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Posted: Tue Dec 21, 2010 12:51 pm
by Yokelassence
I take it you were using .121 yourself Pumo. I was beginning to think it may be a problem with that version since I am still using .119 and don't get the problem either. But I guess there is more to it than that.

The other thing is that Alter-Fox and Woodpecker may have both loaded Level 3 from a savegame which led so something getting messed up.

Me and you however, did a straight jump to the level and found nothing. There may be a connection in that.

Posted: Tue Dec 21, 2010 6:15 pm
by Alter-Fox
Died in the mine, as in, died during the self-destruct sequence (was killed by one of those darn fusion bots). The end level screen says: You died in the mine. Your ship and its contents were incinerated.

It's a pretty easy mistake to make, considering the deadliness of that level.

The problem was that the secret level was set to be level 4, and the normal level 4 was set to be level 5 (otherwise the secret level would have played after you beat level 4).

My idea with an "end mission" flag is that when you pass through an exit trigger with the "end mission" flag it will immediately end the mission (show the final briefing in the txb, show the credits, show the final scores, and then take you back to the main menu). This way you could set Descent 1 style secret levels to come after the actual final level in the mission, instead of before (which would remove bugs like this).

I suppose to test it, "freespace" to level 3, and then "delshiftb" and suicide with concussion missiles against the wall or something (or just use "honestbob" while you're at it, and use a mega or a shaker) :P. Just don't type "minemine" or "almighty" :P.

Posted: Tue Dec 21, 2010 10:47 pm
by Yokelassence
Oooooooooh...you could have mentioned that earlier :P

I see how that works; you don't hit a directed exit if you don't reach any exit at all. I never died during the countdown in level 3 because I cleared out every other robot first, that's how I didn't catch that.

Theres no easy way around that unfortunately.

Option 1: Put in another level in between level 3 and and the secret level, This extra level will have no countdown and only serves to direct you onto level 4, either that or you game-over in it. This option instills the least change except for this random unexplained 'bonus level' that appears out of nowhere and does nothing unless I can make up some way of weaving it into the story

Option 2: Re-instate the D2 style secret level (which is a serious pain in the ass because it is easy to die in the secret level and get booted back to Level 3 constantly) this is the simplest option but I'd rather not do this

Option 3: Remove the reactor in level 1 (you can pass the level without blowing it anyway) and shift the secret level in between level 1 and level 2. I can make up lame excuse in the briefing that explains why there isnt one there. Sounds feasible but what happens in multiplayer?

Option 4: Bother karx about coding in another feature that lets you skip entire levels

Option 5: Shift the secret level to the end and have the exit in level 4 point past the secret level (level 6, but I am not sure if that would actually work), that at least prevents the explotability of the bug but if you get incinerated in level 4 you just get the same bug there instead.

In the meantime enjoy your free trip to the secret level, which you probably arent because the secret level is sadistic hellhole of pain and suffering MUAHAHAHAAH! :twisted:

I kid, I kid :lol:

EDIT:

I thought of something else, what if it was possible for a directed exit to point to a [D2 style] secret level? If the secret level was linked to no other level, would you still get booted back to another level if you die in it?

Posted: Tue Dec 21, 2010 11:28 pm
by Pumo
Yokelassence wrote:Option 5: Shift the secret level to the end and have the exit in level 4 point past the secret level (level 6, but I am not sure if that would actually work), that at least prevents the explotability of the bug but if you get incinerated in level 4 you just get the same bug there instead.


I've made some tests on my test mission and it seems that doesn't works. It seems directed exits only works forward, you can't go backwards to a previous level.

e.g. You can put a directed exit on level 2 to level 8, but you can't put a directed exit on level 8 to level 2.

Posted: Wed Dec 22, 2010 1:22 am
by Yokelassence
Are you sure? DI has directed exits in levels 2 to 9 and each one points back to level 1 without a problem.

What I was doubting was if you could have a directed exit end the entire mission by pointing it to a non-existant level beyond the last level. However that might crash the game rather than perform the hypothesised result, Alter-Fox's idea was better

Posted: Wed Dec 22, 2010 10:59 am
by Woodpecker
Yokelassence wrote:In the meantime enjoy your free trip to the secret level, which you probably arent because the secret level is sadistic hellhole of pain and suffering MUAHAHAHAAH! :twisted:


Yes. Would you do a youtube video of beating the reactor room? I turned on invulnerability and I got hit by so many flash missiles I couldn't see a thing. Then when I could, the room seemed to continually spawn bosses which the spaniard cheat didn't destroy -- and on trainee as well. ARGH!!!! :evil: :lol:

Posted: Wed Dec 22, 2010 12:15 pm
by Yokelassence
The reactor room in the secret level shouldn't actually have any flash missile firing robots to my memory. I assume what you really mean is the central Boss room in the middle of the level that preceeds the reactor room, there are over 10 nasty bosses in there, some fire homing flash missiles. Now I have completed the secret level on insane with no starting equipment, so it is possible. Here are some tips:

-Dont actually go into the central boss chamber area when it has over 10 bosses in it, that's suicide and I intended it that way, those bosses are the only thing stopping you from reaching the reactor. Thin them out from a safe place with earthshaker missiles first

-Each Omega Guppie (annoying things that speed around the place in sheer panic of you planting bombs along the way) drops an earthshaker for you if you kill it. I think there are 40 in total

-The key is to hunt down the omega guppies, plant smart mines everywhere to do this. Smart mines should be constantly respawning near the start so you have an infinite supply.

-When you build up a supply of earthshakers, let them loose into the central boss chamber and let the earthshakers sort things out for you.

-Later in the game as you clear out more of the surrounding area you will be able to attack the central boss chamber from more access points.

Posted: Fri Dec 24, 2010 1:55 am
by Pumo
OK, i've made more tests with directed exits and yeap, you can go forward and backwards without a problem EXCEPT on the last level of a mission.

In fact, directed exits doesn't works at all on the last level of a mission.
So as long as you don't use a directed exit on a last level you should be fine, they work perfectly well to one direction or the other.

...So this gives me some ideas to implement for secret levels on Pumo Mines :D

Posted: Fri Dec 24, 2010 4:24 am
by karx11erx
Bug Report please. :)

Re: The Sphere [FINAL 1.5]

Posted: Wed Mar 09, 2011 11:11 pm
by Schala
Noooooo! The links are broken! *sniff*

Re: The Sphere [FINAL 1.5]

Posted: Wed Mar 09, 2011 11:35 pm
by Aus-RED-5
It's on the main Website, like many other missions for d/l.

http://www.descent2.de/index.html

Re: The Sphere [FINAL 1.5]

Posted: Wed Mar 09, 2011 11:38 pm
by Schala
It keeps reloading the page. Right-clicking it just prompts me to save 'downloads.html'

EDIT: Oh, the main page... I didn't see that

Re: The Sphere [FINAL 1.5]

Posted: Wed Mar 09, 2011 11:40 pm
by Aus-RED-5
don't right click.. just wait for the d/l to pop up.

http://www.descent2.de/files/missions/3 ... ere-1.5.7z

Re: The Sphere [FINAL 1.5]

Posted: Thu Mar 10, 2011 11:05 am
by Yokelassence
Thats 1.5 though, it has a bug in level 4 that I fixed in 1.51

If anyone is interested I can re-upload 1.51 or e-mail it to you directly

Re: The Sphere [FINAL 1.5]

Posted: Thu Mar 10, 2011 11:30 am
by karx11erx
I didn't find 1.51 when I tried to get it recently. Please e-mail it to me so that I can host the latest version of your mission.