Author Topic: Foundation and QBautostart in SP 1.1  (Read 1096 times)

Offline Lurok91

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Re: Foundation and QBautostart in SP 1.1
« Reply #20 on: August 15, 2012, 12:57:43 PM »
Thanks for the tip  :thumbsup:  I'll try that.  I'd rather sacrifice blinkers for other elements of NanoFX.

Offline Mario

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Re: Foundation and QBautostart in SP 1.1
« Reply #21 on: August 15, 2012, 03:33:25 PM »
To make the process quicker here's my program: http://www.sendspace.com/file/jopshc

Put it in hp directory and run it.
Acta, non verba.
aka USS Sovereign

Offline Lurok91

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Re: Foundation and QBautostart in SP 1.1
« Reply #22 on: August 16, 2012, 04:45:52 AM »
That solution fixed it.  :thumbsup:  Thanks.  Removed blinkers from ships HPs (there were only a couple) and reactivated SpecialFX.  Now got back nice NanoWarp seq with no blackout at end; and coloured trailing plasmastreams .   Can happily live without blinkers :)   So that's kinda the last remaining scripting bug.  I'm sure between us and JB2005's idea we could sort of crack the substitute-era crew/bridge issue - but that's for another day and time, lol.   :)  Thanks again.


Offline FarShot

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Re: Foundation and QBautostart in SP 1.1
« Reply #23 on: August 16, 2012, 01:11:09 PM »
That picture... are we using that EF2 crew?  I can retexture them so they better match their original BC appearance.

Offline vonfrank

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Re: Foundation and QBautostart in SP 1.1
« Reply #24 on: August 21, 2012, 06:07:43 PM »
So has this problem been solved yet? (And I'm referring to the issue in the original post, not the issue with NanoFX)

I too am trying to get a 1.1 install with Basic Foundation and QB Autostart 0.9 to work with single player. What exactly in QBA and Foundation screws up SP? Is it something small that can be removed? Or is there something in the SP scripts that can be changed to remove conflicts?