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Closed Bug report #5457 +fs_mod command line option causes a failure on campaign startup
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icon_info.png This issue has been closed with status "Closed" and resolution "RESOLVED".
Description
Using the latest 2.6 build, I'm seeing the following error during the second load of the parse scripts. ----------- parse scripts ---------- 60 script files Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'harvester' ignored! Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'corrupter' ignored! Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'bomber' ignored! Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'carrier' ignored! Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'supply' ignored! Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'gunboat' ignored! Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'ripper' ignored! Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'mothership' ignored! I added some quick and dirty debugging messages to the script.cpp program to see if I could see the problem. Com_ParseAircraftNames: Aircraft type ufoids, Name scout, Number: 10, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name fighter, Number: 11, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name harvester, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'harvester' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name corrupter, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'corrupter' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name bomber, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'bomber' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name carrier, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'carrier' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name supply, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'supply' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name gunboat, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'gunboat' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name ripper, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'ripper' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name mothership, Number: 12, Max: 12 Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'mothership' ignored! NUM: 12 MAX: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name }, Number: 12, Max: 12 From that I can see that the counter is starting at 10, I double checked the first load parse scripts during the start up process and I see this in the log. ----------- parse scripts ---------- 60 script files Com_ParseAircraftNames: Aircraft type ufoids, Name scout, Number: 0, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name fighter, Number: 1, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name harvester, Number: 2, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name corrupter, Number: 3, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name bomber, Number: 4, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name carrier, Number: 5, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name supply, Number: 6, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name gunboat, Number: 7, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name ripper, Number: 8, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name mothership, Number: 9, Max: 12 Com_ParseAircraftNames: Aircraft type ufoids, Name }, Number: 10, Max: 12 So what I suspect is happening is that we aren't clearing the ufoids counter out, during the second reload when we are loading the mod.
Steps to reproduce this issue
# Create an empty directory in the mods directory or use any existing mod if you have one. # ./ufo +set developer 1 +fs_mod # Click to start a campaign.
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