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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 30 Mar, 2015 11:01 pm 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Good luck with that decompiler, you may be able to fix some things that aren't really bugs, but still would be nice.
I don't think the linkpoint limit needs touching in your mod, since well, putting any MORE weapons on the IFF ships would be simply crazy.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 31 Mar, 2015 2:17 am 
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Ranger
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Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
voonex wrote:
Hello there. I remember in 2012 I played SPAZ with this mod and I loved it. I decided to revisit the mod page after deciding to reinstall the game and play some more and noticed that you are still updating this mod after all this time! I went out of my way to create an account to thank you for being so into this project after so much time! Good luck to you my friend!
Thank you, it's nice to hear it :)

DestinyAtlantis wrote:
Good luck with that decompiler, you may be able to fix some things that aren't really bugs, but still would be nice.
I don't think the linkpoint limit needs touching in your mod, since well, putting any MORE weapons on the IFF ships would be simply crazy.
Thanks! I will really, really need it! :)

_________________
"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Wed 01 Apr, 2015 7:40 pm 
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Dart
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Joined: Thu 09 Feb, 2012 9:00 am
Posts: 24
I suppose while we wait for a fix, would you still have the earlier stable version which I think is 0.92 ?


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Thu 02 Apr, 2015 4:09 am 
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Ranger
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Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
Recon-Unit wrote:
I suppose while we wait for a fix, would you still have the earlier stable version which I think is 0.92 ?
https://www.dropbox.com/s/bcfiubvofuhjkzu/FightForUniverseTO_v0.92.7z?dl=0

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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Sun 05 Apr, 2015 6:43 pm 
Offline
Dart

Joined: Tue 11 Oct, 2011 7:20 pm
Posts: 24
So here are my impressions of the mod (version .92) after playing it to level ~20 (after which lag starts to make it unplayable due to more weapons and ships, etc). You get alot more ships and alot more blueprints are required but there is no way early to increase your income other than mining for extended periods. There seems to be an early mining beam, but that requires alot of luck. Furthermore the recommended difficulty is insane, this seems to be to balance the fact that you get more ships. If you're not playing a keep away strategy, you are going to be losing ships. Its nearly unavoidable sometimes. Its really annoying to replenish these ships.

The game does not feel balanced for insane mode at all. Missiles that nearly perma slow ships are common at this point, and the first mass bomb will oneshot anything you have (when specialized in shields and hull). Even when they don't one shot (ion mass bombs) they slow you for around half a minute. Its weird that the AI always chose mass bombs over everything, so I have no experience against turrets and mines. Missiles feel far stronger than they should be, and missile/ mass bomb kiting is way too strong. Armor does almost nothing versus a beam + missile strategy early, which is probably a good thing because cannons are annoying to use early on. Bases are really strong now, but it is very costly to bribe them (because they one shot ships) for +relations, unless you get lucky with some cloaked tiny ships.

Overall I think the mod would be better if it was possible to increase the number of enemy ships, so that insane mode wasn't required. This would also help with getting early rez, since alot of my rez used to come from killing ships. If I decide to play it more, then I'll just pretend the extra hangers don't exist so I can avoid insane mode (and some of the lag). Thanks for the mod, I like alot about it, but I chose to focus on the negatives/ criticism since I assume you are well aware of the positive points!


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 06 Apr, 2015 1:34 pm 
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Shortbus

Joined: Tue 24 Mar, 2015 12:00 pm
Posts: 4
PurpleWisp wrote:
The game does not feel balanced for insane mode at all. Missiles that nearly perma slow ships are common at this point, and the first mass bomb will oneshot anything you have (when specialized in shields and hull)!

I play on insane and got thru systems up to ~lvl 60 by using thermal (tier 1) mass bombs exclusively (!). That's something to be fixed all right, but I guess with oncoming speed nerf they will lose accuracy a lot too.

Though my main complaint regarding balancing would be god damned reactors blowing up everything as far as eyes can see! How the heck is anyone supposed to go close and personal if any melee is a suicide mission? This is especially of concern with friendly explosions. Got more/bigger ships? Great, now you blow up X times as fast and pricey.

I do like the mod tho. It was the most impressive mod years ago; now it seems to be the last one standing.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 06 Apr, 2015 9:04 pm 
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Shortbus

Joined: Mon 06 Apr, 2015 9:01 pm
Posts: 2
Hi, this is an awesome mod and all, just wanted to ask - do you absolutely have to play it on insane? Like it doesn't work for other difficulties or? Just wondering since it was highlighted in red at the top of the OP and it seemed vital that you do.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 07 Apr, 2015 6:36 am 
Offline
Dart

Joined: Tue 11 Oct, 2011 7:20 pm
Posts: 24
Vakna wrote:
Hi, this is an awesome mod and all, just wanted to ask - do you absolutely have to play it on insane? Like it doesn't work for other difficulties or? Just wondering since it was highlighted in red at the top of the OP and it seemed vital that you do.

I am fairly certain that it "works" just fine on lower difficulties, but my experience is that the game is far easier with more ships, and that I seemed to be able to kill things faster in general (which is an advantage for the player imo). The insane mode is to balance these changes out. If you played the original on normal or lower I personally don't see why it would be a problem to play this on less than insane. You could also just pretend the extra hangers don't exist and play a difficulty higher than what you would play the original on. Correct me if I am wrong anyone!


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 07 Apr, 2015 7:31 am 
Offline
Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
I've played this mod a number of times, and only 2 times it was on Insane, i think, well, more like 4 (0.92, 0.93, 0.93.2), all the other times it was on an easier difficulty, and yeah the enemies are relatively easy, but you can still die from the Station explosions if you don't have the proper ship size, shield, armor, and the research. I think it said this, but The explosions also depend on the reactor. (or were supposed to anyway)


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 07 Apr, 2015 6:21 pm 
Offline
Shortbus

Joined: Mon 06 Apr, 2015 9:01 pm
Posts: 2
As much as I love this mod, unfortunately it's unplayable for me due to the crazy amount of CTD errors that happen in basically every mission and half the warp gates.

Decided to play the Big fight for Beef modpack instead since it includes a lot of this mods assets. Hope for a future stable build so I can give this one a go properly!


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Thu 09 Apr, 2015 6:59 am 
Offline
Dart
User avatar

Joined: Thu 09 Feb, 2012 9:00 am
Posts: 24
So far so good. The 92 version hasn't crashed much, only in the case of the beacons becoming infected.

The bounty hunters seem to be a extreme threat in the later stages. Some cases I would have to resort to going to their base and removing the bounty on me, but the rez cost required ... well even with multiple Procurer's setup around an asteroid in a high level system, the time it would take to amount a payment would take hours. Or essentially it cost roughly near my Rez Cap limit at part 3 in the storyline.

And I cannot do the arena missions to alternatively remove the bounty via respect gained due to the existing problem with it. It's mostly due to the fact that once they spawn a ship that is equipped with some sorta blue railgun, my mothership and fleet are toast.

I wanted to suggest maybe the cargo booster's gain a Rez bonus that works similar to the specialist rez bonus. But I'm not sure if that's possible.

Also regarding drones, do boosters equipped on the ship they deploy on also gain it's boosted abilities ? Since I was going to suggest perhaps a drone booster module that would increase their ability same as the crew version.

Aside of that, pretty fun so far. Though any eta on the cleaned up v93 ?


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Thu 09 Apr, 2015 7:37 am 
Offline
Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
I'd guess since cannon and beam tech work on drones, yes, boosters should work too (for cannons and beams), and hopefully other techs work too.
I'm not sure how many free datablocks there are left.
Hm I'm not sure if this had been discussed before, but do missile launchers work on drones?


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 13 Apr, 2015 10:29 pm 
Offline
Dart

Joined: Wed 04 Dec, 2013 3:55 pm
Posts: 13
I've expected many awesome things... but SUCH awesome things like the singularity cannon... a new epic music... completely new enemy builds, epic invasion fights... just: wow! Great work dude, full Respect!

Very nice update! If you manage it to create a mod like this for SPAZ2 too... epic.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 14 Apr, 2015 10:20 pm 
Offline
Shortbus

Joined: Mon 30 Mar, 2015 9:35 pm
Posts: 3
enlait wrote:
PurpleWisp wrote:
The game does not feel balanced for insane mode at all. Missiles that nearly perma slow ships are common at this point, and the first mass bomb will oneshot anything you have (when specialized in shields and hull)!

I play on insane and got thru systems up to ~lvl 60 by using thermal (tier 1) mass bombs exclusively (!). That's something to be fixed all right, but I guess with oncoming speed nerf they will lose accuracy a lot too.

Though my main complaint regarding balancing would be god damned reactors blowing up everything as far as eyes can see! How the heck is anyone supposed to go close and personal if any melee is a suicide mission? This is especially of concern with friendly explosions. Got more/bigger ships? Great, now you blow up X times as fast and pricey.

I do like the mod tho. It was the most impressive mod years ago; now it seems to be the last one standing.


Same here. Any and all enemy ships with Mass bombs will always take priority over ANYTHING! They are so destructive. One time my ship got stuck in a gravity well for 5 minutes. Also yesterday my ships chain reacted in a series of explosions after a single mass bomb destroyed my ship from 1 hit from 100% health and shields.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Wed 22 Apr, 2015 1:40 pm 
Offline
Shortbus

Joined: Wed 22 Apr, 2015 1:08 pm
Posts: 1
(All requisite file ist in the ZIP)

I try to jump in the Primary mission area (green !), after my screen ist enter the area and the beacon deploy ist start almost immediately i get "Fatal-ISV: (..\..\source\T2D\EffectTools.cpp @ 147)" error. I use the 0.92.7 version.


(Sorry for my bad english)


Attachments:
SPAZ.zip [343.94 KiB]
Downloaded 107 times
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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 12 May, 2015 9:27 pm 
Offline
Shortbus

Joined: Sun 11 Nov, 2012 5:17 pm
Posts: 6
randomly crashing just about anywhere, especially as the systems' difficulty goes up. finally managed to get a log of it, so:

| Click to toggle: +
//-------------------------- 5/12/2015 -- 21:10:50 -----
Code:
Processor Init:
   Intel Pentium III, ~3.10 Ghz
     (timed at roughly 3.10 Ghz)
   FPU detected
   MMX detected
   SSE detected
 
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
   Installing FPU extensions
   Installing MMX extensions
   Installing SSE extensions
 
Input Init:
   DirectInput enabled.

Initializing chunk mappings...
   o 'TEXT' maps to TextChunk
   o 'SCHK' maps to UnknownChunk
   o 'SCHK' maps to SimChunk
Loading compiled script E:/Steam/steamapps/common/Space Pirates and Zombies/common/main.cs.
Loading compiled script E:/Steam/steamapps/common/Space Pirates and Zombies/game/main.cs.
 % - Initializing Common
Reading Display Device information...
   Primary Display Device Found:
      Vendor Id: VEN_0000
      Device Id: DEV_0000
///////////////////////////////////////////////////////
// Current Version:   1.605
///////////////////////////////////////////////////////
loading controls
Video Init:
   Accelerated OpenGL display device detected.
   Accelerated D3D device detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
  32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
  Vendor: NVIDIA Corporation
  Renderer: GeForce GTX 650 Ti/PCIe/SSE2
  Version: 4.4.0 NVIDIA 344.65
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 4)
  EXT_blend_color
  EXT_blend_minmax
  EXT_compiled_vertex_array
  NV_vertex_array_range
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropic (Max anisotropy: 16)
  WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  3DFX_texture_compression_FXT1

Max Texture Size reported as: 16384
Activating the OpenGL display device...
Activating the OpenGL display device...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context ...
Releasing the device context...
Destroying the window...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
  32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
  Vendor: NVIDIA Corporation
  Renderer: GeForce GTX 650 Ti/PCIe/SSE2
  Version: 4.4.0 NVIDIA 344.65
Resurrecting the texture manager...
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 4)
  EXT_blend_color
  EXT_blend_minmax
  EXT_compiled_vertex_array
  NV_vertex_array_range
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropic (Max anisotropy: 16)
  WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  3DFX_texture_compression_FXT1

Max Texture Size reported as: 16384
OpenAL Driver Init:
   Vendor: Creative Labs Inc.
   Version: OpenAL 1.0
   Renderer: Software
   Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3

Mod Found: Fight For Universe: True Origin

Torque Game Builder (v1.7.5) initialized...
Setting screen mode to 1920x1080x32 (fs)...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context...
Releasing the device context...
Destroying the window...
Changing the display settings to 1920x1080x32...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
  32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Resurrecting the texture manager...
(MOD) Execute Setup File: Fight For Universe: True Origin
(MOD) Execute ImageMap File: Fight For Universe: True Origin
Loading Mod File: ./gameScripts/shipClass_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/hullBreachDatablocks_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/tinyWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/smallWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/mediumWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/largeWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/hugeWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/instanceObjectDatablocks_Added.cs
Loading Mod File: ./gameScripts/instanceClasses/instanceClass_Added.cs
Activating DirectInput...
Loaded Quest: Quest_Ambient_05B
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)
t2dSceneGraph::pickRadius() - Radius must be greater than zero! (0.000000)


edit: found a fix, just turn effects slider to 0.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Sun 24 May, 2015 4:02 am 
Offline
Shortbus

Joined: Sat 23 May, 2015 11:54 pm
Posts: 1
AH This mod is reallly nice, I like the added hardpoints and such. Unfortunately I cannont seem to play more then a few missions at best without a CTD, happens a lot with zombie missions and pretty often with enemies in the higher tech level 60 and up areas, hell I keep crashing on the station mission when using a missile/mass bomb barrage tactic.


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 Post subject: FFU: True Origin (v0.93.2) Repeated Crashing bug
PostPosted: Fri 29 May, 2015 12:14 pm 
Offline
Shortbus
User avatar

Joined: Sat 25 Aug, 2012 8:50 am
Posts: 5
Location: In ur base, killin ur doods.
EDIT: (5/30/2015) I just got one of the errors below (it disappeared too quickly to remember) after I was waiting to go back to the mothership node after purchasing tech at a civ station.
I couldn't warp back because the Warp Beacon itself had 2 zombies on it, and no crew to fight it, which wouldn't allow me to warp to another node. So I was waiting for it to be destroyed. However, at around 2000hp on the beacon, I got a crash to desktop. And that was the only thing happening during. There was no battle at that time, none of my ships nor the station were firing.


Alrighty then. Well I came back to SPAZ after watching some SPAZ 2 teaser trailers on the ol' Tubes of You. And got that itch to blow zombies outta space again.
And naturally, the FFU mod was in my sights once more, saw it was updated and all and absolutely loved the additional depth with gear it provided. So I put it back on again. However, I have started getting crashes, which were annoying as hell, but the game was still playable.
As soon as I got to Chapter 4, with Zombies. Suddenly the game became borderline unplayable. I'm lucky if I can even manage to finish a single mission or go to a station to buy tech without the whole game gives up the ghost. Tried unmodded mode, and it works like a charm, but the FFU mod breaks it all.

I can confirm that FFU is the only mod I have installed. So no need to ask about that.

I've been getting one of two errors. The following save is the one I'm operating from.
Dropbox: http://tinyurl.com/q7akyyt

And of course, the console located in the directed folder. (Mine was a .txt instead of a .log, though I doubt that matters)
http://pastebin.com/1jAkVrq1
(This file was also copied over right after getting crash #1 of the following picture after visiting the UTA base. In case that helps.)

The following is a split screenshot of both errors I've been getting.
Image

The first error I kept getting almost exclusively when I went to the UTA base in the same system as you start in that save.
The Second error I got mostly when I went to the Sector 420a or whatever mission it is at the very top of the system you start in. Sometimes I could complete it, others I couldn't get even 10 seconds in. I haven't yet pieced together whether certain ships spawning are possibly to blame.


Now I see others are saying they're getting crashing issues and all as well. So clearly this isn't an isolated incident. But I figured I'd provide as much info as I could about my own situation in the hopes that perhaps it could shed a bit more light on what the problem might be. If you want, I could try to keep doing the same areas to recreate the problem and keep an eye on what ships spawn and when the errors start.

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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 23 Jun, 2015 12:50 pm 
Offline
Shortbus

Joined: Tue 23 Jun, 2015 12:44 pm
Posts: 1
I've recently updated the mod, as I already beat the game in a earlier version and i just saw this version up, i've even reinstalled the game to make sure no files where corrupted or such.
But.
I keep getting non-stop "Torquegamebuilder.exe has stopped working".

It happens especially when in combat with a station, as in that mission where you got to almost destroy a scientific station, well, when i've been a while combatting, it just crashes.
Happens also when spawning many enemies, like when you get attacked at your mothersip after jumping into a new system.

Here's my log:

| Click to toggle: +
//-------------------------- 6/23/2015 -- 13:24:52 -----
Processor Init:
AMD (unknown), ~3.80 Ghz
(timed at roughly 3.81 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Input Init:
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script C:/Program Files (x86)/Steam/steamapps/common/Space Pirates and Zombies/common/main.cs.
Loading compiled script C:/Program Files (x86)/Steam/steamapps/common/Space Pirates and Zombies/game/main.cs.
% - Initializing Common
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
///////////////////////////////////////////////////////
// Current Version: 1.605
///////////////////////////////////////////////////////
loading controls
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 650/PCIe/SSE2
Version: 4.5.0 NVIDIA 347.52
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1

Max Texture Size reported as: 16384
Activating the OpenGL display device...
Activating the OpenGL display device...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context ...
Releasing the device context...
Destroying the window...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 650/PCIe/SSE2
Version: 4.5.0 NVIDIA 347.52
Resurrecting the texture manager...
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1

Max Texture Size reported as: 16384
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3

Mod Found: Fight For Universe: True Origin
Mod Found: Halloween
Mod Found: More Hangars
Mod Found: WinterHoliday

Torque Game Builder (v1.7.5) initialized...
Deactivating the previous display device...
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
Activating the D3D display device...
Releasing the device context...
Destroying the window...
Setting screen mode to 1600x900x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
WGL_EXT_swap_control

Max Texture Size reported as: 16384
(MOD) Execute Setup File: Fight For Universe: True Origin
(MOD) Execute ImageMap File: Fight For Universe: True Origin
Loading Mod File: ./gameScripts/shipClass_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/hullBreachDatablocks_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/tinyWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/smallWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/mediumWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/largeWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/ships/wreckage/hugeWreckage_Added.cs
Loading Mod File: ./gameScripts/datablocks/instanceObjectDatablocks_Added.cs
Loading Mod File: ./gameScripts/instanceClasses/instanceClass_Added.cs
Activating DirectInput...
Loaded Quest: S2_ReactorGrab
SI_S2_ReactorInstanceClass
Loaded Quest: S2_ReactorGrab
SI_S2_ReactorInstanceClass
Unlocking Hull HullMule
Loaded Quest: S2_ReactorGrab
DirectInput deactivated.
SI_S2_ReactorInstanceClass
Activating DirectInput...
DirectInput deactivated.


Hope it helps for you to find out the problem

Edit: BTW, i tried both with DirectX compatibility ON and OFF, no change, keep crashing


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Wed 24 Jun, 2015 9:09 pm 
Offline
Shortbus

Joined: Mon 22 Jun, 2015 11:49 pm
Posts: 3
Getting crashes as well, had to disable the mod :(

A fix would be appreciated! All I did was tweak the obviously pointed out explosion damage/radius to my liking and it crashes. I doubt that's the issue behind the CTD im getting however because everybody else is getting them as well.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Thu 25 Jun, 2015 1:50 pm 
Offline
Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
From what i got, it is an issue with that function not working well enough, or in other words, a game engine thing, so WarStalkeR is trying to modify the game engine to allow that to work as it should/for whatever purposes he is using it.
He doesn't have the source code though so he is trying to decompile it or something of the sort, or at least that's what i understood. so yeah :/


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Thu 25 Jun, 2015 5:54 pm 
Offline
Shortbus

Joined: Mon 22 Jun, 2015 11:49 pm
Posts: 3
DestinyAtlantis wrote:
From what i got, it is an issue with that function not working well enough, or in other words, a game engine thing, so WarStalkeR is trying to modify the game engine to allow that to work as it should/for whatever purposes he is using it.
He doesn't have the source code though so he is trying to decompile it or something of the sort, or at least that's what i understood. so yeah :/


It's a shame really. Can't wait for SPAZ2! Full mod support


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 29 Jun, 2015 1:16 am 
Offline
Shortbus
User avatar

Joined: Sat 27 Jun, 2015 6:59 am
Posts: 2
Location: Behind your back
was so happy to run this mod on the beginning but i found it as unplayable :( a lot of client crush, and i mean really a lot :(

_________________
Image


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Wed 29 Jul, 2015 5:11 pm 
Offline
Scout

Joined: Mon 15 Jul, 2013 2:21 pm
Posts: 29
The ship AI does nor properly identify the threat of explosions.

A deadly example is when a ship is about to blow the AI thinks it's like in the original game instead of moving away form the nuclear detonation.
Most AI is suicide.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Wed 12 Aug, 2015 12:52 am 
Offline
Shortbus

Joined: Wed 05 Feb, 2014 11:10 pm
Posts: 7
Version .9.3.2 cause lots of crash. I don't know exactly what cause the crash, but all the crash happen while fighting and sometimes while escorting ship (side mission).

If possible, please add link to older version. I want to know if older version is stable or not. Maybe the v0.9.3 or v0.9.2 is more stable...


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