Author Topic: Single Player crash  (Read 605 times)

Offline Vbeserk

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Single Player crash
« on: August 30, 2011, 01:27:58 PM »
So, i'm back with my old PC and i had began to play my campaign on an simple modded install that i have but when i get to E3 M1 when you battle with the Geronimo and the Klingons it crashes to the desktop i have saw an other topic below that the solution was to use the test mode i did yesterday and didn't work i have already reinstalled the game and the same problem continues and other problem came up i have recently got the Dkealt torpedo pack and decided to install it on the game that is with problem the CG Sovereign that i use is with no sounds i fire phasers and nothing, i fire photons and nothing, i fire the Quantum pulse turret( that i have changed the torpedo too) and nothing, the game only has the CG Sov, the C2 Galaxy V3 and the CR Nebula pack installed as ships modifications as other mods it has the Dkealt torpedo, and error fix for the phasers of the stock Galaxy and the Klingon bird of prey that i thought it was the reason of the problem but it wasn't.
What can i do to solve this trouble?

Offline Defiant

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Re: Single Player crash
« Reply #1 on: August 30, 2011, 04:33:17 PM »
Don't play SP on an installation with mods. My guess is you have an Akira or BoP installed which is incompatible with the Geronimo or the klingon ships.

Offline CDR_Daxian

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Re: Single Player crash
« Reply #2 on: August 30, 2011, 04:37:42 PM »
i had the same problem, but the other problem is that SP is Incompatible with Modded installs.
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Offline Vbeserk

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Re: Single Player crash
« Reply #3 on: August 30, 2011, 07:36:25 PM »
No, i think you haven't understand me i had only the mods of the Galaxy Class and the Sovereign and i had already played with these two only without problem i only installed the BOP after the problem has happened and i don't use the Akira mod, i want to use but i don't.

Offline Morgan

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Re: Single Player crash
« Reply #4 on: August 30, 2011, 09:16:59 PM »
Make sure that in the Sov's hardpoint there are are quantum torpedoes and phased plasma torpedoes set to "0".  Should look something like this:

Code: [Select]
Torpedoes = App.TorpedoSystemProperty_Create("Torpedoes")

Torpedoes.SetMaxCondition(6000.000000)
Torpedoes.SetCritical(0)
Torpedoes.SetTargetable(0)
Torpedoes.SetPrimary(1)
Torpedoes.SetPosition(0.000000, 0.020000, -0.040000)
Torpedoes.SetPosition2D(64.000000, 20.000000)
Torpedoes.SetRepairComplexity(3.000000)
Torpedoes.SetDisabledPercentage(0.750000)
Torpedoes.SetRadius(0.100000)
Torpedoes.SetNormalPowerPerSecond(150.000000)
Torpedoes.SetWeaponSystemType(Torpedoes.WST_TORPEDO)
Torpedoes.SetSingleFire(0)
Torpedoes.SetAimedWeapon(1)
kFiringChainString = App.TGString()
kFiringChainString.SetString("")
Torpedoes.SetFiringChainString(kFiringChainString)
Torpedoes.SetMaxTorpedoes(0, 300)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.Custom.PhotonTorpedo2")
Torpedoes.SetMaxTorpedoes(1, 0)
Torpedoes.SetTorpedoScript(1, "Tactical.Projectiles.Custom.QuantumTorpedo")
Torpedoes.SetMaxTorpedoes(2, 0)
Torpedoes.SetTorpedoScript(2, "Tactical.Projectiles.PhasedPlasma")
Torpedoes.SetNumAmmoTypes(3)
App.g_kModelPropertyManager.RegisterLocalTemplate(Torpedoes)

Offline Vbeserk

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Re: Single Player crash
« Reply #5 on: September 01, 2011, 01:05:31 PM »
So,i did the torpedoes modifications but i still can't fix the problem with the sov's sounds i had put on her hardpoint an sound for the phasers but i didn't work and i don't know how to put sounds on the photons and quantum turret.

Offline JimmyB76

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Re: Single Player crash
« Reply #6 on: September 01, 2011, 04:42:37 PM »
you can add weapons sounds using BCUT...

Offline Vbeserk

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Re: Single Player crash
« Reply #7 on: September 02, 2011, 06:30:59 PM »
you can add weapons sounds using BCUT...

Through the hardpoint editor right?If so i have already tried to set the sound of the weapons and it still with no sound but actually i don't know how put the sound on weapons and as i was analizing the BCUT hardpoint menu i noticed that there wasn't an option to set the sound of the pulse weapons and torpedoes.

Offline JimmyB76

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Re: Single Player crash
« Reply #8 on: September 02, 2011, 08:32:35 PM »
look into BCUT more deeply...
there is a function wherein you can add sounds to a weapon...

Offline Mario

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Re: Single Player crash
« Reply #9 on: September 03, 2011, 10:36:35 AM »
BC requires sound plugins to be created for new sounds. So you got to create a sound plugin for it using Sound Plugin Creator, however you still have few more things you need to do.

Let's say I've got a sound file called "sound.mp3" located in the sfx folder. In the torpedo projectile file I've got
Code: [Select]
def GetLaunchSound():
return("soundId")

Simply creating the sound plugin using BCUT will not work. So you need to open projectile file and look for the launch sound and use that as the sound name in BCUT for projectile sounds (Other sounds). For phaser sounds you also need to do the same thing.

HP sound Id should be something like pointed out below. BCUT uses a sound filename as the Id since it makes sure that it will be unique.
Code: [Select]
SetFireSound("Some Phaser")

Sound Name is actually a unique ID by which the game knows what to look for and where to find.

Finally all sounds should not be encoded in stereo.
Acta, non verba.
aka USS Sovereign