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  #11  
Old March 6th, 2005, 01:12 PM

Gandalf_greypilgrim Gandalf_greypilgrim is offline
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Default Re: The People\'s Mod

lol, well, it was late when I coded it, so it could be wrong too :
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  #12  
Old March 6th, 2005, 01:25 PM
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Default Re: The People\'s Mod

OK My bad...Range check error, happened at different location this time soooo ???? will keep you updated
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  #13  
Old March 6th, 2005, 02:08 PM
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Default Re: The People\'s Mod

I just picked up a range check error in the Atull System.
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  #14  
Old March 6th, 2005, 02:30 PM

Gandalf_greypilgrim Gandalf_greypilgrim is offline
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Default Re: The People\'s Mod

Okay, this is our top priority now. Combat Wombat has reported this as well, and it came up in a convo with SJ that it may be caused by a ship trying to use the wrong bitmap type (.e.g, torpedo trying to use a beam bitmap), I will look in to this, and release a new version with it hopefully fixed.
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  #15  
Old March 6th, 2005, 02:52 PM

Gandalf_greypilgrim Gandalf_greypilgrim is offline
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Default Re: The People\'s Mod

http://www.nemesys.ca/phpBB2/viewtopic.php?p=799#799
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  #16  
Old March 6th, 2005, 04:05 PM

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Default Re: The People\'s Mod

"I have spent some time looking through the code, and I believe I have found the problem. In Main_BitmapEffects.txt, Torpedo 13, had a speed of 1.2. While it is not documented, I believe that this value must be between 0 and 1, therefore, a value of 1.2 would result in a range check error."

I've used greater than speed 1 torpedos with no problem. The only issue is when you get to high speeds (>2), the torpedo has a tendancy to randomly explode.
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  #17  
Old March 6th, 2005, 04:06 PM

Gandalf_greypilgrim Gandalf_greypilgrim is offline
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Default Re: The People\'s Mod

Okay, well, there goes that idea.
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  #18  
Old March 6th, 2005, 04:56 PM
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Default Re: The People\'s Mod

Yeah, I picked up a couple of range check errors in different systems after making the change.
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  #19  
Old March 7th, 2005, 04:11 AM

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Default Re: The People\'s Mod

In some versions I also noticed that sometimes when I turned the ship to face an asteroid field the game would give Range Check Error. Especially in the infamous Geneva system.

I try looking into this.
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  #20  
Old March 7th, 2005, 03:36 PM
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Default Re: The People\'s Mod

On the sensors (int/ext) what is the diff as you go up in Lvls? I did not notice a diff in the discription between 1 and 2
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