Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Ransom on May 24, 2004, 09:20:11 am
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I'll keep this brief, since I'm sure I've done something stupid. I got the 3.6 exe and tried to run a mod with it. Everything seems to be working fine, until I try to warp out after finishing any mission; I get the message "Engine failure: Cannot engage warp drive." and that's that. I can't warp out so long as I'm running a mod. I've tried it with a few mods, has the same problem. Without mods the warp drive works as per normal.
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Is it all in one mission? If so, it's a FREDding error. If not, what exact MODs are you running, and what missions?
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Every mission. I've tried Inferno, the FS1 Port, and The Babylon Project. All of which ran fine last time I tried them, which was admittedly some time ago.
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What VP files are in your main dir? What is your folder structure? Are you using the -mod switch?
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Just all the main FS2 VPs and the MediaVP.
The mods are in /mods/*mod name* if that's what you mean.
Yes.
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What are your command lines?
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-jpgtga
-spec
-glow
-d3dmipmap
-ambient_factor 75
-FOV 0.39
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Odd.
I have no idea what is causing this, have you tried a complete reinstall?
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its the media .vp
you cant run mods (inferno, at least) with the mdia .vp in your main FS2 dir.
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Really? Why? Media.vp shouldn't be causing this error as far as I can see.
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Try it without the media VP (Just rename the extension or something). I haven't heard of anyone else having this problem who've used the media VP though.
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I had a similar problem a while ago while I was playing the first mission of the Port. I actually held down the jump button (I have it linked to 'x'). I held it down for about 10 seconds, then released it, and hit it once more. That time it worked. Also, before holding it down, I called in a support ship just in case that would fix the problem, as it has in the past, but no luck... so I tried the above solution.
Later!
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I'm having the same problem. Can't warp out in any mission, not even the original FS2 campaign.
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it used to do this al the time, then go in hiding for awhile and pop it's head in every once in awhile
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Engines fail???? I need a screenie.
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Originally posted by Turambar
its the media .vp
you cant run mods (inferno, at least) with the mdia .vp in your main FS2 dir.
Er... well, I used to be able to. And anyway, I took it out and I still have the same problem.
@ LLivingLarge: This is really all there is to it. Try to warp out, and:
(http://img19.imageshack.us/img19/6260/enginefail.jpg)
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IIRC this only happens in two cases: 1) if your engine strength is below 30%, and 2) if your warp is broken using break-warp or never-warp.
And where did you get the 3.6 EXE? :wtf:
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Bobbaou posted it... >.>
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this does happen with the latest builds
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Funny, I just tried to to create an engine failure and it only happened when my nav was gone and my engines were barely above 20%
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Well, it happens with the bundle in the installer too.
And I'm at a 100%
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I've had somthing similar:
Sometimes when I try to warp out (retail and MOD) I get that twittering noise and "Subspace drive engaged" up.
Then the warpout sequence stops with the 'warpout aborted' message.
Sometimes it doesn't even get so far as making the key press noise.
I'm not under fire, not about to crash into something - sometimes it even goes when I'm on my own; not another object in the mission.
So not the same, but related, perhaps?
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Mantis it and I'll take a look.
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I've posted the bug on Mantis.
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I'm thinking it's a bug in ship_get_subsystem_strength somehow
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I'm using 3.6 and didn't run into this problem until "... But Hate the Traitor". I assume it's because subspace jumps are disabled at the beginning of the mission--if you try to leave, the NTF fighters just mock you and are all like "ALL YOUR JUMP CODES ARE BELONG TO US". Normally, you should be able to jump out when Command gives you clearance at the end of the mission, but my engines still fail.
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I was curious about this and with my build straight out of the CVS I don't seem to have this problem. Even with all the Imperial Alliance stuff added to 3.6 I don't seem to have this problem.
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One little question: What directx runtime are you using?
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A possible temporary solution: make sure your difficulty setting is at Easy or higher(i.e. don't use Very Easy). Phreak says that the jump code will only allow you to jump if your engine health is above 30%, and the difficulty is above Very Easy, and after testing this theory, Very Easy seems to be causing the jump out problem.
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I've just checked it out. Phreak is correct.
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This has got to be the weirdest problem/work-around I've ever heard of... Difficulty-level?? Heh, trippppppyy! *Sigh* Oh well, I guess I'll just have to try to learn to fly without training-wheels now. Poor me. :)
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That is odd, if you ask me.....
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Odd is right
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Actually I didn't realize that I had it on 'easy' instead of 'very easy'. Turning it back to 'very easy' I get the engine failure problem as well.
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See my post in recent builds, it should fix the prob for builds.
All future builds will have the fix, I've commited it to CVS.