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  #31  
Old November 1st, 2003, 09:59 PM

Phoenix-D Phoenix-D is offline
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Default Re: List of oddities

Of course, unlike SE4 you can't make an ability that doesn't show up, so all the components would show that in a mouseover..
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  #32  
Old November 1st, 2003, 10:17 PM

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Default Re: List of oddities

EDIT: wrong thread.

[ November 01, 2003, 21:35: Message edited by: Phoenix-D ]
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  #33  
Old November 3rd, 2003, 06:02 PM
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Default Re: List of oddities

I was on the campaigns protect pirate base mission.

Pirate Space Station fired on me after recovering illegal item. Stopped firing after ejecting item.

I can understand the TCN starbase firing on me for illegal cargo. But, not the pirates.
It must be a copy the program code thing.
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  #34  
Old November 17th, 2003, 02:43 AM

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Default Re: List of oddities

A good oddity, and probably something useful for modders:

"Planet" is a valid target type. Nothing else extra seems to work, but this does. So the list for targets includes Ship, Base, Fighter, Satelite, Torpedo, and Planet.

This does NOT let you shoot planets by itself, since they aren't destroyables. But it would let you do that with a little modding..
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  #35  
Old November 17th, 2003, 04:45 AM

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Default Re: List of oddities

...Taz reads the previous post and immediately has daydreams of destroying WHOLE WORLDS!

It's one of those 'little things' in life that keeps a Taz happy!!

P.S. Now if we could only destroy a star...

[ November 17, 2003, 02:48: Message edited by: Taz-in-Space ]
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  #36  
Old November 17th, 2003, 05:10 AM

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Default Re: List of oddities

You could do that to. Just give it a target type of planet.

It is odd though; giving something in the purchaseship enemy file an asteroid for a model works fine. Giving it a model of a planet crashes the game..
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  #37  
Old November 17th, 2003, 05:31 AM

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Default Re: List of oddities

Hmmm, something about how the program handles textures? Try something else graphically simple - like a sun?...
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  #38  
Old November 17th, 2003, 05:38 AM

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Default Re: List of oddities

Found the problem. Override textures don't work for ships, and there WAS no default texture for that .x file. Making one fixed the issue.

What this means, is you need a seperate .x file and texture for each killable planet. Not a big deal, since you don't want too many of them- each will have its own AI, and lots of them will slow the game down.
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  #39  
Old November 17th, 2003, 05:55 AM

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Default Re: List of oddities

And after a little messing around, I now have a completely functional, attackable Planet Earth.

Blows up real good, burns nicely too (which looks strange). Still need to edit the firing points for the "weapon platforms" and give it a proper portrait.

EDIT: well, not completely functional. About every other time I start up, I crash with an invalid floating point. Hmm.

[ November 17, 2003, 04:02: Message edited by: Phoenix-D ]
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  #40  
Old November 18th, 2003, 06:30 AM

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Default Re: List of oddities

The game crashes on start-up? That would seem to indicate that a variable field was getting bad input - except that SHOULD crash it EVERY time...

Does it crash only after going through on a RELOAD? That would indicate that the bad value was being generated IN THE GAME.
Try this: load program from scratch, if no error then save and then blow up planet; and reload saved game. If it crashes on a RELOAD, that would indicate the bad value IS generated.
If above happens: Try load from scratch and play as above. BUT then get out of game ENTIRELY. Then load on a fresh start - If no error then you just proved the above.

If the crash error is truly random then I haven't any suggestions...
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