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uhm?
I have a problem when i have FXU (.22) and NewUIs (7.4.2) i get this image and any attempt to load a game or start a new one causes CTD
if i have only FXU or only NewUIs it works fine.. :hmmm: http://i860.photobucket.com/albums/a...g?t=1383508974 |
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disable all your mods and read the common errors in my signature link.
I bet you have gamedir\mods\modname\filename\data. Should be gamedir\mods\modname\data. |
Thanks everyone! reinstalled Ui and it all works now! :D
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Gap, it's really hard to check all the ships .zon files manually...Do you have some change log or something which will tell us where "object linked to" function is used?
If not, maybe we could split the job in half, what do you say? |
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I have not taken note of the units on which I have used the "object linked to" property, but tracking them down is quite easy, as this setting was only applied to masts and turrets with a zone controller applied to them and with adjacent cables. What takes much longer is moving and/or resizing compartment boxes overlapping RadioRoom boxes, and adding the missing spheres and boxes for radio antennas. Later today I will release a stripped-down version of the pacth which will fix at least the most critical issues :up: |
Found something that might be related to the possible FXU 2.2 crashes... I haven't been using it for a while and everything has been very stable when testing the megamod (I use previous v2.1).
Today I had a crash when deck gunning an imported OHII ship "Taihosan" aka SV Small Moden Composite Merchant Ship. I loaded the game, met the ship again, deck gunned it and another CTD. I did a Historic Mission with the same ship and again CTD when deck gunning it (well it took two times to crash). This ship is straight from OHII and it's files have been the same over two years now. That ship has also the "Object linked to" feature in it's funnel: it's linked to a wire. So does this cause crashes, do any stock ships have this feature? Or is it just made in some wrong way? I'll do a test later with the link turned off and see if there is any difference! |
Thank you Rongel, this is another confirmation of what was found by Vecko a few weeks ago. As far as I know stock ships didn't have that feature, but it was introduced by me for FXU 0.0.22 (my bad, sorry guys :oops:).
Unfortunately today I had no time to work on the fix, but I will as soon as I finish my survey barrage balloons for OH :salute: |
A question or 2?
Hi everyone, loving the mod so far ;), but i haven't seen any ships fire a flare or use sirens/announcements.. i activated the sirens and announcements (scm_6_gun) but i haven't seen any ship use them or fire a flare.. could the ships i'm attacking not have the sounds enabled? (although this wouldn't explain the flares or on ships that are supposed to have them..)
Thank you! |
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Sirenes and flares are a standard FX Update feature. In order to get them you only need to enable the mod with JSGME; no other "activation" is required :yep: |
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It had three child cfg-nodes, radar, radio and sensor1. I guess they were destroyed at the same time with the deck, and the game didn't like that. When I changed their location and parented them to the main node, no crashes at all, even with the "link object to" feature in three different places (two masts, and a funnel). Maybe it works with the .dat ships, but not with GR2-ships??? Quote:
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