Fairweather Map Crashes!
Hmmm, I get a total crash of QSspiked while the map attemps to autosave at some point.
Ok, It Doesn't Crash Regular QS, Just The Spiked Version
Again, Spiked's version should be updated!
QSS has gone from Hero to Zero lately.
Will rush home to check that!!
That comment is completely unnecessary. Whatever issue QSS is having can most likely be fixed, Barnak would need to tell us what version of QSS he is using and when exactly the crash occurs.
I'm using the latest version of QSS for OSX. The crash occured when the app attempted at an autosave (which I believe is default, in Copper).
I think there's "impulse 210" command to disable/enable autosaves in Copper.
I wasn't aware there was an OSX version, the website only lists Windows and Linux versions. But regardless I did play through all of ctsj2_fairweather with autosaves on without a single crash on the latest version of QSS in Windows. So I can only speculate its something odd happening with the OSX build.
QS Vs QSS
There are only two things that QSS have that QS don't have and that I would love to get in the regular QS: The mod menu (which is much faster to use than the commands in the console), and the rain effect for the super map The Sepulcher.
The other visual effects of QSS aren't that good, so I could trash QSS forever, since it isn't updated anymore.
I stand by the comment I made about QSS. Long standing users seem to be a bit unhappy with it lately. For a variety of reasons. There are plenty of posts that bear that out here.
Many people don't even know what the latest version is and where to get it.
Iyago's Map Has Issue Withe Fog
The fog in Iyago's map appears or disappears suddenly, when the player exit or enter interior and exterior places. Maybe this is a Copper bug, I don't know, but Iyago's map is the only one I saw with this issue.
It Is Not A Bug
It is just fog changed by trigger
But then it's ugly! It doesn't make sense to see the fog change that way.
Well, the best way to change global fog during gameplay is to do it in very small spaces where the player won't notice the change. These small spaces should be used to transition between larger areas.
It could be a u-turn, an elevator, or a tiny room with 2 doors where only 1 door opens at a time.
I did it in thehand, in a sort corridor at the bottom of a lift, and it wasn't really noticeable