail
Posted: Sun Mar 25, 2012 1:38 am
by Nielk1
Yea I haven't had the time to work on it myself :-/
GSH has said that the missions where made by non-programmers. They could probably use a complete refactoring.