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PostPosted: Sun Nov 19, 2017 9:19 pm 
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Competent
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Joined: Thu Nov 19, 2015 10:51 am
Posts: 46
Location: Galaxy 1
Has anyone experienced the Witchspace Countdown in 2's, which ends up going into -2..-4..-6 till it aborts.

It happened in the previous version, nut has now just happened in the latest version.

If you reload the game from "Load Commander", it seems to reset back to normal.


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PostPosted: Mon Nov 20, 2017 9:26 pm 
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Joined: Sun Jan 08, 2006 7:32 pm
Posts: 148
Do you have Countdown to Zero OXP installed?

Edit to add:

Yes you do this must be it. It is a bug in Countdown to Zero, or rather: it can be fixed in Countdown to Zero.
Code:
//start countdown
this.playerStartedJumpCountdown = function(type, seconds) {
	this.playerCancelledJumpCountdown();  // <-- added this line
	if (type === "standard") {
So if you start your witch space countdown and then abort it in other ways than playerCancelledJumpCountdown, this.shipWillEnterWitchspace, or this.playerJumpFailed, the timer does not get removed and on the next start, a second timer is created. If you do it again, it counts down in 3's, etc...

One way to do this is to enable docking computer during countdown. One could argue that this should also call playerCancelledJumpCountdown. There may be other ways but I have only found this one. It reproduces the described phenomenon reliably and predictably.


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PostPosted: Tue Nov 21, 2017 6:24 pm 
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Joined: Thu Nov 19, 2015 10:51 am
Posts: 46
Location: Galaxy 1
Hi,I'll check. I think that sounds like it.
Thanks for the help.
Michael

p.s.

Checked and I did have this installed, so added the fix...seems to be working fine now.

Many Thanks.


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