Author Topic: Wepaons Techroom crashes  (Read 5217 times)

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Offline Nico

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Wepaons Techroom crashes
or true animated electrobeams, that would make styxx go crazy and jumping up and down with joy lol
SCREW CANON!

 

Offline The Avenger

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Wepaons Techroom crashes
dito

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Offline joek

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Quote
Originally posted by Raven2001:
Aldo, that is a bug that FS has, if you change the weapons .tbl, you can't go to the tech room...  

Is that the final answer?

I've been trying to add new weapons for my campaign, and it begins to work fine if I simply overwrite over a few of the dogfight weapons, but eventually it will stop working (ie. crash the techroom).

So it's simply a FS2 problem?

Joe.

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Quote
Originally posted by Raven2001:
Btw, what could we change in FS with the Source Code??

Personnally I would use it to be able to dynamically alter flight engine statistics depending on environment (to allow for things such as lift, drag, gravity, and other differences that SHOULD be seen when flying in an atmosphere).

Granted, the changes to the flight model would be have to be simplistic but what the hell... as long as they released a compilable version of the 'code the sky's the limit      
I told you that It would be done by November, well, mostly anyway...

I'm working on something new... shhhhh, it's a seceret.

 

Offline LAW ENFORCER

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yes I want planet/sapce/planet/jump/space/planet action in one mission!
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Offline Nico

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about that weapon room thing: I know that if you want to add a weapon and still want the techroom to work, you have to remove another. In simpler words, the techroom limit for weapons is already reached by default by FS2, you ghave to remove entries for new weapons if you want the techroom to work.
SCREW CANON!

 

Offline joek

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Quote
Originally posted by venom2506:
about that weapon room thing: I know that if you want to add a weapon and still want the techroom to work, you have to remove another. In simpler words, the techroom limit for weapons is already reached by default by FS2, you ghave to remove entries for new weapons if you want the techroom to work.

Thank you for answering the question I revived the topic for...

But I've tried that (removed all the dogfight versions for my own versions), and it still seems to crash. I guess I'll just have to put in the README for people not to go into the weapons tech room.

Joe.

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Revelations: A FS2 Campaign
No, he's not back for real, just popping his head in to say "hello" while on break from classes.

  

Offline Nico

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Quote
Originally posted by joek:
Thank you for answering the question I revived the topic for...

But I've tried that (removed all the dogfight versions for my own versions), and it still seems to crash. I guess I'll just have to put in the README for people not to go into the weapons tech room.

Joe.


oh   well, i'm sorry   it worked on my dscent campaign, I can see the weapons techroom (with custom anis and all)...
SCREW CANON!