parabolix
Commodore
posted 6/18/2004 12:49 PST
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Hello guys,
The problem most likely comes from encounter files, you will have to hand edit your system files, and look in the encounter entries, add up the decimals, if they add to any number over 1, it will cause a CTD. We've had alot of these problems in our mod and thats why it takes so long in between releases. If you need to talk to me for a little help on what i mean you can email me using the Mail link provided next to my name, I'll give you my MSN address through my email if you like, last thing I need is getting tons of people I dont know spamming my MSN . Anyway, encounters are probably to blame, if you email me I will likely check it within 12 hours and get back to you. Keep up the good work on a good mod.
EDIT: Also, are you guys using custom jumpgate effects? If you are those can cause a problem too. If both sides of the gate do not use the same effect then you will also get a CTD whenever you try to use the jumpgate.
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Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods
Warzog, I am not sure if you guys just haven't checked the other topic or if you have solved the problem. But either way, here is a repost just incase.
parabolix:
It's Father's Day...
Gimme a break!
Been busy all day!
Anywho...
If you check the files, you'll discover several dozen encounters that are over 100% in the standard FL files.
(I've fixed those.)
AND!!!
Not only do both ends have to use the same jump effects, they have to be the same type: Hole or Gate.
AND!!!
There are several locations that HAVE to have something there, gate, hole, wreck, station, something.
There are others that MUST have a gate/hole in THAT position.
AND!!!
Some that must have one that's got the exact same name as the original one.
(Irregardless of where it goes, or if it even works!!!)
Watch your 6!
It's Father's Day...
Gimme a break!
Been busy all day!
Anywho...
If you check the files, you'll discover several dozen encounters that are over 100% in the standard FL files.
(I've fixed those.)
AND!!!
Not only do both ends have to use the same jump effects, they have to be the same type: Hole or Gate.
AND!!!
There are several locations that HAVE to have something there, gate, hole, wreck, station, something.
There are others that MUST have a gate/hole in THAT position.
AND!!!
Some that must have one that's got the exact same name as the original one.
(Irregardless of where it goes, or if it even works!!!)
Watch your 6!
lvxoccvlta
Commander
posted 6/21/2004 03:00 PST
--------------------------------------------------------------------------------
Sounds like hell to figure that out. Amazing warzog.. you have cracked the matrix. A+ will play again
It was!
It took me about 5 months!
It wasn't until I'd discovered all of the "Exclusion" zones in the Nebulae & Asteroid fields that I learned about all of the built-in requirements/limitations on the jumpholes & gates.
The main program of FL was designed to handle the Sirius Sector as it is.
Adding to it isn't a problem.
But completely changing it, as I have, is a bear!
parabolix:
Not a problem!
I realize that there are some who are unaware of certain holidays, or, of there importance to others.
Watch your 6!
Update:
Finally fixed Mission 1!
I was having a problem with the tradelane collapsing when the Pirates jump the convoy.
For some reason, the convoy continued to Pittsburg, and then had to fly back to engage the pirates.
A patch is available on the ftp site.
(In the "Freelancer mods" folder.)
Watch your 6!
Finally fixed Mission 1!
I was having a problem with the tradelane collapsing when the Pirates jump the convoy.
For some reason, the convoy continued to Pittsburg, and then had to fly back to engage the pirates.
A patch is available on the ftp site.
(In the "Freelancer mods" folder.)
Watch your 6!
Update:
Uploaded the OpenSP version of Gemini to the ftp site, and LR.
Eraser discovered a bug with the "Shortest Paths."
I've redone them, and uploaded them to the ftp site as well.
However, It still CTD's when you click on a new system in the map.
If I can solve this CTD, I think that the mod will be ready-to-go!
Only problem...
FLspew.txt, and Fl Data Storm, both report no bugs!!!
(Even when it CTD's!!!)
This one's gonna be hard to find!
Personal note:
I'll be outa town on wed/thurs July 7/8th.
(Like anyone ever reads this.)
Watch your 6!
Uploaded the OpenSP version of Gemini to the ftp site, and LR.
Eraser discovered a bug with the "Shortest Paths."
I've redone them, and uploaded them to the ftp site as well.
However, It still CTD's when you click on a new system in the map.
If I can solve this CTD, I think that the mod will be ready-to-go!
Only problem...
FLspew.txt, and Fl Data Storm, both report no bugs!!!
(Even when it CTD's!!!)
This one's gonna be hard to find!
Personal note:
I'll be outa town on wed/thurs July 7/8th.
(Like anyone ever reads this.)
Watch your 6!
Ditto , i read all of them even if i cant help most of the time , someday ill come up with abrilliant solution to a problem your having but right now im stupid .. i mean non knowledgeable about modding , well much , the best i ever did was rework Junis ship so she also bought a new one when you were told to and then ungraded her weapons for each mission
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