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Unofficial PR v1.1 Bug Fix Thread


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#21 Tropical Bob

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Posted 10 February 2010 - 10:37 AM

It could be solved by replacing the apostrophe with an underscore for the planet name.

Also, evilbobthebob sent me a mod checker made by Mike.nl that checks all references and stuff. It reports back a lot of errors regarding N'zoth and Yag'dhul. Apparently, XML doesn't really like apostrophes, despite accepting them, excepting the Galactic Markup case. Mod checking PR churns out tons of invalid units and such due to apostrophes in Starting Forces and such, which can be fixed by replacing apostrophes in names with underscores or hyphens or something. Though, it does report back some possible false errors like duplicate entries.
Attached File  Mod_Checker.zip   183.61KB   29 downloads
EDIT: PR: Oh, yeah, if you do end up using the mod checker, the batch file and bin folder go in the same directory as the mod's data folder. It'll output into a checkresult.txt file or something such named.

Edited by Tropical Bob, 10 February 2010 - 05:48 PM.


#22 Kage Acheron

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Posted 10 February 2010 - 05:36 PM

I looked around on Google, and the apostrophe seems to be a reserved character in XML. You're supposed to get around it by using replacing it with ', but I'm not sure if it actually works.

#23 Phoenix Rising

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Posted 11 February 2010 - 10:04 PM

Right, you can't use it in a tag (it works as a property value with EaW though, even if it's "bad form"). I'm not sure ' would work because the engine is likely reading those as literals. In other words, I'm guessing it would try to find a planet Yag'Dhul. I can look at replacing them just to be safe.

#24 Tropical Bob

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Posted 12 February 2010 - 06:12 AM

Expect an update soon. If not tonight, then tomorrow.

This one will deal with bugs the mod checker revealed, which probably wouldn't be regularly noticeable, such as invalid armor/damage references, nonexistent Pirate variants, and things.

Edited by Tropical Bob, 12 February 2010 - 06:13 AM.


#25 Phoenix Rising

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Posted 12 February 2010 - 06:39 AM

A lot of that stuff I just ran out of time to change :p. Not this time though.

#26 Tropical Bob

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Posted 12 February 2010 - 09:28 AM

It's not really much. Mostly it just seems like copy/paste errors and such.

The only big case I found was a Pirate variant of the Ardent-class MC30 Frigate having a slew of 16 or so nonexistent hardpoints (Though, would that really affect the player that much?), as far as I remember. There was quite a lot of just 'Ctrl+F'-ing and such trying to find my way around the files, which has muddled everything I remember over the past couple hours even more than usual.

The real hard part is trying to extract the changes from my heavily edited secret version of PR to release for the bug fixes. Almost makes me not want to do it...But I guess that's my fault for not working on stock files, then importing the changes in. D'oh.

Also, are there any plans at any point to begin erasing the unused vanilla left-overs in the mod? I suppose it'll be after the mod is finished, or close to it, if at all.

Edited by Tropical Bob, 12 February 2010 - 09:30 AM.


#27 Phoenix Rising

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Posted 12 February 2010 - 08:50 PM

Version control is never fun. I did fix that MC30 error a few months ago however.

Also, are there any plans at any point to begin erasing the unused vanilla left-overs in the mod?

Those made sense in the mini-mod stage, but I've begun erasing some of them after running the name through UltraEdit once. The main problem at this point is that sometimes specific names will show up in the AI logic - and who knows what happens if it doesn't find such a unit.

#28 Kage Acheron

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Posted 14 February 2010 - 02:42 AM

Should I replace the structure files with the new ones? Since they seem to be modified earlier than the standard ones.

#29 Tropical Bob

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Posted 14 February 2010 - 06:47 AM

No. Leave them alone. In fact, I need to remove them from the ZIP, now that the bug fixes are based off the Land Patch.

#30 Kage Acheron

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Posted 15 February 2010 - 02:23 AM

I might have something to report on the AI change that supposedly makes the AI more aggressive...it makes the AI produce a ton of corvettes. Literally. I just got attacked by a fleet that consisted of 20 CR90s and 5 Valiants. Is this a most firepower for least cash calculation? The corvettes actually managed to take down the shield of one of my ISDs, but just got blasted apart in no time.

#31 Tropical Bob

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Posted 15 February 2010 - 05:32 AM

I think the AI aggression changes were mainly dealing with how how often the AI will attack and being less cautious about attacking. (HA! The enemy has 25 Imperial Star Destroyers!? That's nothing!) The AI, or at least the Rebel AI, generally just seems to have a high preference towards Fighters through Cruisers.

#32 Phoenix Rising

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Posted 15 February 2010 - 07:07 AM

Technically, Super category (dreadnaughts only) was required in most of the vanilla attack scripts and I had left that in for v1.1. Well, if you require a dreadnaught to launch an attack, then the AI isn't going to attack very much. I think basically all I did was take that out and it seemed to help, so I had Tropical Bob include it. It shouldn't affect production choices or the odds the AI looks for before it attacks or anything like that.

#33 Tropical Bob

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Posted 24 February 2010 - 11:51 PM

Updated to include the fix for the infinite invincibility bug on Wedge Antilles' T-65C X-wing squadron.

PR: In case you haven't spotted it yet, the T-65C didn't have the 'ABILITY_COUNTDOWN' Space Behavior, which the X-wing line does have from the T-65J3 onward, which is why the ability worked in v1.0, where his squadron was based off of the T-65J7.

#34 Ghostrider

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Posted 25 February 2010 - 08:33 AM

Updated to include the fix for the infinite invincibility bug on Wedge Antilles' T-65C X-wing squadron.

PR: In case you haven't spotted it yet, the T-65C didn't have the 'ABILITY_COUNTDOWN' Space Behavior, which the X-wing line does have from the T-65J3 onward, which is why the ability worked in v1.0, where his squadron was based off of the T-65J7.



Hey - good spot!

#35 Tropical Bob

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Posted 25 February 2010 - 10:57 AM

Hey - good spot!

It's only a good year or so late, but having to either figure out why it wasn't working or completely nix it spurred the search onwards. Other things yet escape my fevered gaze, however. ;)

Edited by Tropical Bob, 25 February 2010 - 10:59 AM.


#36 Phoenix Rising

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Posted 25 February 2010 - 06:34 PM

PR: In case you haven't spotted it yet, the T-65C didn't have the 'ABILITY_COUNTDOWN' Space Behavior, which the X-wing line does have from the T-65J3 onward, which is why the ability worked in v1.0, where his squadron was based off of the T-65J7.

I caught that when I redid Wedge, thanks. That's a great understanding of the code though :crazed:.

#37 Tropical Bob

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Posted 26 February 2010 - 05:51 AM

I caught that when I redid Wedge, thanks. That's a great understanding of the code though :crazed:.

I'm getting there. I'd still say I'm adequately inadequate though.

#38 Ghostrider

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Posted 26 February 2010 - 12:50 PM

I caught that when I redid Wedge, thanks. That's a great understanding of the code though :dry:.

I'm getting there. I'd still say I'm adequately inadequate though.


Oh, I don't know...

Looks like you contributed to some fairly major breakthroughs recently. If that's your version of inadequate :p - well I look forward to the next few months. :crazed:

#39 Tropical Bob

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Posted 21 March 2010 - 06:01 AM

Minor update, if it can be considered that. Only one new update is included: Garm Bel Iblis with Peregrine was slated for Space Skirmish, but failed to appear. He now does.

The problem lied with a conflicting set of skirmish tags in Garm_Bel_Iblis_Peregrine_Team that normally wouldn't have mattered, since the Skirmish variant overrode the build cost and time and such. The issue was the build prerequisite of a ground base upgrade meant for Land Skirmish. But now it's fixed!



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