Error: Invalid subsystem name.
In sexpression: ( and
( cap-subsys-cargo-known-delay
1
"SCa Shiamak"
"navigation"
)
( and
( cap-subsys-cargo-known-delay
1
"SCa Shiamak"
"communication"
)
( and
( cap-subsys-cargo-known-delay
1
"SCa Shiamak"
"weapons"
)
( cap-subsys-cargo-known-delay
1
"SCa Shiamak"
"fighterbay"
)
)
)
)
(Error appears to be: fighterbay)
File:C:\temp\fs2_open_3_6_9.rc5\code\Mission\MissionParse.cpp
Line: 5682
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Was chapter 5 released?
Does anyone knows if the whole campaign works with the latest scp? I mean, of all the chapters (1-4), only chapter 4 has a version for scp. Also does anyone knows what's the status of chapter 5I played chapter 1 in scp. Chapters 2 and 3 surely haven't got version for scp.
About the Nightmares bleeding; I asked Noise and he said a long time ago that he would try to make it appear like they are bleeding. But I think green would be better than red. The only reason that our blood is red is because it contain hemoglobin: a metal that allows our blood cells to carry oxygen. Can't expect the Nightmares to have the same color and since they are green we can assume the blood is too.
Copper based blood proteins already known to work. Octopi have them instead of iron based ones.
You could possibly get aluminium based blood to work but the odds are probably better for other transitional metals like chromium or zinc.
There was something about Inferno builds becoming obselete/incompatible a while back, so I don't think the Inferno guys have made any new builds. Ask Woomeister about that, though, I could be wrong.
I was following the 3.6.9 RC7 thread (http://www.hard-light.net/forums/index.php/topic,41891.0.html), which kinda misled me, but whatever, thanks for the guidance anyway. :)
um, flying into that thing isn't a good idea, especially at high speeds. i could probably knock you so far away that by the time you get back, it may be to late to finish the mission.
ummm sorry...but it's just really frustrating you know having the thing at the tip of your fingertips and yet not be able to grab it....
Yes (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=221) they (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=31) do (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=228).
Of course, Chapter 3 has a few little problems, like not giving you the Slayer torpedo in a few missions meaning you just need to change whatever secondary you do have to a Slayer via cheats, and a few missions where you fly Shivan ships, some show up as Ulysses for varied reasons. But, nothing show-stopping.
$Name: GTB Artemis
+nocreate
$Allowed PBanks: ( "Malcifer" "EMP Cannon" )
;$Allowed SBanks: ( "Slayer" )
You know, I just noticed that. You shouldn't have to restart the campaign though.
Or we could just add a single line in the ships.tbl and make it stealth.
Might this replacement be able to identify mods in some way other than directory names?
Cause people can use the wrong names etc for their directory folders, especially when a mod is first released and everyone downloads it for themselves.Exactly, the system relies on unreliable assumptions.
I don't know how easy or practical it would be to come up with a system that worked on all 3 platforms that wasn't based on folder name and which wouldn't be screwed up by someone just deleting a mod folder.As for identification, why not include a name field in the mod.ini replacement and base dependencies on that?