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Title: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on September 16, 2007, 12:18:59 PM 1.2.4 (09/17/07)
Hotfix release 1.2.3 (09/16/07) Fixes:
>Download Star Trek Armada II: Patch Project here (http://www.fleetops.net/index.php?option=com_remository&Itemid=14&func=select&id=4)< Readme: Quote Star Trek Armada II Patch Project Copyright (C) 2007 Fleet Operations Development Team http://www.fleetops.net/ (http://www.fleetops.net/) What is it? ----------- The Star Trek: Armada II Patch 1.2 Project is an unofficial patch made by the developers of the Fleet Operations total conversion for Star Trek Armada II. It is meant as a patch for every Armada II installation, despite of it is stock or has been modded. It patches serveral bugs that were not fixed with the latest official 2002 release of Patch 1.1. More and more reports of people not being able to play Armada 2 coming up as today people are using much more enhanced software and hardware than 5 years ago. The developers of Armada 2 targeted Windows 98 and partly Windows 2000 as plattform. What is it not? --------------- The patch project does not provide new textures sounds or anything else that is related to change the game experience. Patch 1.2 is fully backwards compatible with Armada 2 Patch 1.1. That means, you will be able to play together with people still using patch 1.1 The "Roadmap" ------------- The first releases of Patch 1.2 are intended to fix Armada 2's bugs. Later version will feature full widescreen support and new enhancements for mod developers. Who should install Patch 1.2? ----------------------------- Everyone playing Star Trek Armada II. Fleet Operations players do not require to install this patch. An enhanced version of that patch is included in Fleet Operations 3.0 final. Changelog --------- 1.2.0 (07/06/07) ~~~~~~~~~~~~~~~~ Armada fixes: - "Sorry, there is not enough memory to continue" - screen - Crash to desktop right after splash screen related to an stack overflow - Multiplayer/Online crash with Vista (could fix Wine multiplayer issues too. To be confirmed). Features: - enhanced exception catching engine (MadExcept by madshi) 1.2.1 (07/10/07) ~~~~~~~~~~~~~~~~ Armada fixes: - Another possible crash fixed when hosting games. Thanks ambassador for reporting Changes: - NetworkManager.dll file is now left untouched 1.2.2 (08/14/07) ~~~~~~~~~~~~~~~~ Fixes: - Hopefully fixed the Xfire detection bug. Thanks TParis for reporting. - Graphics detail is not longer set to "high" by default, which caused some problems with disappearing grid lines. Delete your config files if the error still persists. Modding additions - Added "maxBuildableNumber" ODF command. See http://www.fleetops.net/component/option,com_smf/Itemid,3/topic,3315.0/ (http://www.fleetops.net/component/option,com_smf/Itemid,3/topic,3315.0/) for details. 1.2.3 (09/16/07) ~~~~~~~~~~~~~~~~ Fixes: - Fixed a bug in "maxBuildableNumber" that could cause slowdowns on some systems. Features: - added a new command line parameter: /quick - skips the splash screen and intro video. Brings you directly to the main screen. Modding additions - Armada1-like modular base support (more specific: allows to build all classlabels as pods, including crafts and stations). See http://www.fleetops.net/component/option,com_smf/Itemid,3/topic,3331.0/ (http://www.fleetops.net/component/option,com_smf/Itemid,3/topic,3331.0/) for details. 1.2.4 (09/17/07) ~~~~~~~~~~~~~~~~ Fixes: - Fixed a crash when trying to research Planetary Shields. Thanks Immortal (C.S.) for reporting. - Fixed a bug with modular base support. Thanks Meredith for reporting. Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: redmanmark86 on September 16, 2007, 02:16:43 PM bloody great work, any examples of using this modular classlabel?
i remember making stations in Max and giving them a Pod HP set, but i modded Armada 1 bloody years ago and can't remember how the whole thing works... Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: Meredith on September 17, 2007, 01:03:21 AM sweet yay I will make a mod for this soon
Posted on: September 16, 2007, 04:26:36 pm ok here is an example for you for all of you try it out I will release a much better one soon I made this in like 4 min Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: Lt.Cmdr Worf on September 17, 2007, 03:04:09 AM I never thought I'd see the day when Modular stations would make their way to Armada 2..Awesome work...all i need now is widescreen support and I'll be happy
Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: redmanmark86 on September 17, 2007, 03:07:11 AM I'm making a new Federation Turret as we speak...
nicely named... Orbital Defence Platform.... Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: Meredith on September 17, 2007, 05:17:50 AM ok sad to report but I found an error already but if you make a modular station and build somthing with your pod than dissemble the pod that you built it starts making your enemy's ship and station type on the end of your modular station here
(http://i208.photobucket.com/albums/bb67/eluvatar/Untitled.jpg) Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: Lt.Cmdr Worf on September 17, 2007, 06:05:26 AM eh...that's interesting...Doca must have some more bugs to work out..im messing with it now..but not having much luck
Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: DOCa Cola on September 17, 2007, 08:17:01 AM ok, thanks for reporting. :lol: we actually haven't played much with it yet. no worries guys, i am going to find out whats going on there, as soon as i am back on my computer.
So what gets enemy when you do what exactly? Title: Re: Star Trek Armada II: Patch Project 1.2.3 released! Post by: Jan on September 17, 2007, 11:07:00 AM Good job on that...already installed! ^^ (and mistakes eliminated :P )
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on September 17, 2007, 06:47:51 PM bumped the version to 1.2.4 with a hotfix release
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: Meredith on September 17, 2007, 10:53:02 PM well the ships seem to just spanw where ever your old pod was I did not try it with more than one enemy but I can to see if it just picks one or what it dose
ok umm... :( I dont even know if this is fixable or what or if this happens nomaly but if you build a pod on my modular station and take it apart than you can build on top the the station here (http://i208.photobucket.com/albums/bb67/eluvatar/Untitled-1.jpg) Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on September 17, 2007, 10:58:40 PM well the ships seem to just spanw where ever your old pod was I did not try it with more than one enemy but I can to see if it just picks one or what it dose it should be fixed. try 1.2.4 please :)Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: Lt.Cmdr Worf on September 18, 2007, 03:56:02 AM It's weird Doca...I am attempting to give DS9 multiple repair points...but it will only allow me to build one and then it stops
Meaning I am trying to give the station multiple points where it can build ships and repair them...but i can build only one with the "shipyard" class label and then i can't go any further..they are listed in the tech tree and the buttons show up in the build list but i can select one of the four and thats it. if i change the classlabel to "pod" then i can build all four with no problem Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on September 18, 2007, 08:45:32 AM i have to be very careful to not break any stuff in game flow when integrating new modding features. i will take a look into it later today
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: Lt.Cmdr Worf on September 18, 2007, 01:33:04 PM I understand...I'm going to try and give them a research classlabel and see if it works that way or see if I can give a "pod" classlabel repair properties...i dunno otherwise
i've also tried reaching you several times on MSN..i know you're probably busy..so...get at me if you want me to test stuff for you as my own mod is completely based on stock.. p.s. incidently I have not encountered the error of an enemy station building on mine after I decomission a pod. so either the bug is truly fixed or it never was there..idk. Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: AdmarilRyan on September 18, 2007, 03:33:19 PM I think this is something I'm going to have to try. :)
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on September 18, 2007, 04:26:22 PM ok umm... :( I dont even know if this is fixable or what or if this happens nomaly but if you build a pod on my modular station and take it apart than you can build on top the the station here yes, that is related to how armada works. so not my fault :P i will look to find a workaround for that later..Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: Lt.Cmdr Worf on September 19, 2007, 02:24:44 AM Doca...did some investigating..and it does work..but the modular stations don't like anything but the stock odf names. it builds fyard and fyard2 and fbase i believe with no problem. but anything else that isn't preprogrammed..it will not accept. so that's essentially what we have to work with..I guess you need to see if there is a workaround to get the game to recognize names that it isn't preprogrammed with.
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: Meredith on September 19, 2007, 02:55:29 AM ok thanks Doca thats what I thought but that would be worth looking into
to worf when I made my mod using this station I made new stations and they worked fine so try just building them with a constructor to see if it workes Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: Lt.Cmdr Worf on September 19, 2007, 03:30:53 AM what kind of names did you use? did you use completely different names for your odfs? or did you incorporate the stock names in the beginning of all of the bases like in the one that you released on the forums?
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on September 19, 2007, 08:32:15 AM for the footprint issue. just enable is_starbase = 0 on these pods. an option that the shipyard pods are destroyed together with the researchstation and don't just stay comes with the next version
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: Lt.Cmdr Worf on September 19, 2007, 02:58:44 PM will this help me with my issue? or is this totally unrelated to mine?
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on September 19, 2007, 04:59:09 PM these things are unrelated. i actually have no idea what causes the issue you have. it seems to work fine for meredith and me. i wasn't able to reproduce your issue. so just check on your odfs, i don't know whats wront. make sure you have installed 1.2.4 properly
Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: k_merse on September 30, 2007, 06:29:36 PM When I send a ship to decommission (in the general A2 1.1), there is a sound effect projected from the starbase where the ship is decommissioning. But after that, this sound not stops, but continues. It's very nerve-racking hearing that sound every time, when I watch my base.
It's only on my Computer or I found a bug? If you could heal it in the newt release, I would be very happy :rolleyes: Title: Re: Star Trek Armada II: Patch Project 1.2.4 released! Post by: DOCa Cola on October 01, 2007, 08:37:01 AM welcome to the forums! :)
yes, this is a known problem with activisions official patch. i am still looking for a reliable way to reproduce this issue. otherwise it's hard to track where this issue bug from.
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