Search found 74 matches
- 15 Apr 2019, 20:19
- Forum: MP4.1 REPORTS / BUGS / INFORMATION
- Topic: [Fixed] Script stops when creating local server
- Replies: 6
- Views: 3017
Re: Script stops when creating local server
With the new Canyon title I can successfully select the first map (that's an improvement! 😄) - but when I try to open the map list for the second map it gives an error. That's with my 4300 maps or so that I have 😛 When starting the game with 3 maps only, I get the error immediately when clicking 'Cr...
- 14 Apr 2019, 11:49
- Forum: MP4.1 REPORTS / BUGS / INFORMATION
- Topic: [Crash] Game stalled when entering water in an envimix map
- Replies: 4
- Views: 1156
Re: [Crash] Game stalled when entering water in an envimix map
Hmm ok, in a closed forum I apparently have access to
I've posted the logcrash there too.
Feel free to close this thread if it's a duplicate.
Feel free to close this thread if it's a duplicate.
- 13 Apr 2019, 21:18
- Forum: MP4.1 REPORTS / BUGS / INFORMATION
- Topic: [Crash] Game stalled when entering water in an envimix map
- Replies: 4
- Views: 1156
[Crash] Game stalled when entering water in an envimix map
Map: KO5 - pamtihs3 by bbonbbon
LagoonCar on Valley
Game freezed for about 6 seconds and then crashed when entering water at medium high speed. I guess it failed to compute a water bounce and gave up
See if you can get something out of the log crash here.
LagoonCar on Valley
Game freezed for about 6 seconds and then crashed when entering water at medium high speed. I guess it failed to compute a water bounce and gave up
See if you can get something out of the log crash here.
- 10 Apr 2019, 14:16
- Forum: MP4.1 REPORTS / BUGS / INFORMATION
- Topic: [Fixed] Script stops when creating local server
- Replies: 6
- Views: 3017
Re: Script stops when creating local server
I do, actually
When removing all maps but one, there is no error and the server can be created 
Context: I'm trying to create a custom game mode and therefore I start up a local server so I can test it out


Context: I'm trying to create a custom game mode and therefore I start up a local server so I can test it out

- 09 Apr 2019, 14:10
- Forum: MP4.1 REPORTS / BUGS / INFORMATION
- Topic: [Fixed] Script stops when creating local server
- Replies: 6
- Views: 3017
[Fixed] Script stops when creating local server
Sorry if this has been reported already, When attempting to create a local server, a script stops because it consumes too many resources. https://i.imgur.com/FDVkD4k.png This happens in the base Trackmania titlepacks, either when clicking 'Create' or after choosing a map. It works fine in the Multie...
- 15 Jan 2018, 20:28
- Forum: Maniaplanet
- Topic: Survey about the community
- Replies: 28
- Views: 23539
Re: Questionnaire about the community
Gave my input 

- 28 Jun 2017, 20:26
- Forum: ManiaScript
- Topic: Referencing custom modules in a gamemode
- Replies: 8
- Views: 4670
Re: Referencing custom modules in a gamemode
Allright, that is not really clear but I guess it's how it works
Hopefully the gamemode can be used in the standard Trackmania2 titles at a later point 


- 26 Jun 2017, 21:21
- Forum: ManiaScript
- Topic: Referencing custom modules in a gamemode
- Replies: 8
- Views: 4670
Re: Referencing custom modules in a gamemode
Tried it now, with one backslash:

With two backslashes:



With two backslashes:


- 26 Jun 2017, 16:34
- Forum: ManiaScript
- Topic: Referencing custom modules in a gamemode
- Replies: 8
- Views: 4670
Re: Referencing custom modules in a gamemode
Thank you for replying! :thx: This is the error I get when attempting to use the module: http://i.imgur.com/JQQCbFH.png The same error message (could not load module) is displayed if the path is clearly wrong (e.g. "erronob/Hud.Module.Gbx"). Default hud is off as shown in the picture. The ...
- 22 Jun 2017, 22:49
- Forum: ManiaScript
- Topic: Referencing custom modules in a gamemode
- Replies: 8
- Views: 4670
Referencing custom modules in a gamemode
Hey folks, Does anyone know if it's possible to reference a user made module in a gamemode script? The method in mind is Hud_Load(Text ModuleName) . Since the current official gamemodes use modules, I'd figure to use them as well. The current workaround is to set up the scoretable manually in the sc...