as there have been various problems with the mod over the past 3 weeks (mainly with activation and singleplayer) i want to release a few fixes this weekend
on the multiplayer side we made some very good progress so we can say that the server is running even more stable than CF1.82 after 3 weeks of testing and fixing
(just for reference: it took us almost 6 weeks to get CF1.8 running stable online so we are actually good on time ^^)
ok since the ticketsystem of the the SWAT website is new we have not many reports in it yet.
instead the reports are spread all over the CF forums
so it is neccessary for me to create a list of problems and todo's
- The problem starting the game
in several cases it was reported that the game crashes right before getting to the menu screen
normally this is caused by corrupted installations or incompatible savegames
- I need a detailed error log and the crash offset including the faulty module where the crash happens aswell has your system specifications including OS and 64/32bit (you can get the crash offset from the windows event viewer -> start - run - eventvwr)
- next to that I need that one of the players that has such a problem does a test for me -> you need to right click the freelancer.exe, go to properties, compatibility mode and tell me whats activated there... if there is nothing activated choose windows xp and run as administrator... if there is something activated already I want you to disable the activated things... and then you try launching the game again
- IF that does not work I will pm you the original file of the faulty module that you detected with event viewer and you need to use it to replace the version you have on your pc - there was a report about missing (white) textures -> eventhough it happened just once
this is a problem i for sure wont solve this weekend but i will make sure that the launcher also checks these files and if neccessary updates them - mission bug with the approaching coalition fleet
here i will set an additional trigger which creates the conditions to continue the missions -> probably a 2nd fleet which is much stronger - mission in menton where the coalition fighters dont get destroyed for some unknown reason
here i will set an additional timer that destroys the coalition ships so the conditions for the next trigger are set - problem with juni appearing in missions where they shouldnt be
additional kill triggers will be introduced - problem with fleet following you after the sol mission
additional kill triggers will be introduced - problem with trains not docking at the tradelane in sol
in case that this happens the player should be able to continue to earth without the trains and trains will be spawned there - problem with the destruction of the carrier
this is a though one in my eyes since i could not reproduce it and tests with other players did not lead to any useful information yet
- I require to get a mission savegame from a person that has this problem and an autosave from that mission
(if you dont know which of the saves in your savegame directory are the correct ones you can send me the complete directory and ill filter it out) - planets starting to spin during the carrier mission due to npcs
during that mission the spinning will be deactivated at all - missing chatter sound
probably due to some server settings and i can imagine which files are responsible to it but it would require some online test to confirm it
even knowing where the problem is does not mean to understand why it happens yet
If i forgot something you should mention it now
you also should make sure that I get enough information and everything else that i requested so i can really do these fixes
for further bug reports use our ticket system under "Tools" on our main menu