3.1.4 Known Bugs

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on December 1st, 2010, 4:00 pm
the repair sound is fixed. deleting files is not supported  :whistling:
posted on December 1st, 2010, 4:03 pm
Optec wrote:the repair sound is fixed.


YAY, now i dont have any need to delete that file :woot:

Optec wrote:deleting files is not supported  :whistling:


it worked fine in previous patches, i assumed it was ok and intended since you cant cheat by having different sounds/textures

can i still modify the volume of the file itself? cos the sound setting in the fo options still doesnt change the volume of that beep.
posted on December 1st, 2010, 4:07 pm
Optec wrote:the repair sound is fixed. deleting files is not supported  :whistling:

Does that mean that absolutely ALL sound files are no longer able to be deleted, or just those menu ones? (as this could have some interesting issues for modding...)
posted on December 1st, 2010, 4:09 pm
we are using an all new sound engine, so several changes to the sound API and handling happened. If you dereference a sound in the events file, it is still free to be deleted, of course
posted on December 1st, 2010, 4:12 pm
just checked that editing the file is fine. i just reduced the volume in the sound file, i didnt change the format or filename.

i wonder if i can replace it with a silent version of the file.
posted on December 1st, 2010, 5:27 pm
Klingon fed mix tech repair ship after the third upgrade which restores shields becomes invisible(not cloak), if selected than you see shields and hull bars, but its still targetable by the enemy. They will attack it as any other ship although they cant see it.
posted on December 1st, 2010, 5:42 pm
Just wanted to back up Primi by saying that I also have seen in multiple instances ships enter the repair yard damaged and pop right back out without even a moment of repair  :pinch:.
posted on December 1st, 2010, 5:54 pm
I've had ships go to the yard, then turn around and flying a circle until the one ship that got in repairs. After that, all ships fly to the yard and one more goes in while the rest move away and circle again. Then it repeats until all have repaired, someimes flying to the other end of the map and ignoring the rallypoint.

Sometimes flying into an enemy base, despite being in the opposite direction and without a barrier in the way doesn't help in the slightest.

Both in the middle of The Da'Ka Corridor with priority repair.
posted on December 1st, 2010, 6:36 pm
When you build miranda2 fom fed domin mix tech there is a limit of 50, but no mater how many i build it allways says 0/50.
posted on December 1st, 2010, 6:39 pm
The mixed-tech capfile is empty... weird, the other cap files don't seem to be.
posted on December 1st, 2010, 6:39 pm
littletimmy wrote:When you build miranda2 fom fed domin mix tech there is a limit of 50, but no mater how many i build it allways says 0/50.

Tyler wrote:The mixed-tech capfile is empty... weird, the other cap files don't seem to be.


PLEASURE OVERLOAD PLEASURE OVERLOAD
posted on December 1st, 2010, 6:46 pm
another re-implementation bug that slipped through. fixed ^-^
posted on December 1st, 2010, 7:05 pm
My Game crashes when trying to start an Instant Action Game (when running in XP SP3 Compatibiliy Mode) and crashes when I press launch when not running in compatibility mode.

I've un-installed the game a couple times and re-installed with the anti-virus disabled. I've also tried not using the new loader and it makes no difference.

Please Help I really wanna try the new features =(
posted on December 1st, 2010, 7:59 pm
I think the green light given off by borg torpedoes is a little over done. :sweatdrop:

Attachments

FOScreenShot_101130_214937.png
FOScreenShot_101130_215004.png
FOScreenShot_101130_215918.png
posted on December 1st, 2010, 8:11 pm
OMG NO I LIKE! XD It makes it look like borg are "OP" (over powered)
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