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AI-Ships (Bots) in Multiplayer
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Dragon

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Post Posted: 12-07-2004 04:55 PM Post subject:

Great stuff. This mean you can now add ships without SD'ing?

Cool Cool Cool Mr. Green


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Defiant

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Post Posted: 12-07-2004 05:02 PM Post subject:

ah ok the shipadd-mod? -Well this one will take time...


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Dragon

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Post Posted: 12-07-2004 06:18 PM Post subject:

Ok, no prob. Still not sure exactly what the new QBAutostart does again. But good work anyway. I will get around to test it soon hopefully.


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Defiant

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Post Posted: 12-08-2004 04:50 PM Post subject:

Dragon wrote:
I also think its best to leave the bridge option. Our tests have revealed that its kinda anoying.

hmm does your Game also crash way more often when playing with Bridge?


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Post Posted: 12-08-2004 09:34 PM Post subject:

yah it does


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Dragon

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Post Posted: 12-08-2004 11:57 PM Post subject:

I have also had more crashed with the bridge. Even when disabled. It was a good prospect, but when you actually play with it, you realise that its not really as important as you first expected.


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Enterprise2153

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Post Posted: 12-09-2004 01:29 AM Post subject:

Defiant have you had any luck with finding the problem that it crashes when you trying getting into multiplayer twice?

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Defiant

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Post Posted: 12-09-2004 06:45 AM Post subject:

ok then I'll have to try to enable Mods without having the Bridge enabled...

Enterprise2153 wrote:
Defiant have you had any luck with finding the problem that it crashes when you trying getting into multiplayer twice?

hehe the crashing is caused by myself.
The problem is that the game does not work properly when starting the second time (this problem is also only caused by the Bridge) - thats why I told it to shutdown then.


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Dragon

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Post Posted: 12-12-2004 01:49 AM Post subject:

Sounds good 2 me. I cant wait until you release the next version. Its annoying having to SD in a massive battle to add more allies or enemies to keep the action goin Mr. Green


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Defiant

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Post Posted: 12-19-2004 02:08 PM Post subject:

New release candidate:
http://defiant.homedns.org/~erik/STBC/FBCMP/Mission4/FBCMP-Mission4Module-0.7-rc9.zip

and here is a fix for NanoFX Warp:
http://defiant.homedns.org/~erik/STBC/Fixes/WarpFX.py


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Enterprise2153

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Post Posted: 12-21-2004 01:47 AM Post subject:

How come I can not have bridge mode in Multiplayer?

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Defiant

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Post Posted: 12-21-2004 09:42 AM Post subject:

Maybe cause you are the server?
Enanling the Bridge seems to make the game very unstable and I really don't want the server to crash.


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Dragon

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Post Posted: 12-21-2004 02:44 PM Post subject:

Can you tell me what this update does Defiant. Because im distributing this to a few people who take part in our MP battles....And id like to know the changes....Thanks... Mr. Green

SOrry if I have spelling mistakes....Ive been at work since 4am!!! until 1pm!!! and im sooooo tired! Neutral


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Defiant

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Post Posted: 12-21-2004 02:55 PM Post subject:

Bug fixes...


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Dragon

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Post Posted: 12-21-2004 04:19 PM Post subject:

ok. Did you remove the Bridge this time? Im just wondering....


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Defiant

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Post Posted: 12-21-2004 04:21 PM Post subject:

Dragon wrote:
ok. Did you remove the Bridge this time? Im just wondering....

no, just disabled by default, you have to manually activate it; the host can not activate it.


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Dragon

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Post Posted: 12-21-2004 04:31 PM Post subject:

ok, good good. Has the crashing issue be fixed? Sorry for all the questions....


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Post Posted: 12-21-2004 04:44 PM Post subject:

Dragon wrote:
ok, good good. Has the crashing issue be fixed? Sorry for all the questions....

no, thats why the Bridge is disabled by default.


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Post Posted: 12-21-2004 05:02 PM Post subject:

ok sorry...Im not thinking properly today...Im tired from work Neutral Mr. Green


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Post Posted: 01-19-2005 02:37 PM Post subject:

Well, forgot to update:
This is the full 0.7:
http://defiant.homedns.org/~erik/STBC/FBCMP/Mission4/FBCMP-Mission4Module-0.7.zip


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Post Posted: 01-19-2005 08:42 PM Post subject:

um that link don't work


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Defiant

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Post Posted: 01-19-2005 10:01 PM Post subject:

it does work.


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Post Posted: 01-19-2005 10:02 PM Post subject:

heh nvm it didn't work when I last tryed it odd.


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Uss_Donoghue

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Post Posted: 01-19-2005 10:13 PM Post subject:

Yo defiant

Is it possible just load qbautostart+ few extension and also nanofx and have no ATP 3 or luanching shuttles etc etc and plus still have the old options of loading ships in and selecting teams etc etc

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Dragon

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Post Posted: 01-19-2005 11:25 PM Post subject:

Ok, I was just wondering what changes have been made to this update? We loaded an MP game and I was trying to find the updates...or has stability been improved?

We havnt really tested it out fully yet to see...

Either way, nice one Defiant...we really appreciate that you are taking the time to work on this mod... Cool


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Defiant

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Post Posted: 01-20-2005 07:00 AM Post subject:

Uss_Donoghue wrote:

Is it possible just load qbautostart+ few extension and also nanofx and have no ATP 3 or luanching shuttles etc etc and plus still have the old options of loading ships in and selecting teams etc etc

It'll load the Mods when the Mutator is active, else not.

Dragon wrote:
Ok, I was just wondering what changes have been made to this update? We loaded an MP game and I was trying to find the updates...or has stability been improved?

Lets say small bugfixes.


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Dragon

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Post Posted: 01-20-2005 02:02 PM Post subject:

ok, cool Defiant. I also just noticed the Warp fix up above...Excellant since we've started to use NanoFX also...Thanks man


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Post Posted: 01-21-2005 01:44 AM Post subject:

yah thx now its even sweeter Mr. Green


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Defiant

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Post Posted: 03-13-2005 10:25 AM Post subject:

ok going into the next round:
Turkey Shoot 0.8pre1

updates including support for FoundationMusic, the upcoming Foundation Tech and minor Tech Framework support.
Of course also a lot Bugfixes.


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Post Posted: 03-13-2005 03:58 PM Post subject:

sweet Mr. Green


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