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November 5th, 2003, 02:44 AM
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Re: Bugs in V 1.08
Won't work, the base is loaded on the start of the game, not when the map is loaded. 
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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November 8th, 2003, 11:25 PM
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Re: Bugs in V 1.08
Just sent this off to Malfador..any comments, especially on the improvements section? I'd love to know of existing work-arounds to these problems.
-Collision detection on stars is a bit off, especially on higher time rates.
I've passed through multiple times without damage.
On that note, being able to adjust damage from ramming would be nice..as of
now, if you get enough shields, it is possible to survive a ramming and pass
right through whatever you hit. If that happens to be a planet, its a bit
immersion breaking..perhaps ships should stop when they hit?
-The game should check to see if something is destroyed before assigning you
to go there for a randomly generated mission.
-An increase in the limit of jobs possible would be good, along with the
ability to have a job active but hidden. This would allow a work-around to
the problem of having the player go to a specific base, which could have
been destroyed earlier- if the base dies, the mission fails, setting off
events that disable the later missions requring the base.
-The AI will not attack past ~120 LS (it varies case by case) even if told
to in the files, even if being fired upon and equipped with weapons that can
much outrange that. Increasing the Weapon multiplier is in campaign data
gets around this, but its something of a cludgy work around..
-Not sure if I've reported this, but even if your radar map goes past 300ls,
the game's hot keys will only occasionally select objects beyond that. Also,
would it be possible to hide visually objects that are beyond scanning
range?
-Not a bug, but a comment: the target ship showing on the map thing is nice,
but for some missions inappropriate. Allowing it to be set on a per-mission
basis would be wonderful.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 8th, 2003, 11:58 PM
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Corporal
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Re: Bugs in V 1.08
On a "scan 3 planets" mission, if you are lucky enough to scan the second planet (or maybe the third) before the first one, you complete that part of the mission.
I.E., if you go visit the port on the (unknown) planet 2, it completes #2 and sets you to #3, even though you didn't see planet #1.
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November 9th, 2003, 01:09 AM
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Corporal
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Re: Bugs in V 1.08
I keep getting Range Check Error CTDs at random intervals. Thusfar, I've only seen them happen in my mod, but I haven't played much in non-mod campaigns recently, so I don't know if it's something I screwed up or not. Anyone have any idea what causes these?
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November 9th, 2003, 02:06 AM
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Re: Bugs in V 1.08
Range checks happen when the game gets fed an invalid number, or one too big for that variable. You sure there isn't something consistant about the crashes? It is possible to cause them in a mod..
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 9th, 2003, 02:54 AM
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Corporal
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Re: Bugs in V 1.08
Hmmm.... There's really not a consistant thing, except I always seem to be near something when it happens-- in close combat, going through a nebula, that kind of stuff. But when I restart from my autosave and engage the same bad guys/take the same course, it doesn't repeat...
I'm thinking it might be caused by my models- I kept trying to scale them relative to one another in appearance before I realized that the scale can be controlled by modifying the values in the SpaceObjects_XFiles.txt. Guess I know what I'm doing tomorrow... 
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In theory, there's no difference between theory and practice, but in practice, there is.
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