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Zetsubou_altist I think this is a bug in Cosmoteer 0.14.4 relating to trigger, swapping and the changes to storages. This crash has it all. I've sent a similar case to Walt last week but he hadn't had the time yet to look it up. Anyway, got to wait for the next Cosmoteer version to have it fixed.

    7 days later

    So, does it still work now that I have version 0.14.4?

      ShaBoi_James Yes, it does work for 0.14.4 just fine.

      0.14.4 has a few bugs and or shortcomings but I may release a new version this weekend.

        Lafiel Yay, i can spawn ABH ships without an immediate crash now..

          RedAndCosmoteer The next release will also be a bit more optimized but adds a bunch so I dunno if you can run it. Just keep using the modified mod.txt for minimum RAM usage.

            Lafiel I'm capable of using this version without the modified mod.txt, thanks.

              09/16/2018 15:37:07 | Output compiling shader '[user's home folder]\Documents\My Games\Cosmoteer\Mods\Lafiel.Abh_mod053RC4\ammo_shots\electron_laser_beam.shader' (pix):
              09/16/2018 15:37:07 | E:\Program Files\Cosmoteer\unknown(22,69-160): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
              09/16/2018 15:37:07 |

              09/16/2018 15:37:09 | Output compiling shader '[user's home folder]\Documents\My Games\Cosmoteer\Mods\Lafiel.Abh_mod053RC4\ammo_shots\tractor_beam.shader' (pix):
              09/16/2018 15:37:09 | E:\Program Files\Cosmoteer\unknown(20,69-160): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
              09/16/2018 15:37:09 |

              Yours is obviously not the only mod to run into this issue (S.W. ACD is another), but until this issue is resolved, is there an easy way I can go in and modify something to remove the electron beam laser and tractor beam?

                Mycroftxxx That's a legitimate issue with vanilla's own code. Has been there forever. The only real issue is that the shader for the electron laser has been broken since 0.14.x.
                Just comment them out with //.

                  I tried that, going into the classless mod.txt and commenting out lines like

                  // &<electron_laser_beam/electron_laser_beam.txt>/Part
                  // &<electron_laser_turret/electron_laser_turret.txt>/Part

                  Am I commenting them out in the wrong location?

                  Mycroftxxx Commenting out parts is the safest thing possible you can do with a mod. Anything else would be a problem.
                  It looks perfectly correct to me. To be on a safe side you could try to delete the whole mod and re-install and try again. This works if you did something else unknowingly and forgotten.
                  If anything else it might be your computer may have other problems like having some background program suddenly working overtime and hogging more RAM than before.

                    Mycroftxxx Did you comment out the tractor beam as well, the electron laser beam isn't the only problem see, look at the second paragraph of the error code.
                    Output compiling shader '[user's home folder]\Documents\My Games\Cosmoteer\Mods\Lafiel.Abh_mod053RC4\ammo_shots\tractor_beam.shader' (pix):

                    The shader errors don't really matter in the least. They shouldn't cause any crashes but may tax your graphics a bit. It's just a matter of how they make a beam look.

                    thewoodenlego

                    Yes, I actually went through and commented out all versions of the tractor beam before I wrote that message. I just focused on the first error and my response to it, just trying to make sure I was doing things right in mods.txt and not missing a trick somewhere.

                      Lafiel Lafiel, quick question, is this compatible with Kroom's forge?
                      Edit: And decals?

                        RedAndCosmoteer I think they are compatible. Some of Krooms aesthetic parts seem to have been based on Star Wars:ACD which are direct copies from Abh but with different IDs anyway so they should be fine. Some of the decals also seem to be redundant but I see no name conflict. Conflict is impossible since Abh has its ID as part of their name. But they are also redundant to Star's decals mod.... It's kind of bad that there's many redundancies, though. I wish we would have mod dependencies now.

                          I think I'll be able to release a new version soonish. I've decided to save on animation and or remove them from the new parts. Things went too far with the number of parts having them (for consistency), hence, potentially too demanding on weak computers. So I also decided to redo those sprites to be more vanilla conform. They might end up being a bit strange... When depends on just this.
                          Anyway, there are still some ~bugs (higher level self-destruct/swap) in cosmoteer 0.14.4 forcing me to trim down the majority of new part's function/ability such that they won't cause a crash. These will be unlocked once that's been fixed.

                            In your mod is hangar floor?

                              Just say me how to use it or it's only decor?

                                Demandro The hangar floor itself is decoration but to use the hangar like parking ships you have to use docking stations.
                                Read : Lafiel , Lafiel

                                  Hello everyone, just now finished the discord for this mod. try this link https://discord.gg/sEqkFRj
                                  nothing big but i think i can expand.

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