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  #31  
Old August 2nd, 2010, 11:19 AM

sgqwonkian sgqwonkian is offline
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Default Re: Peculiar Planets Version 0.5. - Finally Here!

I just tested it in the simulator, and I'm also having the problem where the pandomini fighters are unkillable. I put 2 terran battleships and 3 zorg frigates against a single pandomini fighter. After 5 minutes, they'd failed to do any damage to the fighter. I also noticed that the fighter didn't stop shots. Projectiles and beams would pass right through it and continue on their course as if there's no ship there.

So it's not that he's immune to damage, he just can't be hit. Everything goes right through him like he isn't even there.

I glanced at the ship and race files, and found the problem. Inside pan_ftr.ini you have the following line:
MASK ships\pan_ftr.png
That line should read "MASK ships/pan_ftr.png" instead. Looks like you got your slash and backslash confused.

I changed that line of the file to what it should be, relaunched and ran the exact same battle in the simulator again. This time, it took my flotilla about 5 seconds to kill the fighter.
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  #32  
Old August 2nd, 2010, 07:23 PM
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Default Re: Peculiar Planets Version 0.5. - Finally Here!

..weird. no probs with the Padominii here. Zorg frigate easily beat 2 of em'
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  #33  
Old August 2nd, 2010, 10:08 PM

Alphasite Alphasite is offline
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Default Re: Peculiar Planets Version 0.5. - Finally Here!

Quote:
Originally Posted by sgqwonkian View Post
I just tested it in the simulator, and I'm also having the problem where the pandomini fighters are unkillable. I put 2 terran battleships and 3 zorg frigates against a single pandomini fighter. After 5 minutes, they'd failed to do any damage to the fighter. I also noticed that the fighter didn't stop shots. Projectiles and beams would pass right through it and continue on their course as if there's no ship there.

So it's not that he's immune to damage, he just can't be hit. Everything goes right through him like he isn't even there.

I glanced at the ship and race files, and found the problem. Inside pan_ftr.ini you have the following line:
MASK ships\pan_ftr.png
That line should read "MASK ships/pan_ftr.png" instead. Looks like you got your slash and backslash confused.

I changed that line of the file to what it should be, relaunched and ran the exact same battle in the simulator again. This time, it took my flotilla about 5 seconds to kill the fighter.
Are you running on Windows or OS X?
  #34  
Old August 3rd, 2010, 04:27 PM

sgqwonkian sgqwonkian is offline
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Default Re: Peculiar Planets Version 0.5. - Finally Here!

Mac OS X
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  #35  
Old August 3rd, 2010, 04:47 PM

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Default Re: Peculiar Planets Version 0.5. - Finally Here!

Quote:
Originally Posted by sgqwonkian View Post
Mac OS X
I am as well.
  #36  
Old August 4th, 2010, 09:40 AM

Lord_Vader Lord_Vader is offline
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Default Re: Peculiar Planets Version 0.5. - Finally Here!

Alright, so it seems the problem is that Windows works fine with the slash/backslash mix-up, but Mac doesn't...

Well, another thing to fix in Version 0.6.

Anyone have any specific ideas for new races or ships? I'll happily add them to 0.6.
  #37  
Old August 4th, 2010, 01:42 PM

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Default Re: Peculiar Planets Version 0.5. - Finally Here!

I'm curious if other the issues I'm having with ship masks and alpha channels are showing up on your computer. Many of the vessels in your mod appear on my computer as big black boxes, and the pictures of the ships just fade in and out in those boxes. Off the top of my head, I'd say at least half of the new ships in your mod don't display correctly.


I didn't previously report it because it's version 0.5 of a work in progress. I'd assumed you were aware of the problems with their graphics, and only released it with the flaws because we were all so darned impatient. I didn't want to complain, because I didn't want to discourage or annoy you.

But now that I know one of the problems isn't showing up on your system, it makes me wonder about the others. Are people running this on PC seeing the same graphics problems I am?
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  #38  
Old August 4th, 2010, 05:36 PM

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Default Re: Peculiar Planets Version 0.5. - Finally Here!

Nope, all the ships display perfectly correctly over here at least.

I wouldn't have released a mod that incomplete.
  #39  
Old August 5th, 2010, 12:00 AM

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Default Re: Peculiar Planets Version 0.5. - Finally Here!

I, as a Mac user, have the same problems as described by sqqwonkian.

Aside from that, the mod seems to be pretty much alright. I am concerned with the focus on the Aspians, but that's just my personal preference in mod development.

Last edited by ExplorerBob; August 5th, 2010 at 12:00 AM.. Reason: Clarified operating system
  #40  
Old August 5th, 2010, 08:32 PM

Alphasite Alphasite is offline
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Default Re: Peculiar Planets Version 0.5. - Finally Here!

Quote:
Originally Posted by sgqwonkian View Post
I'm curious if other the issues I'm having with ship masks and alpha channels are showing up on your computer. Many of the vessels in your mod appear on my computer as big black boxes, and the pictures of the ships just fade in and out in those boxes. Off the top of my head, I'd say at least half of the new ships in your mod don't display correctly.


I didn't previously report it because it's version 0.5 of a work in progress. I'd assumed you were aware of the problems with their graphics, and only released it with the flaws because we were all so darned impatient. I didn't want to complain, because I didn't want to discourage or annoy you.

But now that I know one of the problems isn't showing up on your system, it makes me wonder about the others. Are people running this on PC seeing the same graphics problems I am?
I'm seeing the same thing.
 

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