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Topic: Mods: Seed, new star systems (Read 3876 times)
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Valaggar
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1) When I change the seed, compile, start a new game (or load a game) and attempt to orbit a seed-determined planet, the game is stuck at "Entering Planetary Orbit".
2) When I add new star systems/change the location/star type of current star systems (without changing the seed), some planets have the same "Entering Planetary Orbit" problem above.
I believe that this is due to some excess in generating the content of those planets... but is there a way to fix this problem?
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Valaggar
Guest
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Yeah, I knew that about savegames.
It might have something to do with the specially generated systems. But the places where the lockups happen are NOT specially generated.
An additional bit of information - the lockups always occur at the same planets.
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« Last Edit: April 15, 2007, 05:17:28 pm by Valaggar »
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Valaggar
Guest
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Any other input?
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Valaggar
Guest
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This is the modified plandata.c; there are only modified Entries, for example the first two after Sol. In-game, most modified stars are now placed around Sirius. An example of new planet causing a lock-up is Delta Lacaille I (right northward from Sol)
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Valaggar
Guest
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Nope, it doesn't help.
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Valaggar
Guest
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I've cleaned the previous build before compiling this. I presume you're using MinGW for compiling, aren't you?
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Valaggar
Guest
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What do you mean "cleaned the previous build"? I mean that, aside from the fact that the source was unmodified, there couldn't be artifacts from previous builds.
Argh! Re-downloaded the source, and it works fine now. It looks like something was modified.
Many thanks!
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