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August 12th, 2007, 06:23 PM
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Sergeant
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Join Date: Jun 2005
Posts: 341
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Re: New Mod: Sgqwonkian Crisis
I've started the game about 20 times now, and played the gongship mainquest a couple of times. (I set it to always)
The problems so far:
- if you kill the gongship in combat (say, by using a gong) it will crash because the popup tries to display a non-existent image (ships/url_gong.png)
- sgqwonk ship silhouettes have a black square around them. If you can't get PNG images to work, use TGA for this... it's easier.
- the button graphics for the same ships are also broken. The outline frame seems to be all solid.
- Urluquai gong ship sprite (url_gong.tga) seems to have an alpha problem too (a black fringe in front of the gong in the main sprite, a huge black fringe around the gong in the 64x64 image).
I did not see the startgame crash, or any other crashes besides the misnamed image thing. I'll ask Ed to try and debug it on the Mac.
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August 13th, 2007, 03:35 AM
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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: New Mod: Sgqwonkian Crisis
Sorry to make you do all that work.
The link at the top of this thread is not the current one... once it started crashing I decided not to upload it and inflict it on everyone.
It hadn't occurred to me that one of the games designers/developers/coders/etc would be available to help fix my mod. Talk about incredible customer service. Thank you. I gotta buy more of you folks's games.
I'll throw the buggy files back into it, and upload it later tonight/early tommorrow so you can see if it's causing trouble for you.
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August 13th, 2007, 03:39 AM
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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: New Mod: Sgqwonkian Crisis
Oh, and the PLNT urlu was an artifact from an earlier version. Thanks for pointing it out... and it brings up a question.
Does the attack command only work if a ship starts off the board, or am I doing something else wrong?
I'd tried it first with them set to FLAG existing, PLNT urlu. It generated them on the Uluquai homeworld, but they would never attack to anywhere.
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August 13th, 2007, 05:00 AM
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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: New Mod: Sgqwonkian Crisis
Okay, Here's the newest version of the Sgqwonk mod, the version that keeps crashing painfully.
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August 13th, 2007, 09:14 AM
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Private
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Join Date: Dec 2005
Location: Charlottesville, VA
Posts: 12
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Re: New Mod: Sgqwonkian Crisis
I get a crash at the end of each game -- it seems like the game.gfc is being corrupted everytime, this happens with or without the mod. I've only tried on PowerPC, not on Intel, so it might be an issue with how numbers are stored (which is different between PowerPC and Intel).
However, I was *not* able to get it crash by choosing the right hand or middle missions and clicking though Major Brass's dialog. This was with latest attachment in your message #543040.
Can you give me your system profile? (Apple Menu->About this Mac->More Info... then once system profiler opens File->Save)
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August 13th, 2007, 04:36 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: New Mod: Sgqwonkian Crisis
Okay, the attached file is my system profile. I had to zip it to get it to upload due to forum file restrictions.
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August 13th, 2007, 04:48 PM
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Sergeant
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Join Date: Jun 2005
Posts: 341
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Re: New Mod: Sgqwonkian Crisis
Re: the attack command, yes I think it only works on offmap fleets... Just one of those things, we never had attacking fleets starting at a star (of course you couldn't tell that's the case anyway, as they start moving right at the beginning of the game).
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February 3rd, 2010, 05:24 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: Updated Mod: Sgqwonkian Crisis 1.5
Version 1.5 of Sgqwonkian Crisis is now available.
+ Improved graphics. Still not up to the standards of my other recent work, but it's not painful to look at anymore, either.
+ Debugged from top to bottom. I found more than half a dozen individual typos or other errors that were causing the crashes.
It was my first mod, and it still has some rough edges, but I've definitely cleaned it up a lot for this version.
Not sure if I'll do further updates or not. At the moment, I just wanted to craft a stable version, which this is.
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