Bridge Commander Central
		BC Forums => BC Technical Support => Topic started by: starfox1701 on May 25, 2008, 06:33:36 AM
		
			
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				Ok I'm new at this and am having CTD problems. I don't have a heavily moded game yet so heres the setup in order of install. BCMI, BCgame, 1.1 patch, BCMP(Foundation went in at this point), BCSDK, Python scripter(not at my PC and can't remeber exact name Version is I think 2.5.2)8, CG Sovi, NanoFx2.0b, and JLS Federation DamageFX. The problems started after NanoFx went in. I'm getting kicked back to my desktop tring to load my SP game On missions E6M4 and M5, and the new sovi hp script sometimes not loading. about half the time I get a crash I also get a windows error report request but not always. The only Script I have personally messed with it the Sovi hardpoint.py. I suspect this is a scripting problem but am unsure were to even start hunting unless this is a known bug with NanoFx that I being a Noob missed. I'm trying to learn how to do this but at this time only really have Armada moding experiance and this take alot more skill than ODF editing. I'm only 2 weeks in so forgive me if its a simple askd an answered thing. Just trying to get the education. 
			
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				After you installed a mod your save games are invalidated. Either restart SP, or go to Custom Missions screen and continue playing from the last played mission.
 
 And installing a Python interpretter doesn't matter, BC has it's own version of Python 1.5.2 baked in.
 
 Also, when a program crashes (any program) it can trigger a Windows Error Report window, I suspect that half your time, BC detects a big error and exits itself, so "normally" and thus not triggering a Windows Error Report window.
 
 
 *Moved to Technical Support*
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				So, basicly. When you install a mod, your SP save files will be rejected by BC? thus leading to the crash to the deskop?
 
 Does that include smaller mods such as replacing the old sovereign for example?
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				They are the most greatly affected by scripts, least by textures and models and the rest in between.
			
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				So the deal is the SP don't like NanoFx, and there is pretty much nothing that can be done about it :(. Ok An Sp freindly replacements for NanoFx?
			
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				well, there's Nanofx 1.0 I suppose.
 The game also doesn't like the CG sovereign because it doesn't have the Quantumtorpedo.py as one of it's torpedo choices, but that's easy to fix.
 I highly suggest getting the new BCSupermod 3.0, the author has designed it specifically so that all of the stock ships have been replaced with the best community mods, while it still plays like normal
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				Looked at it according to the specs He listed My PC's not up to snuff. Going to have to figure some way to squeez extra proformace out of the mod and my PC.
			
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				You can install NanoFXv2Beta, you just have to start your SP from your last mission through the Custom Mission screen.
			
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				Singel player isn't fond of Rick Knox's (a.k.a pneumonic81) Starships either :\  which I found out the hard way.
 
 Bah, all that progress :(
 
 I'm going to try BCS3, thanks for mentioning it Aces :)
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				You mean colliding against Drydock? Or the savegames again?
 In the latter case, you will have to either clear your savegames and start over, or use the Custom mission section to continue where you left.
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				I tried starting all over again. but I kept crashing each time I tried to load a saved game.
 
 I re installed and played a little bit, loaded and everything worked. (no modifications installed)
 
 
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				Then you can try installing BC SuperMod v3, but you must know that installing (other) mods with that isn't recommended.
 
 But you can have multiple BC installs, really easily.
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				Well I'm running the BCSM 3.0 and the only point so far were  I have FPS problems is when the computer has to think. :shock: I guess it can walk and chew bubble gum at the same time, bearly. :lol:
			
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				Hm, when installing BCS3 I get the black scree of death >.<
 
 But on my other computer, it runs ok.  Well no, it doesn't. whenever I go to thirdperson (view the entire ship) I get some extreme lagg :\
 But when I'm in 1st person, everything runs just fine :x
 
 The laptop runs vista
 
 and the other one runs XP
 (700mb ram, 2,80ghz)
 
 Could the problem be that my comp just isn't good enough?
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				Well he recomends over 2G of Ram and a 512 DirectX9 vid card along with a 3GHz CPU. Try turning the space dust off and see if that helps some. Also the enhanced glows might be another eater of power.
			
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				Turn visual damage down or even off, that also takes a big hit on system resources, and generally turning down other graphics options (LOD and Textures) also helps.
			
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				Ok I got a strange problem now some of the ships are having clping problems on the exterior veiws but not on the bridge screen and the Nebulas are causing 3 time the slow down of the cg sovi or the SNS galaxy I also got a virtual memory error in my last time playing. It said windows was increasing that.
			
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				What was the setup you were using (QB Setup that is)?
 
 
 [EDIT] The clipping is mostlikely due to camera settings in the hardpoint.
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				Its the BCsuper mod v3.0 and its in the campain and like is said it only happens when I'm playing in tactical mod not on the bridge. 
 
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				It's quite possible it's also happening on the bridge, except that it's positioned so that you don't see it.
			
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				Anything I can do to fix it?
			
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				Turn down your graphics settings. That's the only thing you can do to reduce lag in this case.
			
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				The lag is being caused by the CR nebulas which it turns out are multi mesh models. THats why the slow it down so bad the computer is treating each model like 10 or more individual models which is puting a huge strain on the system resorces. I'm working that from another angle. What I'm shooting to fix here are the nasty clipping errors on my ships skins.
			
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				The game also doesn't like the CG sovereign because it doesn't have the Quantumtorpedo.py as one of it's torpedo choices, but that's easy to fix. Umm... and how exactly do I fix it? :)
 
 I think I have just the problem you said, 'cos I'm getting this in the console:
 
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				That's different. According to the console, you don't have any of the CG sov's projectiles.
			
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				Yea I may be a Noob but I read that as you are missing a bunch of torpedo files.
			
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				Yea I may be a Noob but I read that as you are missing a bunch of torpedo files. Well, I was even "n00ber" than that a few hours ago - I didn't even know what you guys were talking about or how to fix it (in fact, I did explicitly ask how to fix it, that should've been a dead giveaway). So for the benefit of other potential noobs who may drop by in search of answers, here's my current understanding:
 
 - "Hardpoints" are .py and/or .pyc files describing the game's ships somehow, and they reside in your Bridge Commander installation directory under \scripts\ships\Hardpoints\
- Among other things, these files reference the specific "projectiles" the ships are capable of throwing at enemies, projectiles which reside in \scripts\Tactical\Projectiles\ as .py files
- A ship's "hardpoint" file will reference the ship's projectiles by quoted entries such as: "Tactical.Projectiles.PhotonTorpedo", with the last name being the exact filename that's supposed to be in the directory above, i.e. in this case \scripts\Tactical\Projectiles\PhotonTorpedo.py
- If the "hardpoint" file references a projectile in this way but the projectile's .py file doesn't exist, the game will crash every time it tries to have such a ship fire such a projectile
- An immediate solution should already be obvious: unless you know a pack or mod you can install to put that exact projectile file where it should be, your easiest option is to simply replace its name in the "hardpoint" file with the name of some other projectile that you do have; but make sure to only replace the name of the missing projectile and only in places where it's preceded by "Tactical.Projectiles." in the "hardpoint" file, lest you damage something else that's working fine.
 
 Myself, I went and installed this:
 http://bridgecommander.filefront.com/file/Elminsters_Common_Weapons_Pack;57735
 and since it didn't really contain any of the projectiles I was missing, I simply replaced their names in Sovereign.py and sovereign.pyc with whatever seemed appropriate from the now wider variety of choices (e.g. Quantum -> QuantumTorpedo, CGPhotorp -> PhotonTorpedo and QuantumCG -> RapidQuantum).
 
 And now it works. I've moved on from episode 4 and I'm nearing the end of E6 now, no more crashes.
 
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				Well you currentlly know more than me about it so I say thanks for the info :D