Mission Replay v8

I've found an unusually distracting bug with this... or maybe its an unrelated issue, but my 3-Count Casino, while fully upgraded, is stuck in its lowest form, and trying to access the helipad actually puts me high up in the air where the maxed upgrade helipad is.... and I plummet down toward street level. Not sure if there's a way to fix this with the mission replay, but is there a way to go in and manually set the casino back to its maxed setting?

EDIT: Actually there is, replaying 3-Count Beatdown put it back to maximum setting.
 
Do you mean that it's normally this way, in your unmodded game? Otherwise, how did it get that way? I need details about how to reproduce the problem.

I hypothesize that putting a call to city_zone_swap("3count2", true) in sr3_city.lua's main function could make the upgraded crib show up, but it shouldn't be teleporting you up there if the zone isn't loaded anyway, so i don't know wtf is going on.

Re-playing and completing the 3 Count Casino stronghold mission might fix it, as well.
 
Do you mean that it's normally this way, in your unmodded game? Otherwise, how did it get that way? I need details about how to reproduce the problem.

I hypothesize that putting a call to city_zone_swap("3count2", true) in sr3_city.lua's main function could make the upgraded crib show up, but it shouldn't be teleporting you up there if the zone isn't loaded anyway, so i don't know wtf is going on.

Re-playing and completing the 3 Count Casino stronghold mission might fix it, as well.
It was fine unmodded, but after playing a few missions in Replay it seemed to have quietly set itself to its starting Saints Property form, rather than the towering glowy purple monolith it was after its rank 3 upgrade.. It's fixed now though, just thought I'd clarify.
 
Yeah... Hmm. I wonder if it was just a coincidental game glitch. The game has been known to fail to make world changes at times. My 3count crib is actually only the level 1 version despite being upgraded, in my unmodded game (though it doesn't exhibit the behavior you mentioned).

Still, we need to keep an eye out for this one. If anybody else experiences weird crib behavior, post it here, and try to be as detailed as possible, with actual instructions for recreating the situation if you can. Don't worry about your crib being permanently damaged or anything; it's always fixable via sr3_city lines / mod updates or by replaying the stronghold or something!
 
It's not glitchy behavior that reinstated. In v2 any missions post stronghold will restore that stronghold to its fully upgraded state. He likely just replayed a later mission and it fixed it.

Since we've changed that now to only deal with crib zones on the actual missions that do things with them, it should be better. There is still some buggy stuff though with the nuke plant that I need to talk to you about when you're next on in chat. m08 seems to do some weird shit for that end cutscene that fucks up the interior of the crib no matter what zones you set.
 
I confirmed that cleanup does happen after the end custscene. That particular function runs while it shows a slideshow of static loading screens before bringing the player back to the open world. I know this because I added debug statements to the start and end of all the related functions and watched them proc as it happened. Also, I can confirm that it ran all the related zone changes and exited cleanly.

I also manually added all 4 zone swaps to sr3_city.lua main() and it worked correctly on load with the right zones. I think something in the m08 script or in the cutscene script itself is messing with the interior. It could be something similar with the 3 count casino cutscene at the end of m16.
 
But if we ARE swapping the zones the same way, between the mission and the main() function, it shouldn't matter what the heck m08 does to it, because we'd theoretically be undoing it.

Perhaps we're missing yet another zone (and the nuke plant already has one more than any other)... or we're doing it out of order, somehow. The latter scares me more. Like STAG vs zombies again, which still isn't fully understood.
 
A missing zone is possible, or there could be some kind of overlap with zones. There are 2 zones being swapped in m08 for the mission that I assumed were the penthouse interior. We could try to disable all of our swapping completely both restoring and reverting, replay the mission, and see what happens to the nuke plant. We could also disable the cutscene completely and see what happens.
 
Corrodias and I were finally able to nail down the replay zone issues with the nuke plant and 3 count casino cribs (we hope.) Here's a current build that I'm going to be doing some testing with this weekend to confirm. See attached.

Also, all the mini missions now have appropriate icons for their activities and cutscene replays. Thanks gibbed for the great idea.
 

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