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51
FS2 Open Coding - The Source Code Project (SCP) / Re: High Resolution UI system
« Last post by Bryan See on September 21, 2018, 04:22:08 pm »
Use the builds and the mod provided in the first post.
I thought it was committed to the main branch?
52
FS2 Open Coding - The Source Code Project (SCP) / Re: High Resolution UI system
« Last post by m!m on September 21, 2018, 02:17:29 pm »
Use the builds and the mod provided in the first post.
53
FS2 Open Coding - The Source Code Project (SCP) / Re: High Resolution UI system
« Last post by Bryan See on September 21, 2018, 02:15:49 pm »
I've tested out the latest development version of the hi-res screens, and I got this error:
Code: [Select]
Could not find index 'OldState' in type 'HookVariables'

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "rocketTest-sct.tbm - On State End override"]:1: in main chunk
------------------------------------------------------------------

1: Userdata [HookVariables]
2: String [OldState]
------------------------------------------------------------------
Code: [Select]
LUA ERROR: [string "ui_system.lua"]:70: attempt to index local 'state' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "ui_system.lua"]:70: in function 'hasOverrideForState'
[string "rocketTest-sct.tbm - On State End override"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

Apparently index 'OldState' in type 'HookVariables' is not recognized by script.
54
Getting Started / Re: Adding mod to Knossos - not in downloads
« Last post by bobbyjohnford on September 21, 2018, 02:01:37 pm »
I think you'd have to "make" a "new" mod and add the files that way.

Ok, got it. I feel like an idiot now that it was so easy, but that's life sometimes.

Thank you!
55
Getting Started / Re: Adding mod to Knossos - not in downloads
« Last post by Cyborg17 on September 21, 2018, 01:16:40 pm »
Those options are in the developer tab, and the folder structure is very strict.  We have a quick guide somewhere.  I'm on the phone.  Can someone link it for him?
56
Sent.

It worked this time. Maybe my script blocker was the problem again...
57
FS2 Open Coding - The Source Code Project (SCP) / Re: High Resolution UI system
« Last post by jr2 on September 21, 2018, 12:34:01 pm »
In case you missed the point, Bryan, you're coming across as a bit of a taskmaster.  Patience.  A better way to express anticipation would be to say you can't wait to see the rest of the screens.
58
Getting Started / Re: Adding mod to Knossos - not in downloads
« Last post by jr2 on September 21, 2018, 12:31:39 pm »
I think you'd have to "make" a "new" mod and add the files that way.
60
Blue Planet / Re: BP: War in Heaven discussion
« Last post by crizza on September 21, 2018, 10:51:55 am »
Apart from third fleet, nothing was combat ready, if I remember correctly.
So they could've jumped the HQs and massacre the gunline... now that's an idea for a nightmare mission :D
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