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Bug In Mission Editor (final Version 299)

Posted: Fri Mar 18, 2005 3:32 am
by Maxim
If you follow this sequence exactly, you can replicate the bug..

start the editor which now shows default sample information.

click on the task group setup button.

click on ammo toolbar.

dont click anything.

close the ammo toolbar.

open the ammo toolbar. (now notice the bottom row is active)

press default ammo button.

runtime error '9'

subscript out of range.

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This is the shortest method possible to crash the program. However I tried multiple things like selecting a valid unit, selecting the "add unit" and "delete unit" buttons.. I tried to zero the ammo, then hit default ammo...

In the upper right corner of the ammo toolbar there is a green square. When you open the ammo toolbar the 2nd time, it is a red square. This is when it is ready to crash.

I presume the idiot proofing code needed here, to stop idiots like me from crashing the program, would be to alert the user not to open the ammo toolbar two times in a row without selecting something valid. I just dont know what the 'something' is at this moment.

Bug In Mission Editor (final Version 299)

Posted: Fri Mar 18, 2005 12:53 pm
by timetraveller
Thanks for the info, Cpt-Maxim. I'll have a look at it.

-timetraveller

Bug In Mission Editor (final Version 299)

Posted: Tue Apr 26, 2005 4:46 am
by Maxim
I hope timetravellor is still visiting here, checking back on the people who are trying to use the mission editor, because it's a really great program and saves a lot of time. You CAN build working missions..

Unfortunately I have found another bug, which really impedes custom mission making in the ammo category.. I tested this both with a previous mission that was built, and with building a new mission from scratch.. anytime you open the ammo toolbar (even if you make NO changes and simply exit), and then add a ship/sub to the taskgroup you are making, the ammo count is mostly zeroes, except for the 32 thousand hedgehogs the computer insists your submarine (or other ship) cannot leave port without...

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Bug In Mission Editor (final Version 299)

Posted: Wed Apr 27, 2005 4:59 pm
by Buxton
except for the 32 thousand hedgehogs the computer insists your submarine (or other ship) cannot leave port without...
Lol, a veritable Noah's ark you're sailing there cap'n....hang on, isn't it meant to be only 2 of ever species? Blimey, they've been breeding fast!

/bux

Bug In Mission Editor (final Version 299)

Posted: Wed Apr 27, 2005 5:54 pm
by Maxim
Worse than tribbles. ( Star Trek )

Bug In Mission Editor (final Version 299)

Posted: Fri May 13, 2005 7:16 pm
by Maxim
GOOD news !

I've been working with timetravellor to kill bugs in the mission editor, I find them, he kills them.. and now two fairly fatal bugs in the ammo setup have been repaired. There is more testing to be done, but it is looking better and progress is ongoing.

For anyone who has tried the mission editor, but has been confused, you're not alone. It does have its learning curve, but after one or two sessions of training I think I finally got the hang of it enough to teach others, and thats one thing I have been doing these past weeks.

I'm really looking forward to putting together some missions along with some of my squad that have attended "mission editor workshops" over our teamspeak voice chat. If anyone else is interested in training with us, send me a pm or email and we will get you started.

Who knows, if your mission is good enough - maybe even TAG will judge it worthy to be added in some type of expansion in the future..