|
|
|
 |

September 23rd, 2004, 10:51 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
Double lines are a bad thing.  I've never seen what you're talking about for the 0-10 damage, so I can't help you there.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 23rd, 2004, 11:35 PM
|
 |
Corporal
|
|
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
BTW: Windowed mode does NOT work for me. I get an error message:
TDirectX.startall - creating primary
This process has already created a primary surface
Quote:
Phoenix-D said:
I've never seen what you're talking about for the 0-10 damage, so I can't help you there.
|
Launch the game... look at any weapon. It's damage layout is the same as SEIV. Twenty squares listing the damage your weapons do.
In my game no matter how I set my weapons, the first ten blocks count damage upward from 0. For my level 1 anti-proton beams it's 0 in damage block 1 and 180 in damage block 10. Then whatever damage is set as 'point blank', and whatever follows that as defined by the components.txt file on out to damage block 20.
Anti - Proton Beam
0 20 40 60 80 100 120 140 160 180 12 8 6 4 2 0 0 0 0 0
Depleted Uranium Cannon
0 10 20 30 40 50 60 70 80 90 12 12 12 12 12 12 0 0 0 0
It does this even with the unmodded game, patched. I just cannot find where it defines these damage classes.
|

September 24th, 2004, 12:50 AM
|
 |
Corporal
|
|
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
*sigh*
Well, the new comps look sharp in the game.
Unfortunately I get vomited out with a floating point violation whenever I try to start a new game.  It doesn't like something in there... and aint about to tell me what.
I can *load* an existing game just fine, however.
|

September 24th, 2004, 01:53 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
Umm. Just FYI, the numbers on the top row are the RANGE, not the damage. The in-game damage bar figures out what range your weapon goes out to, then divides it into 10 squares of display.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 24th, 2004, 06:32 AM
|
 |
Corporal
|
|
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
Quote:
Phoenix-D said:
Umm. Just FYI, the numbers on the top row are the RANGE,
|
AHHHHhhhhh, ah HAH! I did not know this! Thank you, that edifies me greatly.
Now it makes a whole lot more sense.
On that display, however, mines have a range of 90 (damage out to 30!). Or is that just the game parsing some arbitrary minimum range instead of just filling the boxes with zeros?
|

September 24th, 2004, 06:36 AM
|
 |
Corporal
|
|
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
Now, on to other things.
Any ideas on what might be causing my Floating Point error when trying to start a new game?  I have made no mods to the starting ships at all.
|

September 25th, 2004, 11:56 AM
|
 |
Corporal
|
|
Join Date: Feb 2004
Location: Roma, Italy
Posts: 62
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Floating Point
I'm a sw dev. and every time there's a floating point error one should check for some dangerous ZERO somewhere.
i.e.: if something must be calculated dividing the Range of a weapon by its Power, then if you give Power a value of zero, you could get a f.p. error somewhere...
I'm only trying to guess, hope it helps 
__________________
U.A.
----
Artificial Intelligence is no match for Natural Stupidity
|

September 24th, 2004, 09:46 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Mod Help
Quote:
Sundansyr said:
On that display, however, mines have a range of 90 (damage out to 30!). Or is that just the game parsing some arbitrary minimum range instead of just filling the boxes with zeros?
|
For weapons that have a max range (not for their level but a max for any level, as specified in main_components.txt) of <100, the game will show ranges in 10ls increments; if it's between 100 and 200, they'll show up in 20ls increments, and so on. The damage out to range 30, I think, means that the mine will detonate when a ship comes within 30ls of it and damage that ship (and maybe other things nearby, I'm not sure).
__________________
The Ed draws near! What dost thou deaux?
|

September 30th, 2004, 10:54 PM
|
 |
Corporal
|
|
Join Date: Oct 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
Hey... ah, I just checked something in my files...
Is there a 'maximum' speed for ships in the game?
I've noticed that fighters max out at 1.5 (1500), so I've been adjusting my other ship hulls to be able to come closer to that (1200 peak ATM with the lightest hulls).
|

October 1st, 2004, 08:09 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod Help
See other thread..
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|