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A dev's log.

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A dev's log.
Offline Treewyrm
12-28-2011, 10:17 AM,
#201
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

' Wrote:Ah sounds good. But one. One stupid question i have 'ere.. uh.. So, you want us to deactivate the mod and delete it, uninstall and reinstall freelancer, and then run the new mod installer?
That's one way of doing it. Alternatively you can simply delete Freelancer directory and Freelancer installer will prompt you to install it again. If you want to keep Discovery 4.85 for some reason (alternate servers, etc) you can simply rename your Freelancer directory, run Freelancer installer off the CD and make a separate clean installation for 4.86.
Offline Death.RunningVerminator
12-28-2011, 10:20 AM,
#202
Member
Posts: 4,308
Threads: 143
Joined: Nov 2008

' Wrote:That's one way of doing it. Alternatively you can simply delete Freelancer directory and Freelancer installer will prompt you to install it again. If you want to keep Discovery 4.85 for some reason (alternate servers, etc) you can simply rename your Freelancer directory, run Freelancer installer off the CD and make a separate clean installation for 4.86.
Alright. Well, i'll probably end up just deleting everything and starting from scratch since my stuff is all screwed up anyways..

Thanks for the quick response man.:)
Offline Fifty.
12-28-2011, 10:33 AM,
#203
Member
Posts: 601
Threads: 28
Joined: Aug 2009

Finally a clean start... After all the graphic mods and unfinished tune-ups I did... FL barely runs now. Thanks you Discovery :P:cool::yahoo:

[Image: juLJC8q.gif]

Offline Xoria
12-30-2011, 04:54 AM, (This post was last modified: 12-30-2011, 04:57 AM by Xoria.)
#204
Black Hat Economist
Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:

Pennsylvania, New London, and an assortment of other rumors just finished and added to the mod.
Unfortunately, that took all night and I won't get to make a few trade changes that I've thought of until update 1, but it's nothing major.

I never did get around to doing any write ups for Light Arms or jazzing up the capital ship infocards. That will have to wait as well.









And, it's not Dec 30 where I am, yet. 66 minutes to go.

Check out my
Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.

An Interactive Tour of OSC Routes  | POB Supplies
Offline AeternusDoleo
12-30-2011, 08:23 AM,
#205
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Still roughly 12 hours until the release. Cannon lives in NZ folks. Besides, we hit some last minute snafus that'll need fixing. Cramming a weeks work of devving into a day - typical human behaviour. Wait until the last second and then some...

Update: Fixed a few glitches over in Gallia. Junkers weren't Gallic Junkers over there, and they should be. Checked all Gallic systems and bases, replaced the standard with gallic junker faction where appropriate.
All Guard IDs except for BHG Core and Keepers were replaced with their standard versions. Guard IDs will no longer be needed. Core is the exception, it's a completely seperate faction.
Bugchecked the infocards file, fixed a major issue in the Ontario rumors - someone had assigned the same rumor numbers three times.
Did some minor odds and ends - don't even remember what anymore.

Still on the todo list: Update existing IDs with info supplied by the admins. I'll try and work on that today. No, don't ask me about the IDs until the release.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline Azan27
12-30-2011, 08:51 AM,
#206
Member
Posts: 683
Threads: 33
Joined: Apr 2011


Let it burn.
Offline Vasuv
12-30-2011, 01:21 PM,
#207
Member
Posts: 360
Threads: 52
Joined: May 2010

' Wrote:Still roughly 12 hours until the release. Cannon lives in NZ folks. Besides, we hit some last minute snafus that'll need fixing. Cramming a weeks work of devving into a day - typical human behaviour. Wait until the last second and then some...

Update: Fixed a few glitches over in Gallia. Junkers weren't Gallic Junkers over there, and they should be. Checked all Gallic systems and bases, replaced the standard with gallic junker faction where appropriate.
All Guard IDs except for BHG Core and Keepers were replaced with their standard versions. Guard IDs will no longer be needed. Core is the exception, it's a completely seperate faction.
Bugchecked the infocards file, fixed a major issue in the Ontario rumors - someone had assigned the same rumor numbers three times.
Did some minor odds and ends - don't even remember what anymore.

Still on the todo list: Update existing IDs with info supplied by the admins. I'll try and work on that today. No, don't ask me about the IDs until the release.


not out even today
 
Offline Friday
12-30-2011, 01:50 PM,
#208
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

' Wrote:not out even today
It's still Dec 30 somewhere in the world...

[Image: GMG_banner.png]

 
Offline Narendran87
12-30-2011, 02:01 PM,
#209
Member
Posts: 556
Threads: 38
Joined: Sep 2009

Worst Excuse in the world?
 
Offline Linkus
12-30-2011, 03:01 PM, (This post was last modified: 12-30-2011, 03:02 PM by Linkus.)
#210
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

' Wrote:Still roughly 12 hours until the release. Cannon lives in NZ folks.

date='Dec 30 2011, 07:23 AM'
12 hours

Do el Math. The mod waits on people, not the other way around.





Facilitating the rise of robotics since 0 A.D.
 
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