Page 9 of 9

Posted: Tue Feb 10, 2009 6:08 am
by Kaelis
TheBlueEcho, origin of sprite for ThrusterEx exhaust is set to its center when you're using custom sprite, so you need to account for that by offseting the sprite so that the exhaust starts in the middle.

Posted: Tue Feb 10, 2009 6:11 am
by TheBlueEcho
Yeah, I figured...

Posted: Tue Feb 10, 2009 6:25 am
by Ixranin
Huh, the beam targeter sprite works the same as any other custom beam sprites when I use it. (Just the same small offset.) I didn't fix anything.

Posted: Tue Feb 10, 2009 6:48 am
by Whyarecarrots
Another problem (am I jinxed here...)

Trying to use the minifleet judge ships, I downloaded the shield pack and added it into the custom sprite folder (extracted and then copied the whole folder over)

When I tried to open a ship in the sandbox

___________________________________________
ERROR in
action number 1
of Other Event: User Defined 3
for object ShipSection:

Error in code at line 12:
(tr_ontype != 0 || tr_offtype != 0) ) then

at position 5: Unknown variable tr_ontype




I then tried to open them in the shipbuilder:


___________________________________________
ERROR in
action number 1
of Key Release Event for <Enter> Key
for object gui_efield:

Cannot load game saved with other version.


I'm getting a bit confused (sorry if I'm making a stupid mistake here)

Posted: Tue Feb 10, 2009 6:54 am
by Kaelis
Whyarecarrots (what kind of nickname is that...?), the first error has been fixed in the latest version, 0.90a, please update. Possibly the second one, too.

Posted: Tue Feb 10, 2009 6:57 am
by Whyarecarrots
Err, it's something I said when I was about 3, and I've sort of adopted it for Steam and various forums, replacing Arhalien (a name taken from the Warhammmer Fantasy High Elf army book), which I used to sign up on the old Games Workshop forums and Warseer (you did ask...)

And I'm pretty certain I was already on the new version, or has there been an updated version of it?

edit: if the latest version was the version released on the 31st of January then I definately have that: if there have been any bug fixes released since then I don't have them.

Posted: Tue Feb 10, 2009 7:09 am
by Kaelis
Try reinstalling then.

Posted: Tue Feb 10, 2009 7:15 am
by Whyarecarrots
Kaelis wrote:Try reinstalling then.
Always the simplest solutions that are the best.

Thanks very much :)

Posted: Tue Feb 10, 2009 7:25 am
by AnnihilatorX
The first shot of a linked child weapon always ignore the link delay. It's only the first shot though.

Posted: Tue Feb 10, 2009 8:18 am
by Whyarecarrots
The problem with the ship deployer still seems to be there, even using a ship deployer set to all the defaults. Same error as before I think (about speed)

Posted: Tue Feb 10, 2009 3:02 pm
by FIREST0RM000
not truly a glitch, but annoying none the less.
When saving in SM, the background image and zoom level are no longer saved. This means that when working on a fan ship, you have to reposition the image every time you load it. Would greatly apriciate if this got fixed.

also, the assign parent hot key (right click, "P") no longer works

Posted: Wed Feb 11, 2009 7:27 am
by SHAD0Wdump
Strange things going on with burst functions on a multitude of weapons...

The following have two burst fields: old missile launcher,minimissile,torpedo launcher,point rocket,flash bolter,flak gun,railgun,repeater,shock beamer,old plasma,weasel gun,twin railgun,tac nuke cannon,repeating artillery,sabot cannon,autocannon,twin autocannon,particle cannon.(phwee)


Now the following are special cases of incorrect burst functionality:
Tesla no longer has a burst field.

Demeter has a burst of 16!

Pulsar has a burst of only 5.

point beam has a burst of(get this...) 1118481,doesn't have any effect though,I'd presume it is either too high or the weapon likely shouldn't have a burst function to begin with.

Posted: Wed Feb 11, 2009 8:25 pm
by DarchZero
OMG! Holy smoking cow manure! NEW WEPUNS! PEW PEW

And i'm back from my eternal break of ship editing. Yahoo.

Direct X 9.0C
128 MB memory

Those are my specifications of graphic
But why beams and blasters leaves unrefreshable traces on screen?

Thank God there's TH15 and 0.90

Posted: Wed Feb 11, 2009 8:57 pm
by Arcalane
SHAD0Wdump wrote:Strange things going on with burst functions on a multitude of weapons...

The following have two burst fields: old missile launcher,minimissile,torpedo launcher,point rocket,flash bolter,flak gun,railgun,repeater,shock beamer,old plasma,weasel gun,twin railgun,tac nuke cannon,repeating artillery,sabot cannon,autocannon,twin autocannon,particle cannon.(phwee)


Now the following are special cases of incorrect burst functionality:
Tesla no longer has a burst field.

Demeter has a burst of 16!

Pulsar has a burst of only 5.

point beam has a burst of(get this...) 1118481,doesn't have any effect though,I'd presume it is either too high or the weapon likely shouldn't have a burst function to begin with.
The Demeter and Pulsar don't actually support Burst functionality - part of their code makes them use the same vars for something else. Point beam 'burst' is actually part of it's colour code.

Ignore the fields for now.