Ambrosia Garden Archive
    • @chronodrago, on Aug 16 2006, 01:13 PM, said in Plugin having major problems:

      I put that mission there becuase i needed a "backdoor" so i could easily access all my new weaps and such. The mission is going to removed before a beta...

      I see. It's there for testing purposes. Now about those weapons...

    • The blackhole weapon is 100tons therefore getting rid of being able to fit on most ships. Plus it cost a mil, so it sort of is fair. The methane particle cannon isnt realyl fair though, i guess. 😉

    • He's still building it, JacaByte! He'll probably alter a lot of things before actually releasing it!

      Leave him alone!

    • @pp0u20e8, on Aug 16 2006, 01:23 PM, said in Plugin having major problems:

      Leave him alone!

      Okay. I'm just making suggestions. Sort of...

    • Yeah, but you commented on the weapons, and then did it again when he didn't decide you were right.

      He likes his weapons as they are. If no one else does, they won't use the plug-in, or they'll change it when they do.

    • I'm sorry! Alright? Now leave me alone!

    • No!!!

      :ninja:

    • So, uh...anyways, does anyone know why the hypergates are not working? I still cant get em to work.

    • The hypergates work perfectly.

      I shall say no more. Except that I could use the version that has graphics in it. 🙂

    • @jacabyte, on Aug 16 2006, 03:52 PM, said in Plugin having major problems:

      The hypergates work perfectly.

      Then why does it not work on mine? The HG galinthor connects with HG Barbados and the stock hypergates. But the stock hypergates dont connect with HG Galinthor, even though ive set the hyperlinks correctly...i believe.

      @jacabyte, on Aug 16 2006, 03:52 PM, said in Plugin having major problems:

      I shall say no more. Except that I could use the version that has graphics in it. 🙂

      That will come as soon as i can fix these few problems and when i finish the editing the descs. 😄 Also, i need to finish creating my ships or atleast finding ship graphics that i can use. 😉

      This post has been edited by chronodrago : 16 August 2006 - 07:29 PM

    • Then either something's wrong with your data files or you have other plugs interfering.

    • Well, i just instaleld the game about a week ago, so i doubt its that. And theres no other plugs running except one that gives a few outfits, so im not sure. The debuglog doesnt say anyhtign about a Hypergate unless im blind. :huh:

      Heres the debuglog just in case: 🙂

      EV Nova debug log

      Output on 8/16/2006 at 5:58 PM

      game engine was compiled Jun 24 2006
      game engine version is 1.0.A Windows

      opening data files & loading prefs
      initializing monitor
      initializing QuickTime
      building trig table
      opening platform tool
      opening file tool
      opening draw tool
      opening interface tool
      opening registration tool
      initializing arrays
      opening data files
      opening files in Nova Files folder:
      Nova Data 1.rez
      Nova Data 2.rez
      Nova Data 3.rez
      Nova Data 4.rez
      Nova Data 5.rez
      Nova Data 6.rez
      Nova Graphics 1.rez
      Nova Graphics 2.rez
      Nova Graphics 3.rez
      Nova Ships 1.rez
      Nova Ships 2.rez
      Nova Ships 3.rez
      Nova Ships 4.rez
      Nova Ships 5.rez
      Nova Ships 6.rez
      Nova Ships 7.rez
      Nova Ships 8.rez
      Nova Sounds.rez
      Nova Titles 1.rez
      Nova Titles 2.rez
      Nova Titles 3.rez
      Nova Titles 4.rez
      opening files in Nova Plug-Ins folder:
      Galinthor Data 1.rez
      Galinthor Graphics 1.rez
      Galinthor Ships 1.rez
      Galinthor Ships 2.rez
      manitcore.rez
      Mass Retools.rez
      ShipTargets.rez
      SwissArmyKnife.rez
      loading sounds
      creating window
      main window rect: (0, 0, 1024, 768)
      initializing sprite world
      creating scratch frames
      creating offscreen buffers
      starting music
      initializing strings
      initializing status bar
      initializing objects
      initializing buttons
      loading object data
      warning: assuming implicit reciprocal link from Peflek (402) to Mugeuh (1129)
      warning: assuming implicit reciprocal link from Xeom-Gheu (1130) to Molliari (411)
      warning: assuming implicit reciprocal link from Xeom-Gheu (1130) to Allarei (405)
      warning: assuming implicit reciprocal link from Dibudei Prime (1131) to Teft (401)
      warning: assuming implicit reciprocal link from Xeomina (1133) to Dibudei Prime (1131)
      warning: assuming implicit reciprocal link from Xeomina (1133) to Deadly Duel (1132)
      warning: assuming implicit reciprocal link from Senyavin (1134) to Teft (401)
      warning: assuming implicit reciprocal link from Budea 9 (1136) to Obiduru (1135)
      warning: assuming implicit reciprocal link from Ge-Tu (1137) to Budea 9 (1136)
      warning: assuming implicit reciprocal link from Ge-Tu (1137) to Obiduru (1135)
      warning: assuming implicit reciprocal link from Ayabeda (1138) to Ge-Tu (1137)
      warning: assuming implicit reciprocal link from Aquilis (1150) to Ama 12 (1128)
      warning: assuming implicit reciprocal link from Narmonoc (1151) to Aquilis (1150)
      warning: assuming implicit reciprocal link from Narmonoc (1151) to Ama 12 (1128)
      warning: assuming implicit reciprocal link from Gondra (1152) to Aquilis (1150)
      warning: assuming implicit reciprocal link from Gondra (1152) to Daenis (1153)
      warning: assuming implicit reciprocal link from Daenis (1153) to Narmonoc (1151)
      warning: assuming implicit reciprocal link from Daenis (1153) to Aquilis (1150)
      warning: Striker (262) has a trade-in value of 1163000 but costs only 1000000
      warning: Striker (271) has a trade-in value of 1230500 but costs only 1050000
      warning: Galinthor Starbridge (419) has a trade-in value of 816250 but costs only 725000
      warning: Galinthor Dreadnaught Class N/A (421) has a trade-in value of 1589000 but costs only 500000
      warning: Frigate (422) has 8 turreted weapons but its maximum is 6
      warning: Frigate (422) has a trade-in value of 3655100 but costs only 750000
      warning: Destroyer (423) has a trade-in value of 2076550 but costs only 500000
      loading mission data
      propagating mission bit effects
      showing splash screen
      loading sprites
      checking memory
      loading ship sprites
      configuring sprites
      initializing player
      initializing main screen
      opening last pilot file
      load pilot data 1
      load pilot data 2
      load pilot data 3
      load pilot data 4
      load pilot data 5
      load pilot data 6
      load pilot data 7
      load pilot data 8
      load pilot data 9
      making alias
      dumping pilot log
      exploring nebula 129
      exploring nebula 128
      exploring nebula 130
      exploring nebula 131
      propagating mission bit effects
      ---
      preparing main screen
      setting up world
      checking network stack
      beginning version check
      setting up main screen graphics
      doing main screen
      reggie version check returned nil
      timeout contacting version server
      main screen disposed
      doing cleanup
      disposing sounds
      disposing buttons
      disposing sprites
      disposing particles
      disposing patterns & picts
      disposing sprite layers
      disposing sprite world
      disposing offscreen buffers
      disposing array pointers
      disposing dialog buffer
      disposing window
      closing QuickTime
      carbon cleanup
      closing MT
      closing other tools
      showing control strip
      clean exit

      - end of log -

      (Manticore chagnes the logon screen to an edited image. It'll be in a plugin soon once i finish 8 other logon pictures. Ship targets is just for shield bubbles and the shipyard pic. The other plugins are just outfits needed so i can test out the different things inside my plugin.)

      This post has been edited by chronodrago : 16 August 2006 - 08:06 PM

    • Well just try it without any plugs except the hypergate one and see what happens. Maybe start a new pilot or something.

    • I just tried it, with just Galinthor plugs and a hypergate access so that i can use the hypergates. The hypergates still dont connect correctly. HG galinthor connects with the ones its supposed to, but hte only hypergate that connects back to it, is just HG Barbados. So...uh...i dont know why its working on yours and not on mine. :huh:

    • @chronodrago, on Aug 16 2006, 07:25 PM, said in Plugin having major problems:

      I just tried it, with just Galinthor plugs and a hypergate access so that i can use the hypergates.

      Emphasis mine.
      It is almost certain that that hypergate access plug modifies the hypergates. Try getting rid of it and testing with a pilot that already has hypergate access. If you wish, you could add a simple mission that has "k147" in its OnAccept field, to grant access to the hypergate network without modifying the gates themselves.

      Edwards

    • THe hypergate acces plugin allows you to buy a "card" that grants access to the hypergates. Basically you buy the hypergate access rank. I checked it out, the only thing in the outfit is the k147 in the OnBuy field and the removal in the OnSell field. So the hypergates aren't modified, its just a shortcut to the rank. Very helpful i must admit. :laugh:

    • But that could also be where you're snagging. I'm testing with a pilot who got hypergate access through the Sigma string. I don't how it would, though, but it's one less thing to worry about.

    • I'll try it as well.

    • On a possibly unrelated notes, you may want to twiddle things to remove those assumed reciprocal links (i.e. don't force the game to assume them). It has been known to cause some problems in Nova, especially older versions.

    • Alright, that shouldn't take to long.