sc456a

sc456a

Joined Member # 3096780
2 Posts 12 Replies 619 Reputation

Since ObjectDock Plus 1.9 was released over a year ago and there haven't been any releases since, I was wondering if development had ceased? I have not seen any news on a new version or heard of a BETA either. Please advise!

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Oh sorry ivan, didn't see your reply. Yeah I know that's an option, but I'd really love to be able to see the current windows AND the systray icons in the same dock. I'm not sure why this isn't a feature...

5 Replies 4,960 Views

So I'm running OD 1.9 and Windows Vista Ultimate SP1. I can't get my minimized windows (that normally appear on the taskbar) to appear in OD at the same time as the systray icons. Suggestions?

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Don't forget - fighters and bombers launch from cap ships. In the series, the ships you have been mentioning were independent. I suggested shuttles and runabouts because they both launch and dock in shuttle bays of the various vessels being considered for cap ships. Just trying to keep it canon :)

285 Replies 605,918 Views

Ezraeil: It hasn't imploded - we're just waiting for a stable release. We all seem to agree that it has a lot of promise, and I know I'm very excited about it. The Sabre worked very well, in fact I prefer it over the Miranda in-game. Read the previous dozen posts or so and you'll see where the real problems are relating to the mini-dumps. I have some thoughts on the mod, and I'll list a few of them here for discussion in no specific order: -Each race should be in

285 Replies 605,918 Views

Even after replacing the FrigateTechHeavy file the game eventually crashed - but not because of the cruiser explosion. I don't know why this time, but I'm tired of fooling with it for now. I guess I'll wait for a new build and hope for the best.

285 Replies 605,918 Views

Lol - my grasp of binary left me long ago after my first year of programming - and even then it was shaky at best! :) Going to try replacing the vanilla files now. I'd be interested to know what "mod features" we're altering by switching out these files!

285 Replies 605,918 Views

I had no problem editing the files with Notepad - even though some of them had a space between every letter. They didn't look like typical binary files. Also, bear in mind that just because the vanilla files include "ExplosionName" doesn't mean the ones in the Mod do. Of course, that could be the issue.

285 Replies 605,918 Views

First of all, there is no "ExplosionName" reference in FrigateTechHeavy. There is a reference to "Cruiser0", but if you change that the mod won't load. Please don't take this the wrong way derbal, but have you even tried any of your suggestions? Everything you've suggested has either made things worse or not had any effect at all. I really appreciate you trying to help, but when things get worse instead of better we're heading in the wrong direction. Maybe we'd all save some time if

285 Replies 605,918 Views

OK, well as if it wasn't obvious from the dump file, I have figured out the exact issue in-game. When you destroy a cruiser class vessel, in my test a Heavy Cruiser, the game dumps. This is because there isn't an explosion file (or something of that nature) for the cruiser class. It explains why some people play for longer periods of time before dumping - they just don't get to a cruiser as fast :) Now we just have to figure out what to replace, which I'll leave up to those who know

285 Replies 605,918 Views

I should also add that the following change you recommended caused the mod not to load, so I removed it: [I]Put: Prerequisites NumResearchPrerequisites 0 (Assuming there are none) between numRandomDebrisLarge and MaxMitigation.[/I]

285 Replies 605,918 Views

derbal: I was able to easily complete you first two suggestions, but this one I cannot: [I]My guess here is that the Cruiser0 file is spelled wrong. Go into the Particle file folder and double check the spelling of this. Open up Explosions.Explosionsdata and compare the spellings. It's possible the particle file is name CruiserO instead of Cruiser0 or something like that. This is my guess as to what is causing all of the minidumps. My experience messing with explosions is that they

285 Replies 605,918 Views

le dump: [22:37:26] Failed to convert 'Ivalid' to an enum value. [22:37:26] Text FileArchive missing Label. File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity Label: researchPrerequisites Line Number:18 Line Contents:antiMatterCost [22:37:26] Text FileArchive missing Label. File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Shi

285 Replies 605,918 Views

Nah - I don't even research the probes (not even sure what benefit they provide). My best guess is that it has something to do with a sound effect/music. It happened recently when the music changed tracks.

285 Replies 605,918 Views

[quote]I love this mod!!but I don't know if it's just me or not but after about half an hour of gameplay my game crashes... not sure if it's the mod or my comp... it didn't do it with the reg game so i don't knowbut very cool while it's up [/quote] Mine is doing this as well. Gives me a minidump, but it's not so mini at 5.67 MB :) Let me know if you want to see the dump, devs.

285 Replies 605,918 Views

diresaint: I don't think caps in this mod should be larger than their normal scale size - I think the idea is to make the more powerful ships caps ships, i.e. the Galaxy, Sovereign, etc. They had the better weapons and shields, so it just makes sense.

285 Replies 605,918 Views