Author Topic: NanoFX 2.0, there must be a way...  (Read 1631 times)

Offline Anew9

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NanoFX 2.0, there must be a way...
« on: March 08, 2010, 10:49:40 PM »
 :'(

I know this is a redundant comment, but there must be a way to patch or fix nanofx so that it is compatible with single player! I am able to load missions independently of eachother but when I play them in consecutive in-game fashions the game crashes. Same goes with some levels and the CG sovereign, it causes in game crashes.

There has to be a way to fix these issues, I just dont know how to fix what console dumper says is the problem. Does anybody have the same angst that I do over Nanofx working in SP? I spend alot of time balancing ships against eachother and they work BEAUTIFULLY in the SP, it feels like I am watching and playing a Star trek show (my sounds are perfect as are my weapons). If there is a way to make the game much more stable, I am all ears...

Offline Morgan

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Re: NanoFX 2.0, there must be a way...
« Reply #1 on: March 08, 2010, 11:14:08 PM »
I'm sure I've seen a few mods floating around BCFiles that claim to get NFX 2 working in SP, but I can't remember off the top of my head. Try running a search there for NanoFX or Single Player.

As for making the game more stable...well even though NFX 2 is the root of many of BC's current instabilities, at the end of the day it all comes down to BC's outdated engine and the extreme memory leaks, which to fix permanently would require game engine modifications, which is currently not possible (and more likely than not won't ever be, unfortunately).

The CG Sovereign issues have more likely than not been addressed, if you're having the issues I think you're having. Check one of the FAQ's around here.

Offline Bones

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Re: NanoFX 2.0, there must be a way...
« Reply #2 on: March 09, 2010, 03:32:55 AM »
I have such mod installed but it's not that great, SP still crashes and there are multiple other glitches...

here's the link to it : http://bridgecommander.filefront.com/file/NanoFx_2_Single_player_fix;65863

Offline King Class Scout

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Re: NanoFX 2.0, there must be a way...
« Reply #3 on: March 09, 2010, 07:20:15 AM »
am I the only one that doesn't have a major Nano glitch going?  I have more trouble with GC :P
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Offline Bones

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Re: NanoFX 2.0, there must be a way...
« Reply #4 on: March 09, 2010, 07:30:08 AM »
Try playing SP campaign from first mission to at least second episode ;) there WILL be lot of glitches for sure :P

Offline ACES_HIGH

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Re: NanoFX 2.0, there must be a way...
« Reply #5 on: March 09, 2010, 04:06:06 PM »
I've found that you get a lot fewer glitches if you disable everything except the explosion fx.

Offline Mario

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Re: NanoFX 2.0, there must be a way...
« Reply #6 on: March 10, 2010, 01:44:11 PM »
Short Answer: No
Long Answer: Mods are not designed for SP, but for Quickbattle and custom mission modules like QBR (some also don't work best there too). Sure, it could probably be made to work but it would take some effort and I'm pretty sure you've noticed that more advanced scripters in BC scripting division are pretty much occupied elsewhere.
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Offline Anew9

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Re: NanoFX 2.0, there must be a way...
« Reply #7 on: March 11, 2010, 10:55:47 PM »
Nutts... oh well.