Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: JMN on February 08, 2010, 07:32:54 am
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http://pastebin.com/m53410275
Here is the log. On non-debug version mission starts, and crashes to windows. Using debug exe, game shows several errors and exits to windows.
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You seem to have old version of both blueplanet and mediavps.
1) Get the latest BP from here: http://www.hard-light.net/forums/index.php?topic=61406.0
2) Get the latest mediavps from here: http://www.hard-light.net/forums/index.php?topic=65038.0
3) The crash is OpenGL related, if above two alone doesn't solve the problem, in launcher, open the "Features" tab, select the "Troubleshoot" list type and tick on "Disable GLSL (shader) support". This disables GLSL which is known to be problematic on Radeon X1k series.
You may want to consider waiting for AoA: Director's Cut which should be released soon.
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Got it working by downloading the newest BP and ENABLING GLSL (which was already disabled)
Thanks for help! :)
BTW. commendations to the makers, best fan-made campaign since FS2 :)
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How is the internal audit going?
The beta testing . . . . . . Want nao. :)
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Beta testing is halfway done. Moving along well.
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Well if the first half is done, you may as well let it loose now. Can't hurt can it.
I mean, use the first bit as a measure of quality. If there are no bugs then, . . . . Surely it stands to reason that the whole shebang is pretty clean right? ;)
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Well until someone runs into a show-stopping bug that ruins the experience. Rushing through improperly tested material generally has undesirable results. Think of all the buggy, crash-happy games you've played, and the agonizing wait for patches.
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Well if the first half is done, you may as well let it loose now. Can't hurt can it.
I mean, use the first bit as a measure of quality. If there are no bugs then, . . . . Surely it stands to reason that the whole shebang is pretty clean right? ;)
I remember you complained about mod download sizes once. Let me tell you that blueplanet uncompressed is 711MB, 7z ultra compressed 273MB. If you want BP Advanced package, it is 158MB uncompressed and 51MB compressed. So would you really want to take your changes and have to re-download assets if beta-testing phase finds bugs in them? :p
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That wasn't a major complaint. That was intended as a general query as to modular feasibility. :p
But I see your point. . . So HURRY UP pleaseiloveyouall.
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As a bonus, let me tell you what I have in store for AoA: Director's Cut. In addition to the main release, you may already have heard that I have a 3.6.12 feature pack in the works for AoA. Presently this includes following features:
- Custom AI that works with all existing missions that use retail AI classes and AI profile, with no changes needed to mission files. Naturally this means capital ship turrets also use custom AI. Standard flak receives 0.5 fire wait increase to balance it out in the hands of custom AI turrets.
- Weapon piercing effects for all weapons and default armor class for all ships to better control when piercing effects trigger.
- New flashy deaths script by Wanderer that uses 3.6.12 features.
Since 3.6.12 feature pack does not make any changes to missions, there unfortunately will not be post processing effects for BP1 missions. It's not much but it's something while waiting for BP2. :)
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I like the round of flashy deaths. I'm guessing there's a bit more of a tumble before the final pop?
Also this armour malarky, what's it all about then?
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I like the round of flashy deaths. I'm guessing there's a bit more of a tumble before the final pop?
Not really, just another effect that is played when a ship goes boom.
Also this armour malarky, what's it all about then?
Look at this: http://www.hard-light.net/wiki/index.php/Armor.tbl
Wanderer has enhanced this so that armor.tbl controls the beam piercing effect that Fury already demonstrated.
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The difference between .10 and .11/12 compatible flashy death script is that in the new version you don't have to specify ship length, width and height radii in which the explosions occur. Instead explosions are triggered on hull when invisible rays collide with dying ship. In addition "flash" is possible to time better in the new version and by default works better than the .10 version.