Ambrosia Garden Archive
    • 2 Potential Nova bugs, need verification


      Hello, again.

      While fixing the bugs reported for my EVO port, I have found that the major cause of crashes in EVO is because the SmokeSet fields do not work. The first problem is with NovaTools, as it does not properly preserve the values. I used the TMPLs to get around this. However, if you have the Big Smoke flag set, it ALWAYS uses the first smokeset. If you have the Small Smoke flag set, it ALWAYS tries to use the second set, and it scales it seemingly correctly, but it leaves a permanent trail of smoke on the screen (it doesn't dissapear). Also, the persistant flag doesn't do anything, as a matter of fact, it causes Nova to show no smoke at all.

      If anyone has some free time, and the latest version of Nova, please test the smokesets in 1.0.4 and different OSs. You should always verify the smokeset is correct using the templates. If you can, make sure you have at least two smoke set cicns, take them from EVO if you have them, or make them quickly. I tested it myself with 3 sets.

      The second bug has to do with Auxillary Ships in missions. In Escape Velocity, if the AuxShipSyst is set to 9999 - 14999 (Any system of this govt), it will place the Auxillary ships in the same system as the player, as long as he is in a system of that government. The best example is with EV mission 176, where you escort the Starbound shipping courier, while the auxship is ConEx Fighters. In EV, the ConEx fighter appears in the same system as you if you are in an independent system. However, in Nova, this is not the case. It seems as if it is picking a random system from the government, and placing the Aux düde into that system. I have not verified this, but I know for sure it does not act how it does in the previous game. I have tried various things to make sure it is not just a syntax problem, but it completely checks out with the classic scenario. If this is a new, completely different behavior for Nova, then I will use an alternate means (just follow the player), and just deal with it, I guess.

      Please, I want to make sure it is not just my computer, so I would like other people to verify this. My computer is, currently, a Performa 6400, running MacOS 9.1, with Carbonlib 1.6.

      Thank you for all who decide to help out with this!
      SpacePirate

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      Eat blazing electric death!
      (url="http://"http://www.evula.org/infernostudios/ept/")Unofficial EV and EVO Ports(/url): Betas 3 and 2

    • The cicn smoke will be fixed in the next release of Nova. As for the other thing, if you can email me a test plugin quickly, I will take a look to see if it is a problem with the game engine or not.

      mcb

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      "If it's not on fire, it's a software problem."

    • All right, I'll send you a plug containing the mission later tonight.

      Thanks a ton, Matt!

      SP

      ------------------
      Eat blazing electric death!
      (url="http://"http://www.evula.org/infernostudios/ept/")Unofficial EV and EVO Ports(/url): Betas 3 and 2

    • On the problem of the ship not being in the same system:

      when you port from EV or EVO to Nova, you have to modify the ShipStart value in the misn resource.

      Check the ShipBehav field. If ShipBehav is 9, set it to -1 (minus 1) and set ShipStart to 1. If ShipBehav is 10, set it to 0 (zero) and set ShipStart to 1. If ShipBehav is 11, set it to 1 and set ShipStart to 1.

      I usually do this in an excel file, because it is easy to sort on ShipBehav and make mass changes. You can then use resStore to recreate the resources.

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    • I am aware of that, and made sure I fixed it before the first open beta. 🙂

      Matt, sorry it took so long, but my internet was down. It is fine now, and I finally uploaded all of the files with the mission. I'm sure you'll recognize it...

      (url="http://"http://www.geocities.com/infernomsh/testplug.sit")Download it from here.(/url) (4K)

      I played with the controls quite a bit, and it turns out it works fine if you have an actual government, the problem only occurs when the government entered is -1. When you enter -1 into the field, it places the ships in system 128 only, or not at all if 128 is not of government -1.

      Thanks Matt!
      SpacePirate

      ------------------
      Eat blazing electric death!
      (url="http://"http://www.evula.org/infernostudios/ept/")Unofficial EV and EVO Ports(/url): Betas 3 and 2