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Posted: Tue Dec 02, 2008 10:22 pm
by ArcaneDude
Unmodified autocannons on this one ship are turning into twin autocannons when its spawned as an enemy.
An error which is fixed in the latest release.

Posted: Tue Dec 02, 2008 10:33 pm
by Lord-General Thunder
ArcaneDude wrote:
Unmodified autocannons on this one ship are turning into twin autocannons when its spawned as an enemy.
An error which is fixed in the latest release.
Yeah, I just saw it on the list now, sorry.

Posted: Wed Dec 03, 2008 11:02 am
by Ixranin
I tried both Shipmaker 1.604 and 1.607, and I have no sections or doodads to choose from. Instead they just show up as spr_bridge, and I can't get them via strings either. (I get the feeling it's some stupid thing on my side.)

Posted: Wed Dec 03, 2008 11:14 am
by lightstriker
extract this to your BSF folder in program files
http://filesmelt.com/Filehosting2/downl ... prites.rar

Posted: Wed Dec 03, 2008 12:26 pm
by Ixranin
Figured out the problem: I was missing smsprites.ini.

Posted: Wed Dec 03, 2008 12:57 pm
by lightstriker
ah. That was going to be my second attempt :D

Posted: Thu Dec 04, 2008 4:03 am
by LordGarcia
___________________________________________
ERROR in
action number 1
of Mouse Event for Glob Left Button
for object ctr_GUI:

Error in code at line 1:
if global.dc_controll != 0 then exit

at position 11: Unknown variable dc_controll
Kaelis wrote: Peculiar. It does not find the variable, despite its been clearly declared and defined, and as a global, too. you're the only one who seems to be having these problems, as well. So bad news - apparently its machine specific, and theres nothing i can do about it.
I also got this error just now. Am I missing something somewhere? If I'm right I didn't change anything and it suddenly appeared

Posted: Thu Dec 04, 2008 5:09 am
by Kaelis
It happens if you run the game in unsurfaced mode. Fixed for the next version anyway.

Posted: Fri Dec 05, 2008 7:18 pm
by ArcaneDude
ERROR in
action number 1
of Key Press Event for <Right> Key
for object obj_section_parent:

In script updateMovtarget:
Error in code at line 17:
ms_aframes = ms_dist/ms_aspeed

at position 27: Division by 0
.

When Shift+arrow key moving a weapon, a doodad or the core. Sections work.

Also, Arc believes *someone* broke custom colouring.

Posted: Fri Dec 05, 2008 7:22 pm
by Arcalane
To clarify; I loaded up the Cerberus in SM 1.610 and decided to make some linear motion additions to make it 'deploy' sections when being spawned, a bit like the combat mode on Anna' latest ship. I saved it as a seperate ship, the Mark II. The colouring of the Mark II is fine in the sb4, and previous (such as the Mark I) and completely new ships retain custom colouration. Resaved ships like the Mark II, however, lose it.

Is not good, comrade!

Ed: the divide by zero affects modules too. I assume Kaelis forgot to add a simple if-check to ensure that it only recalculated the values for sections.

~~

After repainting, the Cerberus Mk III (now with even more movey bits~) retains custom colouring. A small price to pay, I suppose.

Posted: Sat Dec 06, 2008 7:23 pm
by Darkship
Custom coloring is not retained for one of my ships despite resaving with the latest SMCE build.

I have attempted to reset all the colors in the ship but it still did not work. Saved it as a separate file and it also doesn't work.

.shp
.sb4

Posted: Sat Dec 06, 2008 8:14 pm
by Kaelis
Yeah, the colors in that sb4 are borked.

EDIT: Although ive found another bug with colors... will fix asap.

Posted: Sun Dec 07, 2008 7:17 am
by Bad Boy
Two things:
1) Editing the rotation values in the smconfig doesn't work for group rotation, and neither does fine rotation.

2) I don't know why, but a when making a ship, I went into preview mode, and it wouldn't leave. I ended up with a blank sidebar, and the ship's rotating parts at various angles. After I saved, I had to fix all of the angles, which is why I found out about the rotation problems.

EDIT: Also, the counter and shooting values seem to reset whenever you clone the weapon or section.

Posted: Sun Dec 07, 2008 8:02 am
by Lord-General Thunder
Shift+arrow key moving doesn't work at all, and I can't rotate sections with the keyboard.

Posted: Wed Dec 10, 2008 6:37 am
by BoVinE
I've got linked lasers turning into blasters (after a save), has this been covered already?

Another one, shift f9 doesn't allow me to start the box, it just uses the mous position when I press the keys.