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 Post subject: Re: MIRV Beta Release
PostPosted: Fri Jul 30, 2010 11:12 am 
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Pseudofeline Overlord
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Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
calvin1211 wrote:
It it also possible to allow us to change the length of the trails?


That is far out of your reach, I'm afraid. At least for now.

Custom colour and trail width in SM are planned.

vidboi wrote:
btw, could you possibly change the trails on the nuke mirv/torpedos to a slightly less glaring yellow? personally i think it looks really bad right now, and the trails could do with some more anti-aliasing as well


Anti-aliasing is out of reach unfortunately. It was one of the sacrifices made to maximise performance.

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 Post subject: Re: MIRV Beta Release
PostPosted: Sun Aug 01, 2010 12:33 pm 
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Commander
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Location: A clustered inhabitance
I've isolated exactly what causes the EMP torpedo to error: It has something to do with hitting a target when it has already been stunned. According to the military exercises I had been carrying out recently, defense platforms were stunned by 30-second effect EMP torpedoes. As the torpedoes load in only ten seconds, the second salvo resulted in a barrage of error messages. Upon holding enter down and observing the effects, I noted that the torpedoes now would simply pass over the stunned ship(s). Once the torpedo passed over them, the error messages stopped, and the game resumed.

Hope that helps.

(BTW, I was using the fixed exec file)


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 Post subject: Re: MIRV Beta Release
PostPosted: Tue Aug 03, 2010 3:00 am 
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Pseudofeline Overlord
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Location: UK
Given that the code is lifted almost straight from the Frosch I think it's safe to say that I don't think there's a whole lot I can do about it.

The solution for now is thus to stop spamming EMP torpedoes or lower the duration of the stun. Probably both, because EMP effects shut down weapons and drain energy from modules, so spamming them is... dangerously overpowered, I would say.

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 Post subject: Re: MIRV Beta Release
PostPosted: Tue Aug 10, 2010 2:00 am 
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Admiral
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Joined: Tue Feb 26, 2008 9:09 am
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Is there a existing way, or can you advise one, to trigger the critical object? I assume not because its a module but figured I'd check cuz that would be really useful.


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 Post subject: Re: MIRV Beta Release
PostPosted: Tue Aug 10, 2010 2:06 am 
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Pseudofeline Overlord
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Location: UK
This question answers itself.

For those of you who can't figure it out, the answer is no.

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 Post subject: Re: MIRV Beta Release
PostPosted: Fri Aug 27, 2010 9:08 am 
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Ensign
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Joined: Fri Aug 27, 2010 6:20 am
Posts: 7
Help! I installed the MIRV and the sounds are gone!
And every time i try to launch the Ship Maker it does this error:

---------------------------------
ERROR in
action number 1
of Create Event
for object obj_sidebar:

Error defining an external function.
---------------------------------

I tried restarting my computer but i don't worked,any help? :(


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 Post subject: Re: MIRV Beta Release
PostPosted: Fri Aug 27, 2010 9:39 am 
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The artist formerly known as SilverWingedSeraph
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Joined: Wed Sep 26, 2007 8:51 pm
Posts: 3441
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Step 1) Make sure you have the proper, most recent version of BSF from the website. That's 0.90d.

Step 2) Go to the very first post in this thread.

Step 3) Download the "Wyrdysm Download" and the "Fixed Tachyon Error Ver." zips.

Step 4) Extract EVERYTHING IN THEM into your regular BSF folder.

Sound should work, Shipmaker should work. If it doesn't, you're doing something wrong.

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 Post subject: Re: MIRV Beta Release
PostPosted: Fri Aug 27, 2010 8:56 pm 
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Ensign
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Joined: Fri Aug 27, 2010 6:20 am
Posts: 7
I think is because every time i try to un-zip anything on the My Computer folder i does a error,so i extracted to an folder then i copied to the BSF folder.


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 Post subject: Re: MIRV Beta Release
PostPosted: Fri Aug 27, 2010 9:18 pm 
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Ensign
Ensign

Joined: Fri Aug 27, 2010 6:20 am
Posts: 7
Great,now this is the error:


___________________________________________
ERROR in
action number 1
of Other Event: Game Start
for object GUI_MainTitle:

Error defining an external function.

___________________________________________

Any help?


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 Post subject: Re: MIRV Beta Release
PostPosted: Wed Sep 01, 2010 6:58 pm 
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Commander
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Joined: Fri Dec 18, 2009 9:54 pm
Posts: 110
Location: ...I'm supposed to know?
Hey everyone. I downloaded the first download on the first post and it said the zip folder is empty. Bummer. Any ideas how to fix?

Oh and while I'm at it do I need all the downloads in this thread for it to work or can I just have one of them?

Cheers.

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 Post subject: Re: MIRV Beta Release
PostPosted: Wed Sep 01, 2010 7:15 pm 
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Commander
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Joined: Sat Jan 31, 2009 1:38 pm
Posts: 247
Location: A clustered inhabitance
I believe this is what you are looking for.

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If admirals hate and trash your ships,
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.

Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858


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 Post subject: Re: MIRV Beta Release
PostPosted: Wed Sep 01, 2010 7:30 pm 
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Commander
Commander

Joined: Fri Dec 18, 2009 9:54 pm
Posts: 110
Location: ...I'm supposed to know?
That is indeed the one i downloaded I think after the first one.

However this one does not include the shipmaker.

Any ideas? Thanks.

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 Post subject: Re: MIRV Beta Release
PostPosted: Wed Sep 01, 2010 7:39 pm 
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The artist formerly known as SilverWingedSeraph
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Joined: Wed Sep 26, 2007 8:51 pm
Posts: 3441
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There are two downloads in the very first post in the thread.

Download both of them. One of them contains shipmaker.

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Founder and Event Coordinator for the BSF Beauty Pageant. Founder of the Pseudo-Chainship Project. Admin. Games Master.
Quality Control Enforcer
Gay cute girl and fucking proud of it.


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 Post subject: Re: MIRV Beta Release
PostPosted: Wed Sep 01, 2010 8:36 pm 
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Commander
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Joined: Fri Dec 18, 2009 9:54 pm
Posts: 110
Location: ...I'm supposed to know?
I assume it should, but sadly the first one is empty. I will probably download it again after I have tested some new ships that are for once not fail!

Anyway this idea looks great.

EDIT: ships became failships again so I tried again, the whole thing works! Glad the core is now SW as well, makes me get off my arse to import the sprites instead of making fail-BSF-crap-style-crap.

Cheers.

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 Post subject: Re: MIRV Beta Release
PostPosted: Wed Sep 01, 2010 9:19 pm 
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Captain
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Joined: Wed Jan 16, 2008 11:46 pm
Posts: 253
I downloaded the file in the first link (again) to verify - contents are fine and it contains the shipmaker - your download is corrupt - try again.


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