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IR Goggles and Fisticuffs Don't Mix

 
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Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: Sep 23, 2004 23:35    Post subject: IR Goggles and Fisticuffs Don't Mix View user's profile Send private message Reply with quote

Figure this one out, 'cause I sure can't...

I've been working on Cloudspear and have run into what might be the weirdest problem I've ever come across. The game crashes whenever you punch (weapon #1) with the IR goggles item placed somewhere in the level. Delete the goggles and, sure enough, no problem. All other weapons work as far as I know.

Anyone ever see anything like this before?

Jedi Cheddar
Gamorrean

Joined: 13 Sep 2004

PostPosted: Sep 24, 2004 02:49    Post subject: View user's profile Send private message Send e-mail Reply with quote

Works fine for me... I just tested it.

Did you add a new FME to replace the IRGOGGLES or a BM to replace the fists? That might have something to do with it.

[edit]Spelled goggles wrong Very Happy[/edit]

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 24, 2004 08:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

Giving a FME logic a WAX graphic is okay, but a WAX to a FME is a big no no.

Don't know if that's the problem though. If you made a graphic to replace the original goggles, I would make sure it's the correct format.

Although I'm sure a 2-time HoF winner should be able to figure it out by yourself Wink .

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I don't think outside the box... I customize it.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 24, 2004 08:12    Post subject: View user's profile Send private message Send e-mail Reply with quote

Oh and make sure the new fist BMs are in the Weapon's format.

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Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: Sep 24, 2004 19:50    Post subject: View user's profile Send private message Reply with quote

No new BMs, FMEs, or anything. Just the default stuff.

I've tested some more: The problem only seems to occur when there's 346 objects in the level and one of them is the goggles.

I think I'll just continue on and pretend this one never happened...

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 25, 2004 06:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

That is rather odd.....

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I don't think outside the box... I customize it.

Jedi Cheddar
Gamorrean

Joined: 13 Sep 2004

PostPosted: Sep 25, 2004 14:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

Maybe DF doesn't like the number 346... Very Happy

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It's good to be a little cheesy...

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 27, 2004 14:22    Post subject: View user's profile Send private message Reply with quote

That gets my vote for "most bizzare computer game error ever". You still continue to amaze up, Scape Goat, even once your obviously supernatural abilities of procrastination are overlooked. Very Happy

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Wake up, George Lucas... The Matrix has you..

Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: Sep 28, 2004 14:36    Post subject: View user's profile Send private message Reply with quote

What can I say? I'm gifted.

Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: Sep 29, 2004 03:44    Post subject: View user's profile Send private message Reply with quote

I was going about my business, adding in more objects, when the same thing starts happening whenever an enemy fires their weapon. Punching worked without incident. Added some more objects and everything worked fine.

I think I've got this thing figured out. It's probably something to do with the "SoundFX" program that I'm using. Normally when DF has crashed in the past, you get the big red letters or the jedi/main.c.spot.run gibberish. This thing just kicks you back to windows. It's gotta be SoundFX that's crashing.

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