WYRDYSM GAMES

Home of Battleships Forever
It is currently Thu Dec 14, 2017 8:23 am

All times are UTC + 8 hours




Post new topic Reply to topic  [ 1155 posts ]  Go to page Previous  1 ... 68, 69, 70, 71, 72, 73, 74 ... 77  Next
Author Message
 Post subject:
PostPosted: Fri Dec 05, 2008 4:48 am 
Offline
Lieutenant Commander
Lieutenant Commander

Joined: Tue Dec 02, 2008 5:45 am
Posts: 52
Location: If hell froze over it would look like this.
Yeah, really. I mean the new effects are cool and all, but my computer just tried to jumpout the window. :cry:
But yeah, good idea for a back up.

_________________
I lost my avatar because I made it too big.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 05, 2008 8:47 am 
Offline
Captain
Captain
User avatar

Joined: Fri Jun 13, 2008 2:02 am
Posts: 259
Location: In a place, until a time.
I kept a zip of the old version, as well as an unzipped copy, with all my ships. NO MORE ACCIDENTALLY DELETING SHIPS FOR MEEEEEEEE!

Also: My ships don't spawn... Except for the ships included in the game.

EDIT:
Code:
ERROR in
action number 1
of Mouse Event for Left Released
for object GUI_SpawnAllied:

Data structure with index does not exist.


ERROR in
action number 1
of Mouse Event for Left Released
for object GUI_SpawnAllied:

Data structure with index does not exist.


ERROR in
action number 1
of Mouse Event for Glob Left Released
for object ctr_Spawner:

Creating instance for non-existing object: 0


ERROR in
action number 1
of Other Event: Game End
for object ctr_PartDrawer:

Data structure with index does not exist.

_________________
This user is a proponent of the whole "Check your **** parenting" idea.

This is a signature. It goes at the end of my post.

Your face is so *adjective* that it *verb*s


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 05, 2008 9:52 am 
Offline
Commander
Commander
User avatar

Joined: Fri Feb 22, 2008 12:07 pm
Posts: 142
Just echoing with everyone that you cannot spawn custom ships into the sandbox. Here is the error log:

ERROR in
action number 1
of Mouse Event for Left Released
for object GUI_SpawnAllied:

Data structure with index does not exist.


ERROR in
action number 1
of Mouse Event for Left Released
for object GUI_SpawnAllied:

Data structure with index does not exist.

_________________
My Fleet: Aquilonian Fleet | Neo Genesis | UTA
My Random Ships: Brainfarts™
Ship Classifications


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 05, 2008 12:48 pm 
Offline
Commodore
Commodore
User avatar

Joined: Thu Jun 21, 2007 12:39 pm
Posts: 534
Quote:
Try looking at the game_errors.log file in your BSF folder. Errors are now written there instead of a popup, that's the only change to the way the game loads ships.


How come this isn't mentioned in the change log?

Also, well, I had a go in sandbox and this was my expereince:

1: The regular framrate seemed to be fine...
2: Going into accelerated time, however, only increased it from 30 to 35 FPS when the sandbox was idle (normally it'll go up to 200 FPS for me)
3: I can spawn and clone normal player and normal enemy ships just fine, but I cannot spawn any custom ships (they simply don't appear)...
4: I minimised the game to close an annoying Java Update thing and suddenly the game decided to restart in non-surface mode (though changing it back again wasn't a problem)...

Unfortuneately, however, I can't show you what's in my "game_errors.log" file because I don't seem to have one...

Image

...with the only thing in the .txt file titled "log" (if that's supposed to be the error log) being this...

Quote:
Log started...
Debug1
Debug2
Debug3
Savedata
End Savedata
Open Ini
End Open Ini
Begin Ini
End ini
Close ini
Begin Music
End Music
End LogLog started...
Debug1
Debug2
Debug3
Savedata
End Savedata
Open Ini
End Open Ini
Begin Ini
End ini
Close ini
Begin Music
End Music
End Log


I've also discovered that spawning the ships that came in the current version's "Custom Ships" folder seemed to work fine in both Sandbox and the sandbox mode of grinder (haven't tried the others yet), but it's actually behaving very strangely...

I spawned an allied Nagaya 3, an enemy Leviathan and an allied Nagaya 2 in sandbox and it all worked fine with no slowdown, expect that the Nagaya 3 refused to move to engage the Leviathan (even though it was firing its pulsars at the Lev and yes I did increase the max AI range far beyond what would have been needed)...

Later I tried moving some other ships into the "custom ships" folder of the new version and that at first seemed like it had stopped all the other files from working... When I tried spawning one of these other ships in sandbox it didn't work (and then trying to spawn the ones that had already been there stopped working as well), but then when I exited and came back I spawned an allied Nagaya 2 as an ally... Then I tried to spawn something else (a ship I had moved to the folder) but it also spawned as a Nagaya 2... I then tried to spawn a Nagaya 1 and it spawned as a Nagaya 2...

Now I've closed BSF and opened it again and the native Pirate Hybrid won't spawn... In fact, all the native ships now refuse to spawn...

Then I try the sandbox mode of Blockade and I spawn a Nagaya 1 as a player controlled, an allied Sinope (a version of which comes in the "Custom Ships" folder and has done ever since the class was introduced) and then I tried to spawn an allied non-native ship (again, that is a custom ship I had moved into the current version's "custom ships" folder and, to my surprise, it actually worked... I then cloned this allied ship... that worked... I then spawned a player controlled not native ship and cloned it... that worked to... Finally I went for the big one and tried spawning and cloning allied and enemy custom ships outside of the current version's "custom ships" folder (and indeed, outside of the current version's folder entirely) and it all worked too... I then exited Blockade, came back and tried spawning only ships outside of the current version's folder and it worked fine too... My conclusion is that the sandbox mode of Blockade seems to be working perfectly... Crazily enough, even accelerated time is working perfectly in it as are allied Nagaya 3s... Raid and Leviathan are the same... Even the .shp foles of my old .sb2 and .sbl ships are working... Grinder also seems to be working properly... It did crash at one stage, but the reason was because of the particular ship I tried to spawn, which makes 0.88 crash as well, giving this very strange error message...
___________________________________________
FATAL ERROR in
action number 1
of Mouse Event for Left Released
for object GUI_SpawnAllied:

COMPILATION ERROR in code action
Error in code at line 1:
ÅÅÅéê×èêßäÝ·£ÅÅ þÈ£ ÿûõÿúûÓ õé÷ùû ÷ÿ£û ûõÿþûÿûú¾¿£ÅÅÙåâåëè¶éÛêêßäÝé£õü÷úûù¶Ó¶£ÅÅæèåæÛèêßÛé£ÅÅã ûû¶æûÿû £õþ ÓÇÅÅ£éþ¾ÈÂÌÂËÂÂÂÂ¸Ø øøû¸Â¸¸ÂÇÈÌÄÌ¿££ÅÅéÞßæ¶éïéêÛãéòò£ÅÅéÛÙêßåäé£
at position 1: Unexpected symbol.

...but that's not important... The point is that the sandbox modes of all four skirmish modes seem to be working perfectly AFAICT... It's only sandbox (for me, at least) that seems to be a problem...

By the way, for anyone who wants them, I still have most of the versions going back to 0.62 on either this computer or my other one... I could upload a few of them if you like... Heh, remember the good old "circut board" Helios?

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 06, 2008 8:23 am 
Offline
Commander
Commander

Joined: Sun Feb 10, 2008 9:20 am
Posts: 171
Location: AT
http://img67.imageshack.us/my.php?image ... n04za2.png

Not having any trouble...Well besidse posting pictures.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 06, 2008 11:18 am 
Offline
Commodore
Commodore
User avatar

Joined: Thu Jun 21, 2007 12:39 pm
Posts: 534
Quote:
By the way, for anyone who wants them, I still have most of the versions going back to 0.62 on either this computer or my other one... I could upload a few of them if you like... Heh, remember the good old "circut board" Helios?


Actually, scratch that... The folder they were in is fucked and they're inacessable (indeed they're probably gone completely)... However, I still have all (more or less) of the versions dating back to around 0.80 or so, in case anyone wants a .sb2 shipmaker...

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 07, 2008 3:17 am 
Offline
Commander
Commander

Joined: Sun Feb 10, 2008 9:20 am
Posts: 171
Location: AT
I think... I fixed the bug on my computer temporarily...

http://www.wyrdysm.com/battleshipsforev ... _Drone.shp Dowload this, open BSF, go to sandbox, spawn about 4 rather large normal player ships, about 5 Alien carriers and 1 Battlestation. And then run the game...For a small time. Attempt to spawn the downloaded ship thing and your screen should get black for a moment.
Doing this has worked 90% of the time...The other 10% of the time BSF made all the ships in the game 1 ship :lol:

PS...This doesn't work on all computers...I just noticed that...


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 13, 2008 10:06 am 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 947
Battleships Forever v0.89a Released
Get it here

v0.89a
-Fixed surfaces bug. LET ME SAY THAT AGAIN. FIXED SURFACES BUG. They should no longer glitch up randomly. Unfortunately the game will run a little slower as a result.
-Optimized bullet trail spread, there was a glitch in the previous version

Honestly I haven't directly addressed the custom ship spawning as I'm unable to reproduce that problem, please try again with this version and post the errors that you get.[/url]

_________________
Sean 'th15' Chan
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 13, 2008 10:40 am 
Offline
Admiral
Admiral
User avatar

Joined: Tue Feb 26, 2008 9:09 am
Posts: 1983
th15 wrote:
Battleships Forever v0.89a Released
Get it here

urm, still lists it as .88...Can I get a confirmation on the location of the new version? That said thank you so much for working on this, I know you have a busy life.

*edit* Thanks!


Last edited by jwa8402 on Sat Dec 13, 2008 11:20 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 13, 2008 11:05 am 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 947
Sorry, I made a mistake.

Battleships Forever v0.89b Released
Get it here

_________________
Sean 'th15' Chan
Image


Last edited by th15 on Sat Dec 13, 2008 11:23 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 13, 2008 11:11 am 
Offline
Commander
Commander
User avatar

Joined: Sun Aug 03, 2008 2:01 pm
Posts: 105
Location: Adding engines on mah' spacestation.
I was going to download .89a but it became .89b and then th15 posted about it.

_________________
Some random site I made.

ImageImage


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2008 9:02 am 
Offline
Lieutenant, Junior Grade
Lieutenant, Junior Grade
User avatar

Joined: Wed May 07, 2008 8:07 pm
Posts: 12
Location: Finland
I figured out how to fix the 'ships-not-spawning' and some other bugs. I had the same problems as you guys, but then I back-uped all my ships, used the BSF uninstaller to uninstall the game, deleted the folder and reinstalled 0.89b while putting all my ships back.
If you have issues like these, try what I did and tell me if that worked.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2008 10:27 am 
Offline
Commodore
Commodore
User avatar

Joined: Thu Jun 21, 2007 12:39 pm
Posts: 534
Oddly enough, sandbox now seems to be working perfectly for me, except that accelerate time will now only roughly double the FPS, even when the sandbox is idle (though it will stay that way even if there is lots of stuff on the screen)...

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jan 26, 2009 6:07 am 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 947
BATTLESHIPS FOREVER VERSION 0.90a RELEASED
Download here: http://www.wyrdysm.com/bfdownload.php

Massive improvements in this version. Recently, I've been working with some guys from the community to add some fantastic new features to the game.

Custom Ship Sprites
Image

Rotating/transforming Sections
Image

New Weapons
Image
Images courtesy of Anna

New Features
-Custom sprites: You can now use custom sprites to make ships
-Rotating/transforming sections: Ships can change right before your eyes!
-Section effects: You can fake glow and outline effects on sections instead of painstakingly layering sections
-Gun Turrets: Link multiple guns together or build rotating turrets out of sections
-Direct Control: Take control of ships with your mouse and keyboard
-New Weapons and modules
-Major improvements to Ship Maker interface: There are section dropboxes, buttons for quick colour changing and a host of new shortcuts.
-Ship Maker functionality extended: You can now preview ships in the Ship Maker to see how they will look in-game. Add advanced effects and behaviour to ship components with new editable options. Ability to recolour and change objects you previously could not
-Game loads faster now due to external file loading.

Full changelog:
Code:
New features:

Custom sprite import - You can use your own section, doodad, weapon and bullet sprites.

Customizable section effects and fading - Fake aegis effect (without the need for aegis modules), section overlay/underlay, customizable glow. All effects can fade with time (also customizable), or the transparency of section can fade.

Rotating and moving sections - Their children will rotate with them, which in effect makes whole parts of a ship rotate/move. With parameters for customizing their movement.

Triggers - ability to trigger on/off certain actions (for example section movement or weapon fire) with other actions (for example when certain section reaches specific angle or weapon acquires a target), with customizable parameters.

Weapon drivers - Sections can be assigned so called drivers, which are simply weapons. Such sections will behave like rotating section, except that they will retain their angle from assigned weapon, following weapon rotation, instead of rotating by themselves. This makes turrets possible.

Weapon linking - Weapons can be linked to other weapons, which means they will retain the angle of their 'parent' weapon and shoot at the same time.

Direct Control modes - Lets you controll your ship and its weapons with keyboard and mouse, as if you were the 'driver'.

New weapons - Machinegun, Vulcan Cannon, Autocannon, Repeating Artillery, Tactical Nuke Cannon, Sabot Cannon, Particle Rifle and Particle Cannon, Flash Bolter,  Plasma Ball Launcher, Tesla Gun, Point Defense Missiles, Mini-Missile Pack, High Velocity Rocket Launcher, Torpedo Launcher, and twin versions of certain weapons.

New modules - Ship Deployer and ThrusterEx (has an exhaust flare instead of puffs of smoke).



Major Shipmaker additions and changes

Color keys, color buttons and new color functions - Akin to a color palette with keyboard shortcuts, plus the ability to change team colors inside Shipmaker, fill tool that changes all sections of certain color to another color, color picker tool, and ability to save your current palette.

Facilities for easier section picking and section management - Section picker, which lets you see, pick and scroll through multiple sections. Four sections groups that let you divide available sections into categories. Group arrange for easy management of available and imported sections. Saving and loading of separate section inis, so that you can use multiple group arrangements.

Improved mirroring - Fixed position offsets and depth problems, depth changes to sections in upper part of the ship carry on to sections in lower part when mirroring again, re-mirror tool.

Preview mode - for previewing triggers, rotation, movement, effects and fading inside Shipmaker.

Many new keyboard and mouse shortcuts for existing and new functions

Improved/modified interface

New, transparent formats for saving ships



Minor Shipmaker additions and changes
- Improved mouse dragging, added precise mouse dragging
- Ability to define and use two different rotation/movement steps when moving and rotating objects
- Ability to recolor weapons and modules
- Ability to resize and rotate modules
- Additive blending mode for sections, transparency for all objects
- Ability to turn off glow and/or shimmer on specific sections
- Weapon and module depthing, which works like for doodads
- Ability to hide sections to increase performance with big ships and help fith object selection
- Increased window size and working area
- Improved screenshot saving, ability to capture a set number of frames
- Multiple fixes for existing bugs and problems
- And many others

Known bugs:
- Min/max target size for weapons does not work yet
- You can't open .sb4 files in shipmaker by double clicking on them (yet)

_________________
Sean 'th15' Chan
Image


Last edited by th15 on Sat Jan 31, 2009 11:23 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jan 26, 2009 6:21 am 
Offline
Captain
Captain

Joined: Fri Nov 09, 2007 3:13 am
Posts: 395
*Self-congratulatory post-release first reply*


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1155 posts ]  Go to page Previous  1 ... 68, 69, 70, 71, 72, 73, 74 ... 77  Next

All times are UTC + 8 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group