v0.90b Bug Reports - READ FIRST POST
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Huh. I had a similar bug back in one of the arlier versions o SM3 where the screen would be black but any screenshots I took showed the interface. I fixed that one through a reinstall and a reboot. Sounds like yours is different, though.
(Try a reinstall and a reboot anyway, just in case.)
(Try a reinstall and a reboot anyway, just in case.)
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[quote="Arcalane"]If anyone says "y'all" again I'm going to string them up and put their head on a pike.[/quote]
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A problem occurs in The Grinder when using ships with ship spawner modules.
Somehow, when a certain number of ships spawned through the modules are destroyed, the game thinks you lost and ends the game (even if other ships and spacestations are still intact).
This makes it impossible to use ships with spawner modules properly in the grinder; The place where such modules may be the most attractive.
Somehow, when a certain number of ships spawned through the modules are destroyed, the game thinks you lost and ends the game (even if other ships and spacestations are still intact).
This makes it impossible to use ships with spawner modules properly in the grinder; The place where such modules may be the most attractive.
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I mentioned this early on,I'd even get it with fire support platforms.Elias_The_Crimson wrote:A problem occurs in The Grinder when using ships with ship spawner modules.
Somehow, when a certain number of ships spawned through the modules are destroyed, the game thinks you lost and ends the game (even if other ships and spacestations are still intact).
This makes it impossible to use ships with spawner modules properly in the grinder; The place where such modules may be the most attractive.
My guess is that the game knows when you have lost by having a variable set to the number of ships you have on the field and when that variable reaches zero (all ships destroyed), it tells you you have lost. But, the game doesn't increase that variable when spawner modules spawn platforms/ships, but when those ships are destroyed, the variable decreases as normal.
No guarantees, just my theory. I don't know how the game really works, so it's just a wild guess.
EDIT: Last sentence deleted because I didn't read carefully enough and I'm an idiot for it.
No guarantees, just my theory. I don't know how the game really works, so it's just a wild guess.
EDIT: Last sentence deleted because I didn't read carefully enough and I'm an idiot for it.
Last edited by VNilla on Wed Mar 18, 2009 6:47 am, edited 1 time in total.
Ne me forcez pas à arracher votre gorge, s'il vous plaît.
~~~~~
[b]ZOMG NINJA SARCASM[/b] :shock:
~~~~~
[quote="Arcalane"]If anyone says "y'all" again I'm going to string them up and put their head on a pike.[/quote]
~~~~~
[b]ZOMG NINJA SARCASM[/b] :shock:
~~~~~
[quote="Arcalane"]If anyone says "y'all" again I'm going to string them up and put their head on a pike.[/quote]
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The TacNuke cannon doesn't seem to respond to range changes. I set a tacnuke's range to 250, but it's bolts still travel 1000 pixels far, visible by the fact that they explode far outside the culminated range of their actual range and their fuse variance. No idea what's causing it, the range function simply doesn't seem to do shit.
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Check out the Epic Music Library
And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush
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