Thanks but your fix works only for stardreamer > x1 and autopilot on!
Ah, right. So now I know that particular function in FFE is for autopilot only. It took a bit of digging but I've been able to find two more functions now, one for manual landing at a space station and the other at an underground base. The docking sequence clears the navigation target to remove the tunnels so I'm also making sure that if the navigation display & icon is also deactivated.
Yes, I'm using that resolution, classic theme, Win7 and cockpit panel with rounded lights. Tried to switch to res 1024x768 but have the same issue. No problem in windowed mode (I play the game this way). To be more specific, when I click a stardreamer icon the one above it is actually selected.
It looks like the classic theme isn't compatible with how borderless mode works. For some reason it doesn't remove the caption bar, only the borders & buttons when it's told to change the window style. Basic theme seems to suffer the same issue.
I have tried creating the window as a 'pop-up' style instead and this then does remove the caption bar and it correctly renders in Classic theme - but it still has a problem as switching from full-screen to windowed then doesn't repaint the rest of the screen and leaves the FFED3DAJ screen image behind.
I think that I'll have to just document it as a known issue at this point, there's no straight-forward or 100% fix.
Is there a particular reason for running classic theme as I was under the impression that it turns off 2D hardware acceleration of windows?
Did you succeed with my save game above? I cannot do it with or without autopilot. I tested several approach speeds and ship orientations.
Yes but it just bounced off the ship. I found it a bit time consuming trying to chase it down so eventually found & made another save that had a much slower cargo item - but same issues. I tried this in GLFFE quickly too and it seemed to behave the same. <shrug>
I guess the best test case would be the mission to find Mic Turner as IIRC there's some stationary cargo to collect.
Another texture bug would be this one, a red strip above exit gate when undocking from certain space stations. I have default Ittiz+nanite2000 textures.
I suspect that this is a Coriolis space station that you're exiting?
These have an outer door that's on the station model itself - this is the red rectangle you are seeing. Other stations don't have this outer door, just a gap. The docking bay area itself is a separate model which also has a pair of animated doors at either end.
From the pilot perspective I have no problems scooping cargo. But sometimes the program refuses to pick it up. I don't know if it's a bug or something related with cargo type, equipment servicing, hull damage or just a random implemented failure.
As far as I can tell, the scooping process just checks that the player isn't dead, that a cargo scoop is fitted and that the object is either a cargo canister or ships log object.
I assume that the tractor beam must set the same equipment flag value when fitted as there isn't a separate check for it.
There's some vector related stuff that's non-obvious (being raw assembly code) so I'm wondering if it's being dealt with as a collision in most instances.
I've never lost Gernot's little animations eg. cars driving along the roads at starports. They've worked in every beta version of v1.13! Also, I've never had to "enable" them, as you put it. They've just always worked, and at the correct speed too!
Actually the roads/landing pads with the cars/robots weren't the right example for the lost animations - these use the primary animation, which are now ticked by time/stardreamer setting. For ships the primary animation is linked to the landing gear animation from FFE - the animations Gernot was talking about were for some ship models (I assume WIP) that have extra ones - I think he was talking about a rotating engine that might use animation #2.
For the existing "Red Queen" imperial courier model, the landing gear animation (#1) also extends the arms that the engine pods are mounted to. Unfortunately there's an animation #2 too that conflicts with it and also wants to set the arm positions, causing them not to extend if it is used - so I had to protect against that happening and for new models the tris.ini settings is the creators way to indicate any extra animations are safe to use.
Actually, I'm going to revise my previous report and say that the CTD is not a bug. It takes at least 20 clicks to cause the program to fail and that isn't really normal behaviour for any player, even me! I was just doing it as a test.
Well.... It's a CTD and shouldn't happen at all ideally. I've been trying to eliminate them, so please report them if they happen as they are likely to be bug.
Although I want to make sure the icons match up with the stardreamer setting, I'm not comfortable with a change that's possibly introducing a crash - and one that might be random - so potentially the 1st time or 100th time... I've taken this change out for the next build - which is here:
https://www.dropbox.com/s/9yqyb4ly9jwv71t/FFED3DAJ_v1.13 beta6.zip?dl=1