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Author Topic: Codex 20  (Read 76468 times)

Gotcha!

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Re: Codex 16
« Reply #120 on: June 06, 2013, 12:37:48 PM »

I would, but all the log says is:
> --  starting Codex

That's it. :)
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Blade Skydancer

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Re: Codex 16
« Reply #121 on: July 05, 2013, 12:01:22 PM »

I'm trying to get the Codex running so I can check out my weapons and make sure they're balanced alright. However, I'm getting a strange error that I have no idea what it means.

Code
> --  starting Codex
> --  loading OGRE
> --  loading GUI
> --  starting
WARNING --  the ship with id mining_drone has a different name in ../starsector-core/data/hulls/ship_data.csv and ../starsector-core/data/hulls/mining_drone.ship
WARNING --  variant with variantId enforcer_CS of mod Stock redefined in mod Stock
-file1: ../starsector-core/data/variants/enforcer_CS.variant
-file2: ../starsector-core/data/variants/enforcer_Support.variant
-ignoring file2
WARNING --  variant with variantId tempest_Attack of mod Stock redefined in mod Stock
-file1: ../starsector-core/data/variants/tempest_Attack.variant
-file2: ../starsector-core/data/variants/tempest_Balanced.variant
-ignoring file2
ERROR --  projectile with id antiproton_seeker of mod Extra Weaponry 2 redefined
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Apophis

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Re: Codex 16
« Reply #122 on: July 07, 2013, 12:28:17 PM »

The projectile antiproton_seeker is already defined in your mod or in another loaded mod
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Blade Skydancer

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Re: Codex 16
« Reply #123 on: July 07, 2013, 11:41:25 PM »

Ahhh. So, multiple weapons cannot use the same projectile ID in Codex, even though they can in game. Okay, thank you for the clarification.
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Apophis

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Re: Codex 16
« Reply #124 on: July 08, 2013, 01:55:20 AM »

They can. but there can't be 2 projectile with the same ID
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Silver Silence

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Re: Codex 16
« Reply #125 on: July 10, 2013, 05:26:37 AM »

Can't seem to start the Codex.

http://scr.hu/0zoz/ubu69
That's as far as it gets, then "Codex.exe has stopped working"
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Re: Codex 16
« Reply #126 on: July 10, 2013, 05:29:34 AM »

Let me guess, also using Windows 7 64bit?
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Silver Silence

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Re: Codex 16
« Reply #127 on: July 10, 2013, 05:54:30 AM »

Nope, WinVista 32bit.  :P
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Re: Codex 16
« Reply #128 on: July 10, 2013, 06:23:17 AM »

Interesting. My whole theory just went down in flames.
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ValkyriaL

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Re: Codex 16
« Reply #129 on: July 11, 2013, 08:04:49 PM »

<-- Win7 Ultimate 64bit.. does that make me special? ;)
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Apophis

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Re: Codex 16
« Reply #130 on: July 12, 2013, 01:45:59 AM »

I have Windows7 64.
Try deleting the line Plugin=RenderSystem_GL in the file plugins.cfg in codex directory
« Last Edit: July 12, 2013, 01:47:51 AM by Apophis »
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Apophis

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Re: Codex 16
« Reply #131 on: July 12, 2013, 03:49:58 AM »

There is something in Ogre.log?
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Re: Codex 16
« Reply #132 on: July 12, 2013, 03:59:15 AM »

Dunno who you were talking to, but here's my Ogre.log. :)

Deleting the line Plugin=RenderSystem_GL didn't work.

[attachment deleted by admin]
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Apophis

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Re: Codex 16
« Reply #133 on: July 12, 2013, 04:16:31 AM »

I was talking to everyone with that problem.
Looking at ogre.log it seems that there were no problems, but in log.txt there is only "> --  starting Codex" ?
I'll add more log message and upload a new version
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Apophis

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Re: Codex 16
« Reply #134 on: July 12, 2013, 06:58:59 AM »

New version is uploaded
version 17 changelog
added some more logging

download Codex 17
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