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Posted: Wed Dec 10, 2008 10:09 am
by Kaelis
BoVinE wrote:Another one, shift f9 doesn't allow me to start the box, it just uses the mouse position when I press the keys.
Intended behavior.

Posted: Thu Dec 11, 2008 6:15 am
by BoVinE
Seems odd that normal f9 lets me choose the start location though

Posted: Thu Dec 11, 2008 6:56 am
by Kaelis
Normal f9 uses a different method, and lets you screenshot any part of your screen, not just the sandbox grid.

Posted: Sun Dec 14, 2008 7:42 pm
by ArcaneDude
Okay, a rather annoying thing happened.

When I tried to open the Spirit of Contempt yesterday, it didn't happen. SM went black, and then reverted to the normal core.

There's no other info, except that restarts don't help. Not of SM, not of my computer.

Oi vey.

Posted: Sun Dec 14, 2008 11:36 pm
by Kaelis
Would help if you gave me the sb4, you know.

Posted: Sun Dec 14, 2008 11:40 pm
by ArcaneDude

Posted: Sun Dec 21, 2008 4:50 am
by DeathsHand
Ok... recently, various files of mine met an unfortunate end, and I'm trying to reinstall updated/correct CE files, etc etc...

So, I open shipmaker(v.1.612) and I get this.

I only get 24 sections at this time...I think it's something with the smsprites file, but I'm unsure how to remedy/where to find an updated one...

Posted: Sun Dec 21, 2008 8:15 am
by Arcalane
Looks like your Custom Sprites folder is missing most of the sprites. :?

Posted: Sun Dec 21, 2008 7:21 pm
by Hege
[Hege] I'm trying to figure if the the rotation keys were changed for sections on the recent SMCEs
[Hege] Were they? J and L don't work for me
(@Anna) ... No, they were not changed.
[Hege] Okey, well guess I'll just have to rotate the angles through the edit fields
(@Anna) ... Or you could restart SM, 'cause it should work fine? Whacky idea.
[Hege] Re started 5 times
[Hege] Mostly due of adding new sprites and fixing earliers, but it still doesn't fix it anyway.
(@Anna) ...
(@Anna) Are you using a laptop or something?
[Hege] Yes
(@Anna) ... So post it in the bugs report?
[Hege] Ok
(@Anna) Do you have a mouse with a mousewheel?
[Hege] Yes
(@Anna) Try pressing "V" and rotating the mousewheel.
[Hege] Nothing happens
(@Anna) ... Weird.
So yeah, appereantly key angle rotation hates me.
Its not ship specific either.

Any ideas?

Posted: Sun Dec 21, 2008 11:59 pm
by AidanAdv

Posted: Mon Dec 22, 2008 5:37 am
by Kaelis
Thats what you get for using Norton...

Posted: Sun Dec 28, 2008 3:24 am
by ArcaneDude
Yesterday, I made two ships that carried machineguns. I tested them, everything worked fine, even with string importing. Today, those machineguns turned into blasters when I opened it up in SMCE. Could it be the string importing? 'cus It worked fine yeterday.

Posted: Sun Dec 28, 2008 8:09 am
by Kaelis
I have explicitly stated in the changelog that string templates may not work correctly.

Posted: Sun Dec 28, 2008 6:55 pm
by ArcaneDude
Yeah, it's fixed now. Thanks anyways.

Posted: Wed Jan 07, 2009 3:39 am
by ArcaneDude
<AD> I think I found another bug.
<Arcalane> it's a feature.
<AD> Setting the 'shooting' option on a driver weapon to 0 gives it a 360 degree firing angle.
<AD> Apparently.
<Arcalane> ...but if it can't shoot, then why's it matter?
<Arcalane> and if you're linking it, then it definitely doesn't matter
<Arcalane> or you could just set the range to 1
<AD> Because my turretsection should only have a 150 degree angle, but since it's driver reverts to 360 degrees...
<Arcalane> oh, that driver. I thought you meant as in a tachdriver. I haven't seen that issue before. oO
<AD> Now it's shooting through the ship's bridge.
<Arcalane> nice
<AD> Heh, no. Link driver.
<Arcalane> although in the one case I've done it, it was a 360 turret anyway
<Arcalane> (the bigass triturret on top of the Cerberus Mk3)
<AD> I guess I'll use the old method for now, and post this in the bug report.
I'm using a pulse gun as a link driver weapon, set it's shooting to 0. Other modifications are turning, deviation, range, fire rate, clipsize, reload and alpha.