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August 9th, 2007, 03:11 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: Weird Worlds Mac OS X patch for testing
Just had a really nasty crash on generating the universe in my Sgqwonk mod using the patch.
I can't guarantee it wasn't an heretofore undiscovered bug in my mod... but instead of crashing to the desktop, it first hung for 20 or 30 seconds on the major brass screen, then went to black for over 3 minutes.
It didn't respond to the forcequit keyboard shortcut. I had to reboot the whole computer to get out of it.
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August 9th, 2007, 03:17 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: Weird Worlds Mac OS X patch for testing
While the new missile visuals are beautiful, they're a little weird when a homing missile loses it's target.
Instead of curving around in a circle, they angle around in a really clearly defined octagon. Instead of getting the feeling of it spiraling out of control, it looks like it's intentionally choosing a series of even-spaced 45 degree left turns.
(Which, of course, it is, but I'm not sure that's the visual impression you were intending to give).
When it's doing that, the hard corners on the flame trails make me think of the light-bikes in Tron.
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August 9th, 2007, 04:55 PM
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Sergeant
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Join Date: Jun 2005
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Re: Weird Worlds Mac OS X patch for testing
A crash at high score screen usually has to do with a bad game.cfg from an earlier or incompatible version (specifically, trying to display a player ship icon that is no longer there). Try removing/renaming the game.cfg in the mod folder and/or the default folder.
I'll take a look at your mod on PC.. Is there a download on the mods subforum?
Is this with missiles in the default game or in a mod? The way the missile trails work is they emit particles at regular intervals, and draw the trail in between. If you're working on a mod and the trails on your missiles seem too angular, you can make them smoother by increasing the firing rate of the particle emitter (or reducing the turn rate of the missile).
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August 9th, 2007, 06:33 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
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Re: Weird Worlds Mac OS X patch for testing
Thanks Fingers
Yes, my mods on the mod subforum, it was the Sgqwonkian Crisis mod, pretty close to the top of the list as I just uploaded it two days ago.
I've played the mod twice since installing the patch, and it only crashed the second time.
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August 9th, 2007, 06:36 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: Weird Worlds Mac OS X patch for testing
The missiles weirdness (angular octagons if the target goes away) is on the main game (and mods too) post mac-patch.
In particular the multimissile was the most noticeable offender. If memory serves me I think some other missile did it too, but the multimissile is really obvious.
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August 9th, 2007, 09:07 PM
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Sergeant
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Join Date: Jun 2005
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Re: Weird Worlds Mac OS X patch for testing
Well, in general the missile trails are tweaked to the lowest possible number of particles that didn't horribly offend me, but it seems the lost target state makes these particular ones (the second stage of multimissile) turn in a tighter radius than they normally do.
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August 10th, 2007, 02:51 PM
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Private
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Join Date: Jul 2007
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Re: Weird Worlds Mac OS X patch for testing
Alright, patch downloaded. I'll see if'n I can't find anything weird about weird worlds after installing it.
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