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Topic: Starcon: TimeWarp: Gob update (Read 35564 times)
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orz_tw
Zebranky food
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Posts: 24
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It was originally a stand-alone game, but that kept causing problems when bugfixes were applied to it but not the rest of TW or vise versa. This version was moved back closer to being stand-alone just to avoid confusing people, it's only a one line change to turn it back in to being regular TW.
There is no way to repair VUX limpet effects. That is intended, and is the reason why VUXes don't show up until relatively late in the game despite short range and poor mobility. The limpets not appearing in the info panel is probably a bug.
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orz_tw
Zebranky food
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Posts: 24
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Yeah, people have been asking for the ability to restart it without quitting for like a decade now. I've been meaning to do it for a while too.
I'm having a hard time with the podship in the current version. With its speed its fairly critical that the rift be located close to a starbase. For asteroids, I usually either take them down with point defense or fire plasma at an enemy whose angle is known or at point blank range. And the dynamos are awfully expensive for them. Still, not many ships can exploit rapid battery regen as well as a Mycon can.
The Alary Battlecruisers are supposed to be worth... 4 starbucks + 3 buckazoids I think - that's the most buckazoids of any enemy in the current version. I believe that's a bug related to the Alaries alternate death animation.
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liamiak
Zebranky food
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Posts: 3
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Hey, just found this... I used to love playing gob back when it worked in tw; kept a version where gob worked for about a year after it broke in tw just to play it, until I lost that version in a hard drive crash. I had totally forgotten how much fun it is! Thanks, orz!
I do have a couple questions:
Twice now my game has died fairly far into the game ( > 4000 seconds) with the following error:
Ack(1)!!! An error occured in the game But I don't know what error melee\mgame.cpp:211 called from melee\mgame.cpp: 537 called from scp.cpp: 407 called from scp.cpp: 636 called from scp.cpp: 629
Which is something to do with new ship creation, but my attempts to compile to try to isolate it further have not thus far been successful.
Anyhow, I don't know to what degree you are supporting gob versus just allowing us to play a great game that you enjoy writing, but wanted to pass along what I have seen.
Thanks again!
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orz_tw
Zebranky food
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Posts: 24
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Try this version: http://ftp://71.115.192.77/gob.exe or http://ftp://71.115.192.77/gob.zip
I don't think your stacktrace can be produced by the latest version. Possibly your bug has already been fixed... mine has STACKTRACE macros in every function called by that function, and that function looks unlikely to crash outside of those callees.
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« Last Edit: August 18, 2009, 05:12:02 am by orz_tw »
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liamiak
Zebranky food
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Posts: 3
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Orz, thank you for your reply; you are most likely correct; the version I have is not stacktraced within ggob.
I got the version I got from the last mirror in this thread; for whatever reason I have been unable to connect to your ftp server; I keep getting connection closed by remote host.
I am beginning to suspect I missed something I need to authenticate with your ftp server. I will keep working on it.
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orz_tw
Zebranky food
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Posts: 24
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Hm... possibly my routers port forwarding configuration has gotten screwed up again. Try it again now.
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liamiak
Zebranky food
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Posts: 3
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Excellent... downloading it now and looking forward to more great fun (I got 6 advanced external defence systems for the first time just now... it makes the game quite straightforward once you get past 3 or so)
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CelticMinstrel
Enlightened
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Posts: 522
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Hm, I might try this at some point... when I have more time...
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ziper1221
*Many bubbles*
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Posts: 124
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Any news especially about the save feature?
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