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Talk:CellSpread: Difference between revisions
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:: LightningCellSpread uses a different delivery mechanism, as you said yourself. | :: LightningCellSpread uses a different delivery mechanism, as you said yourself. | ||
:: Are you using RockPatch/NPatch? It's entirely possible VK added something to avoid the error. Even in the original game, CS 12 doesn't crash 100% of the time, but that doesn't change the fact that the game has no data to use in that case and either limits the spread down or crashes by reading uninitialized memory. ''//[[User:DCoder|DCoder]] 19:18, 23 December 2009 (UTC)'' | :: Are you using RockPatch/NPatch? It's entirely possible VK added something to avoid the error. Even in the original game, CS 12 doesn't crash 100% of the time, but that doesn't change the fact that the game has no data to use in that case and either limits the spread down or crashes by reading uninitialized memory. ''//[[User:DCoder|DCoder]] 19:18, 23 December 2009 (UTC)'' | ||
:::: Ah, yes, I was using an old NPatch back then... Well that certainly is no fun, limiting CellSpread to 11. |
Latest revision as of 20:04, 23 December 2009
What? I never knew that CellSpread over 11 causes internal errors?!
Examples:
LightningCellSpread= could be set to much higher values, although it is not really CellSpread...
Weapon's CellSpread can be set to 15 or 20 and it does not give me an IE. It works fine for me.
- LightningCellSpread uses a different delivery mechanism, as you said yourself.
- Are you using RockPatch/NPatch? It's entirely possible VK added something to avoid the error. Even in the original game, CS 12 doesn't crash 100% of the time, but that doesn't change the fact that the game has no data to use in that case and either limits the spread down or crashes by reading uninitialized memory. //DCoder 19:18, 23 December 2009 (UTC)
- Ah, yes, I was using an old NPatch back then... Well that certainly is no fun, limiting CellSpread to 11.