Would screenshots turn this rumor into a fact? All I would have to do is participating a couple of TDMs or Top Guns and ask everyone to to tell me after they crashed. If you would believe me it would be easier of course.
CTD
- wrangler
- Thread is marked as Resolved.
There are 41 replies in this Thread. The last Post () by Gast.
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I think i can confirm this, i once had a CTD as Black was shooting some NPC near me...
BUT - i am not sure if this Gun is the reason for this - or if its just an effect that causes this... -
Well, I agree that it is hard to imagine that a gun is bugged when you can shoot it without CTD. I can buy Advanced Debilitators, install them in my ship and shoot them into open space to my hearts content.
BUT....... with Advanced Dibilitators installed, shooting at an enemy ship and not into open space, right before the enemy ship blows up, or it might even be simultaneously I can't tell, I get CTD. Unequip them and no CTD.
SO.......I went and sold them, flew around a little bit then went and bought some more Advanced Debilitators and CTD immediately returned.
THEN......I made a save game so I could fly the same mission over and over and the result was the same. I could fly and complete the mission, destroying many ships along the way, as long as I didn't have Advanced Debilitators installed.
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I also just bought them on my fighter and ended up getting a CTD crash but only after attacking an NPC, it doesnt crash when its a human player it seems, but it does crash with NPC's. I removed the delibs and went back to my PPC's and havent gotten a CTD since.
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Ignore this post, my net crashed and created two of the same thing....>_<
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big dunno
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Just a personal observation: Black has always been causing players to crash if he was using the debiliators, the person that crashes can be A) Him B) The guy he was fighting C) a total stranger not even in the same system
I haven't noticed him crashing more than one player but it is a possibility, the moment the kill happens, a person gets a crash to desktop (and damn that ain't pleasant :D).
Solutions anyone ? Mine was for you guys to use Tizonas but since you strongly believe that they're useless or whatever ect. ect., you keep on playing with those debiliators. Ah wait, you can't, cause if you do, you'll crash someone. So why keep two gun slots occupied that are useless when you can put Tizonas and get at least some good shield suckers ?
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because for the same reason some are not capable of doing fights without missiles^^
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wth are debiliators anyway
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it's i think are the weapons used by the Rheinland police/military...like a said..i think
and someone fill me in on what a "CTD Crash" is.
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Quote
Originally posted by Spiky-
wth are debiliators anywayThey are referring to the level 8 pulse gun in vanilla Freelancer, the Advanced Debilitator. It's second in overall shield busting power to the Tizona El Cids, but they shoot faster, at a longer range and with lesser power consumption.
And as far as your question Portalearth as to whom makes them/uses them, I believe you will only see them on civilian factions,(i.e. non-military, non-house related factions)as they are a civilian weapon.
Oh yea, CTD = crash to desktop
On a personal note guys, I haven't noticed any CTDs when I used advanced debilitators, I honestly don't think I had any problems with them AFAIK before and after I reduced my "effects" details slider under video->details on the F1 options. If anything I suspect that caused my CTDs, I suspected it was the newer type of explosions for the ships used in Crossfire, because I don't believe I was using the advanced debilitators at the time either! (I typically use lvl 9 Wyrm Type 2s)
Hope this helps!
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Yes all of the crashes happen exactly when the ship explodes, but only if you had Debs mounted.
Also in the past other people tried the debs, but it seems like wrangler proofs im not paranoid. -
Yep I can confirm that, causes CTD (experienced it first hand...)
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I think ill mess around with the inis in SP. The Weapons ID is 263495 in case anyone else needs that. MAybe changing the effects will be enough. I was thinking that because in vanilla Freelancer it uses a different effect.
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I could fix it in SP.
Here is the ini i edited:QuoteFL/Data/Equipment/weapon_equip.ini
I changed thisQuote[Munition]
nickname = co_gun02_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 23.900000
energy_damage = 795
weapon_type = W_Pulse01
one_shot_sound = fire_pulse4
munition_hit_effect = ci_pulse_04_impact
const_effect = ci_pulse_04_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100[Gun]
nickname = co_gun02_mark04
ids_name = 263495
ids_info = 264495
DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 47.700001
refire_delay = 0.250000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.000000
flash_particle_name = ci_laser_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun02_mark04_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100to this
Quote[Munition]
nickname = co_gun02_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 23.900000
energy_damage = 795
weapon_type = W_Pulse01
one_shot_sound = fire_pulse5
munition_hit_effect = li_plasma_04_impact
const_effect = li_plasma_04_proj2
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100[Gun]
nickname = co_gun02_mark04
ids_name = 263495
ids_info = 264495
DA_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 47.700001
refire_delay = 0.250000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.000000
flash_particle_name = pi_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun02_mark04_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100What I did is just using everything except for the stats and the ID from the Tizona. That means everything looks like a Tizona (ugly projectile) but it seems to work.
Maybe this could be tested by someone or just insert it with the launcher or something. -
but i dont want 2 tizonas in CF
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Well just use some random effect then. If you want ill look up the ID for the class 7 Debilitators
But before I spend another hour would you tell me if you would integrate it anyway? I dont wanna do that when every answer I get will look like your last one. -
ill have to do test first
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This is it with Debilitator Effects. I also made some Screenshot:
Quote[Munition]
nickname = co_gun02_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 23.900000
energy_damage = 795
weapon_type = W_Pulse01
one_shot_sound = fire_pulse4
munition_hit_effect = ci_pulse_03_impact
const_effect = ci_pulse_03_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100[Gun]
nickname = co_gun02_mark04
ids_name = 263495
ids_info = 264495
DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 47.700001
refire_delay = 0.250000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.000000
flash_particle_name = ci_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun02_mark04_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100 -
Up. I dont want this to be forgotten again already.