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Re: The People\'s Mod
lol, well, it was late when I coded it, so it could be wrong too :lol:
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Re: The People\'s Mod
OK My bad...Range check error, happened at different location this time soooo ???? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif will keep you updated
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Re: The People\'s Mod
I just picked up a range check error in the Atull System.
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Re: The People\'s Mod
Okay, this is our top priority now. Combat Wombat has reported this as well, and it came up in a convo with SJ that it may be caused by a ship trying to use the wrong bitmap type (.e.g, torpedo trying to use a beam bitmap), I will look in to this, and release a new version with it hopefully fixed.
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Re: The People\'s Mod
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Re: The People\'s Mod
"I have spent some time looking through the code, and I believe I have found the problem. In Main_BitmapEffects.txt, Torpedo 13, had a speed of 1.2. While it is not documented, I believe that this value must be between 0 and 1, therefore, a value of 1.2 would result in a range check error."
I've used greater than speed 1 torpedos with no problem. The only issue is when you get to high speeds (>2), the torpedo has a tendancy to randomly explode. |
Re: The People\'s Mod
Okay, well, there goes that idea.
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Re: The People\'s Mod
Yeah, I picked up a couple of range check errors in different systems after making the change.
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Re: The People\'s Mod
In some versions I also noticed that sometimes when I turned the ship to face an asteroid field the game would give Range Check Error. Especially in the infamous Geneva system.
I try looking into this. |
Re: The People\'s Mod
On the sensors (int/ext) what is the diff as you go up in Lvls? I did not notice a diff in the discription between 1 and 2
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