Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: Blackrook32 on August 23, 2008, 05:20:58 PM
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@ MLeo: OK, this is a problem that's been bugging me for awhile now.
For some reason the AddShips.py is broken on my install. I have both DS9FX and Galaxy Charts v.1. installed. I know these mods are not compatible. But they work when the other's mutator is not activated. With the exception of one, the AddShips.py. I really like this mod, because I didn't have to load up QB fully. I just start playing the game, after the first loading screen from the main menu. I would really like to get this mod working again. :P
I've attached a Logger Report.
BR32
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Well, I don't actually see anything wrong in that log.
Do you have QBAutostart on?
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Well, I don't actually see anything wrong in that log.
Do you have QBAutostart on?
Yes. Can't live without QBA :P
Both Console tracker and the Logger Report aren't showing the problem. I've attached a copy of the console tracker report. I've been at a loss as to what has broken AddShips. I might add that this version is not from KM1.0. AddShips v 0.3.1
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Try entering this into the console:
import addship
import Custom.QBautostart.AddShipGUIAnd see what happens.
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Try entering this into the console:
import addship
import Custom.QBautostart.AddShipGUIAnd see what happens.
I tried it, no change. :(
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But did the console say anything when you did those?
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Hey BR better be more detailed next time lol =P
GC v1 and DS9FX are compatible and work together. GC v1.0/Beta v1.1 and DS9FX Xtended are not compatible, yet. =P
BTW for future reference, this problem BR reported was actually a problem with GC (missing attribute in Races.py), which even another beta tester reported.
I fixed it, and this other beta tester said it was ok, but for some reason it didn't worked for BR and he continued to have a BSOD...
BR you're still having a BSOD even with that updated Races.py? If so can you get a console report of the BSOD?
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GC v1 and DS9FX are compatible and work together.
I wouldn't call them compatible.
I wanted people to be able to warp to DS9 and other systems only when QB mission has been setup, with GC people can warp whenever they want to and of course that can cause some problems.
It also interferes with DS9FX missions...
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I feel an additional role of BC: Foundation. ^_^'
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I didn't expressed myself clearly lol, I meant "compatible" as in you can run both mods online in the same install without major problems.
Instead of GC and Xtended which can't be run online together, tho we're fixing that.
=P
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I didn't expressed myself clearly lol, I meant "compatible" as in you can run both mods online in the same install without major problems.
Instead of GC and Xtended which can't be run online together, tho we're fixing that.
=P
@ Sovvie and Frontier: Thanks for your response guys. Because, You know I'm beta testing all of your works. And for the moment GC and Xtended don't get along. If you can send me a fix? I would appreciate it. Cya on MSN :P
@ MLeo- thanks for your help. I got a bit distracted with several mod projects I'm working on. I'll run the game again. And post a log this evening.
BR32
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Ok guys here is the latest logs on what my install is doing. It's like the mods are trying to cancel each other out. even when the mutators are deactivated. Right now the game will crash in quickbattle the moment I try to attack, or the Enemy AI attack? Also GravityFX will shut down.
BR32
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Did you attack with torpedoes?
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Did you attack with torpedoes?
I was in the bridge view testing out uniforms. I just set the tactical to attack. That's when the game will crash. This happens with any combination of ships chosen.
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Have you tried just firing a torpedo when you first load QB (so not setting one up, you can do that!)?
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Have you tried just firing a torpedo when you first load QB (so not setting one up, you can do that!)?
I'll give that a try and post back shortly.
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Ok, here are two examples of my trails in Quickbattle. The second the tactical is activated to attack, the game will crash.