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August 19th, 2007, 04:36 PM
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Private
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Join Date: Jul 2007
Posts: 5
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Re: A lurker delurks... with a mod?
The code that seems to be causing problems is:
STAR 0
ITEM it_decoder
END STAR
STAR 1
ITEM it_encbank
END STAR
CONDITION 0
TYPE haveitem
STR0 it_decoder
END CONDITION
CONDITION 1
TYPE haveitem
STR0 it_encbank
END CONDITION
PAGE 1
REQ0 0
REQ1 1
DISP 1
ACTN popup endquest
TITL Databank Decryption
GFXP items/bank.png
TEXT [Blah blah blah. Spoilers not listed.]
REMV it_encbank
REMV it_decoder
TIME 2
ITEM it_membank
END PAGE
Hmmm... I wonder if the item side of things could have anything to do with this.
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August 19th, 2007, 11:01 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: A lurker delurks... with a mod?
Technically, it should be labeled PAGE 0, not PAGE 1, but according to a post by Fingers some time ago that shouldn't cause a crash.
I'd say double-check that your picture is actually called bank.png (not bank.jpg or databank.png, etc) and that it's in the items folder. I had a quest that was crashing at one point because of a typo in the name of the picture reference.
Then make sure the names of the items are correct, and that they are all listed in your game.ini file. I'm pretty sure I've seen that crash a mod.
If that doesn't solve it, I'd check the picture references within the items for spelling - although that usually just results in a invisible/outline/pictureless item.
And if all that doesn't fix the problem, I'd try moving the TIME 2 line. I don't think there's a specific order that code lines need to be in (at least I've never seen that in print) but if you look at existing quests, they tend to follow a certain order generally. Moving the TIME code out of the item-manipulation codes might do it. I've noticed that pop-ups with TIME codes tend to advance the clock after you click "okay", so it could be having trouble figuring out when to generate the new item.
That's everything I can think of.
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August 29th, 2007, 09:37 AM
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Private
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Join Date: Jun 2007
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Re: A lurker delurks... with a mod?
I was player your old version so I'm not sure I you fixed this but the buffomatic 9000 has to big of a picture, the second thing is my game crashed after I died in space engagement and I pressed the ok on the popup thingy. I was the Terran frigate on a large - medium -medium.
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September 22nd, 2007, 03:01 PM
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Corporal
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Join Date: May 2006
Location: Hungary
Posts: 57
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Re: A lurker delurks... with a mod?
Hi,
Is it just me or have someone else experienced the mod crashing back to windOoze when combining the data bank and the encryption module? It has happened everytime when I found both objects...
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January 9th, 2010, 11:13 AM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: A lurker delurks... with a mod?
I think I figured out why it's crashing when you get the data bank and the encryption module.
The problem is the picture that's supposed to appear. It's listed as items/bank, when it should be misc/bank. It kept trying to call up an image, but was looking in the wrong place.
So if you change this line:
GFXP items/bank.png to this:
GFXP misc/bank.png that should stop the crashing.
I haven't tested out the fix yet, but I'll report back when I have.
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January 11th, 2010, 12:55 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: A lurker delurks... with a mod?
Quote:
Originally Posted by sgqwonkian
I think I figured out why it's crashing when you get the data bank and the encryption module.
The problem is the picture that's supposed to appear. It's listed as items/bank, when it should be misc/bank. It kept trying to call up an image, but was looking in the wrong place.
So if you change this line:
GFXP items/bank.png to this:
GFXP misc/bank.png that should stop the crashing.
I haven't tested out the fix yet, but I'll report back when I have.
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That did indeed fix it.
No more crashes.
Minor Spoiler Alert:
So, I got the two items mentioned above, and combined them, which produces a third item.
There's a block of text that pops up on screen when you do this, and it ends with the word "race".
The new item has essentially parallel text, but ends with "species" instead. As a result of being a couple letters longer, that word gets cut off, so it ends with "unnamed" instead. Just giving you the heads up, in case you want to fix that minor bug as well. Pretty sure if you switch it to "race" instead of "species", it'll fit.
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January 19th, 2010, 12:26 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: A lurker delurks... with a mod?
In the copy of your mod on my computer, I fixed a handful of bugs: The GFXP line that was causing crashes, and the text overflow on that item, mentioned in the post above.
I also fixed the formatting on the mod banner so it would display correctly. Prior to this alteration, my computer kept returning "ERROR: Can't load image default/graphics/../../../../../DominionB2 Mod/graphics/launcher/banner.bmp", and then not loading your banner. It's a nice banner, and a shame if no one gets to see it.
Having made those minor fixes, I thought they might be useful either to you, or to others who enjoy your excellent mod. Towards that end, here's a link to the bug-fixed version:
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