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Darrin

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Reply with quote  #31 
Quote:
Originally Posted by DizzyKungFu


I just tried this. It DOES work with CTRL+number! However, this is really annoying to do for any length of time. Is there any way to change this or is it hard-coded?


Control + Number for Comms keys was changed in 2.6.3, or at least it's mentioned in the changes.ini file under there. In version 2.6.204 (which I think is the most stable version prior to 2.7.x, and thus more popular with some mods), you can still use either the Number keys or Control + Number.

The "Red Alert" key "r" also now requires Control + R to activate. However, in the controls.ini file, you can switch this back to just the "R" key by editing the file:

COMMS_RED_ALERT = UI_INPUT_KEY_R
CTRL = YES

Change to:

COMMS_RED_ALERT = UI_INPUT_KEY_R
CTRL = NO

Unfortunately, I don't see anything in the control.ini file about using the number keys or a toggle to turn off the "CTRL" requirement.



Dave Thaler

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Reply with quote  #32 
It's because comms can type in arbitrary text messages, so the regular number keys would be normal message content.
NoseyNick

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Reply with quote  #33 

Played comms for a few hours this evening, it's been a while. I'll be honest, it was almost TIRING holding the control key down with my left finger 99% of the time whilst hitting the shortcuts for all stations to manufacture nukes, all friendlies to head to DS1, or running surrender sequences on the 5-6 nearest enemies.

I think I'd rather see 0-9 work as before, *BUT* have some shortcut key, maybe "M", or TAB, or click mouse in the text box to begin an arbitrary text message, sent with return or abandoned by escape, at which point I want to be able to use 0-9 "the old way" again.  [frown]

e4mafia

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Reply with quote  #34 
I think this is a generally fantastic idea about how comms should wok. Even without the shortcut keys, having a key to “activate” the text message field, and being able to abandon it with escape or send with enter. Love it.
ryleyra

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Reply with quote  #35 
I have to agree. I may have made a similar suggestion, but I can't remember. But really, you don't need to start typing and immediately start sending a text. An activation key to open it would work just fine.
ron77

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Reply with quote  #36 
Quote:
Originally Posted by ryleyra
But really, you don't need to start typing and immediately start sending a text. An activation key to open it would work just fine.

I agree. Some other games use "Enter" as a toggle between opening and sending&closing the message field.

Truth be told, programming it the way Thom did looks like he anticipated the message window to be used much more than it is in any game i've ever seen. That may also be the case because we use headsets and a VOIP service to facilitate communication between multiple ships. The ingame chat function is neither elaborate nor efficient enough to make much sense to me. Plus it makes everything else about the COMMS console much less convenient.
LawsonThompson

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Posts: 586
Reply with quote  #37 
We attempted to run v2.7.2 at the Southern-Fried Gaming Expo this past weekend. The server crashed while in "AI" mode (pressing E on the server) at least once, and then crashed in a mission which had spent a significant time in Pause state.

I'm starting to think that v2.7.1 and 2.7.2 have a problem with mission time expiration too. I know at least 2 missions crashed at time expired.

The most stable situation seemed to be using a GM-controlled script (Armada IV with some customizations) and keeping the difficulty at 3 when possible.


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Mike Substelny

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Reply with quote  #38 
Quote:
Originally Posted by LawsonThompson
We attempted to run v2.7.2 at the Southern-Fried Gaming Expo this past weekend. The server crashed while in "AI" mode (pressing E on the server) at least once, and then crashed in a mission which had spent a significant time in Pause state.

I'm starting to think that v2.7.1 and 2.7.2 have a problem with mission time expiration too. I know at least 2 missions crashed at time expired.

The most stable situation seemed to be using a GM-controlled script (Armada IV with some customizations) and keeping the difficulty at 3 when possible.



I had not considered that the server could crash in AI mode, but I don't see why not. Knowing that should make it easier to find the bug.

For the record I thought it was safe to run at difficulty 4-5 but yesterday my summer camp had a server crash about 1 hour into a difficulty 4 mission.

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DizzyKungFu

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Reply with quote  #39 
I found a consistent crash: any attempt to use play_sound_now will crash the server to the desktop. I tried this with 3-4 different .wav files, including a couple I am certain worked with this command back in version 2.4 because of an old mission script I created. I even tried copying a sound from DAT I know works in the game into the MISS folder, e.g. weapon0.wav.
DizzyKungFu

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Reply with quote  #40 
Quote:
Originally Posted by DizzyKungFu
I found a consistent crash: any attempt to use play_sound_now will crash the server to the desktop. I tried this with 3-4 different .wav files, including a couple I am certain worked with this command back in version 2.4 because of an old mission script I created. I even tried copying a sound from DAT I know works in the game into the MISS folder, e.g. weapon0.wav.


OK, I found the workaround for this. If you include the "dat/Mission/MISS_*" path to the file, it works. But since the game engine seems to crash when it can't find a sound file (or perhaps the file is corrupted?) that this might be a clue to some of the other 2.7.* crashes that people are reporting? Just a thought...
Darrin

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Posts: 86
Reply with quote  #41 
This "play_sound" bug has been mentioned before:

ISSUE: Filenames in play_sound_now are relative to the Artemis directory, not the mission directory. 
SEVERITY: Script will crash
NOTES: Filename can now be absolute or relative if starting with "./"

https://artemis.forumchitchat.com/post/scripting-incompatibilities-between-2-7-and-2-6-9659767?pid=1303608757
DizzyKungFu

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Reply with quote  #42 
I found a rather annoying crash bug: when a fired tag hits an asteroid (either intentionally or unintentionally) the server crashes to desktop! I'm not sure if this happens in versions prior to 2.7.2, can anyone confirm?
DizzyKungFu

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Reply with quote  #43 
Minor bug: I found that destroy_near type="all" does NOT seem to affect unnamed anomalies created by scripts or dropped by wrecks. Challenging problem for "clearing the map" in a "jumpgate to a different sector" scenario.
LawsonThompson

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Reply with quote  #44 
Quote:
Originally Posted by DizzyKungFu
I found a rather annoying crash bug: when a fired tag hits an asteroid (either intentionally or unintentionally) the server crashes to desktop! I'm not sure if this happens in versions prior to 2.7.2, can anyone confirm?


Oh, please, no no NO, we're about to have a 5-day convention which includes a scripted mission with Tags as a critical component in a map with asteroids.

Excuse me, I have some testing to do in v2.7.1!

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ryleyra

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Reply with quote  #45 
Quote:
Originally Posted by DizzyKungFu
Minor bug: I found that destroy_near type="all" does NOT seem to affect unnamed anomalies created by scripts or dropped by wrecks. Challenging problem for "clearing the map" in a "jumpgate to a different sector" scenario.


I've got no advice for anomalies dropped by wrecks, but in a script you can name anomalies, they just don't show up on the map.
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