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totaly crazy
Poll runs till 11 Sep, 2051
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
3 9%  9%  [ 12 ]
Total votes : 140
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 PostPosted: 02 Sep, 2011 
 

Joined: 29 Aug, 2010
Posts: 47
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Manimal1 wrote:
zomg wrote:
Manimal wrote:
I never save games too while playing with any mods.

Here are a few tips :
  • you should NEVER install the mod ExpWars in the gamedata folder
  • you can specify the full path of the logt.txt file. e.g :
    Code:
    "ForgedAlliance.exe /log %USERPROFILE%\Despktop\MyLog.txt"

    if you don't give it a pathname, then you should hit the combo [Windows] + [F] keys for searching your log.
  • ensure you enabled the mod PRIOR TO loading the saved games.

On the other hand I won't work on a newer version until Asdrubael is organized and more focused on his work...

That said, I'll work on the fix as soon as I'll get a decent computer, given I won't use my friend's PC for that.


Heres the log file: http://pastebin.com/gbvGFkbz

If its not an easy fix from looking at my log file, when do you think you'll be getting a new computer? Was really hoping to use this mod in single player as the 2.0 version never had any save-game issues....just had tons of others as all of us know lol

I'm willing to pay money if you or Asdrubael fix this issue. Thats how badly I want to be able to save my games!


Remark:
for some reason I'm unable to login properly at GPG forums ONLY.
it's now 3 days I sent GPG a mail -through the Contact form-reporting this weird unusual issue, and they did not reply yet. as if nobody was caring about us at GPG...
So I decided to create a 2nd account and it seems to work fine.

I'll never ask money for any mods of mine (and the ones I collaborated) even if I'm in need of a brand new decent PC.

Back to the topic:
I looked closely at your Log file and found a few errors that are units related.

Line 1740 is about the XSA0203, a unit I never put my hands on =
Code:
warning: Error running OnMotionHorzEventChange script in Entity xsa0203 at 55f8e308: Invalid bone name "B01".
         stack traceback:
            [C]: in function `CreateTrail'
            ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2840): in function `CreateContrails'
            ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2602): in function `UpdateMovementEffectsOnMotionEventChange'
            ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2431): in function <...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua:2370>


Line 1769 and following ones are about the XSA0402, a unit I never put my hands on as well =
Code:
warning: Failed to load mesh for blueprint /mods/expwars_v2_8/units/xsa0402/xsa0402_mesh
warning: Error running OnCreate script in CScriptObject at 53a80350: ...ed alliance\gamedata\mohodata.scd\lua\sim\weapon.lua(67): *ERROR: Trying to use the bone, Right_Front_Autocannon_Muzzle on unit xsa0402 and it does not exist in the model.
         stack traceback:
            [C]: in function `error'
            ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2994): in function `ValidateBone'
            ...ed alliance\gamedata\mohodata.scd\lua\sim\weapon.lua(67): in function `SetupTurret'
            ...ed alliance\gamedata\mohodata.scd\lua\sim\weapon.lua(24): in function `OnCreate'
            ...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua(31): in function <...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua:30>


I guess the game won't save properly with so many Mesh and/or Blueprint errors.
This is all Asdrubael's work, so the ball is on his side... ^^

EDIT :
Regarding the other issues: I'll see what I can do ASAP if those issues have something to see with my works.


Hmmm. Is there a way to contact him about it then? Or will he respond on here? Maybe he will fix it if I pay him lol. I honestly means that much to me that I'm willing to do it.


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 PostPosted: 02 Sep, 2011 
 
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zomg wrote:
Hmmm. Is there a way to contact him about it then? Or will he respond on here? Maybe he will fix it if I pay him lol. I honestly means that much to me that I'm willing to do it.



The errors fixed :)

It is why the logs are realy important when there are any problem in game ;)

I do not know if this correction will fix the save issue :)

Thx for the report :)

Edit : You can try to save without seraphim players, if the save issue stay the problem was not the seraphim models problem.


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 PostPosted: 03 Sep, 2011 
 

Joined: 21 May, 2008
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Are you going to release an hotfix for these errors ?


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 PostPosted: 03 Sep, 2011 
 
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Krapougnak wrote:
Are you going to release an hotfix for these errors ?


I will wait more error reports before to release an hotfix :)


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 PostPosted: 03 Sep, 2011 
 

Joined: 21 May, 2008
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cool !


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 PostPosted: 03 Sep, 2011 
 

Joined: 29 Aug, 2010
Posts: 47
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asdrubaelvect wrote:
zomg wrote:
Hmmm. Is there a way to contact him about it then? Or will he respond on here? Maybe he will fix it if I pay him lol. I honestly means that much to me that I'm willing to do it.



The errors fixed :)

It is why the logs are realy important when there are any problem in game ;)

I do not know if this correction will fix the save issue :)

Thx for the report :)

Edit : You can try to save without seraphim players, if the save issue stay the problem was not the seraphim models problem.


Aweosme!! I love you lol! :D Will be looking forward to the patch :D

I did ctrl f for the word "error" on the log I made and found quite a few. I'm guessing this means you were able to correct all of them? If any more issues arise after the patch; like if the save game part is still having problems, I'll post a log like I did earlier :)


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 PostPosted: 03 Sep, 2011 
 

Joined: 22 Mar, 2010
Posts: 60
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Hi guys, great work. Some issues:

- game freezes in lan play, only when someone plays Seraphims. It froze on me in skirmish against ai when I tried to build their experimental assault bot (Ythotha). In another game, it froze on all of us, one of the players was playing Seraphim. when lan game was played without seraphim, no crashes.

- lab upgrades on navy are not visually visible (maybe its in development)

- no footprint trails for some experimentals! to some maybe its not important but sometimes nice to tell who was walking here before.

- mentioned before: some experimentals gain veterancy too fast. Like fatboy becomes unstoppable power after killing small amout of units.

so far nothing else, will report more.

Excelent release, I congradulate you on a work well done. Love the effects and new models!

P.S.
Where are those anti-teleport buildings you were talking about earlier?
And I think Seraphims could use more love. Only 1 new unit for them.


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 PostPosted: 03 Sep, 2011 
 
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akvilonn wrote:
Hi guys, great work. Some issues:

- game freezes in lan play, only when someone plays Seraphims. It froze on me in skirmish against ai when I tried to build their experimental assault bot (Ythotha). In another game, it froze on all of us, one of the players was playing Seraphim. when lan game was played without seraphim, no crashes.

- lab upgrades on navy are not visually visible (maybe its in development)

- no footprint trails for some experimentals! to some maybe its not important but sometimes nice to tell who was walking here before.

- mentioned before: some experimentals gain veterancy too fast. Like fatboy becomes unstoppable power after killing small amout of units.

so far nothing else, will report more.

Excelent release, I congradulate you on a work well done. Love the effects and new models!

P.S.
Where are those anti-teleport buildings you were talking about earlier?
And I think Seraphims could use more love. Only 1 new unit for them.



Normaly all shield are also anti teleport ;)


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 PostPosted: 03 Sep, 2011 
 

Joined: 22 Mar, 2010
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Quote:
Normaly all shield are also anti teleport ;)


- I didnt know that :)

Some questions:

- Will there be patch in this upcoming week or because of irl, longer? What can we expect in a patch?
- Will you be adding anything new for Seraphims? :) So far Cybran nation looks like it got the most attention.

Thanks


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 PostPosted: 03 Sep, 2011 
 
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akvilonn wrote:
Quote:
Normaly all shield are also anti teleport ;)


- I didnt know that :)

Some questions:

- Will there be patch in this upcoming week or because of irl, longer? What can we expect in a patch?
- Will you be adding anything new for Seraphims? :) So far Cybran nation looks like it got the most attention.

Thanks


Currently i will wait for more bug report.

For the next patch date :p I do not know :)


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 PostPosted: 03 Sep, 2011 
 
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Joined: 28 Aug, 2010
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Does the ai work with the mod atm?

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 PostPosted: 03 Sep, 2011 
 

Joined: 06 Jul, 2011
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redmoth wrote:
Does the ai work with the mod atm?

No :x

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 PostPosted: 03 Sep, 2011 
 
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Its a sad day for me then :(

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 PostPosted: 03 Sep, 2011 
 

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asdrubaelvect: If theres all these problems with Seraphim, could that be causing my save game issues?


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 PostPosted: 04 Sep, 2011 
 
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I made you a better walking animation for the Cybran T3 Missile Bot.

Get it here: http://www.mediafire.com/?1upd8x9kkzu6x3o


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 PostPosted: 04 Sep, 2011 
 
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zomg wrote:
asdrubaelvect: If theres all these problems with Seraphim, could that be causing my save game issues?


I do not know .
You can try to save without seraphim player in the game.


WiseHero wrote:
I made you a better walking animation for the Cybran T3 Missile Bot.

Get it here: http://www.mediafire.com/?1upd8x9kkzu6x3o



Oh yes :) thx i'll add it in the next update ;)


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 PostPosted: 04 Sep, 2011 
 
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asdrubaelvect wrote:
It is why the logs are realy important when there are any problem in game ;)


So why didn't you send me your Log File about the so called bug you told me about ?
You should know that better than anyone after almost 2 years with me asking you over and over again those Logs !... :roll:
On the top I asked you again 1 week ago anyways and you didn't send it yet !

akvilonn wrote:
asdrubaelvect wrote:
Normaly all shield are also anti teleport ;)


- I didnt know that :)

Some questions:

- Will there be patch in this upcoming week or because of irl, longer? What can we expect in a patch?
- Will you be adding anything new for Seraphims? :) So far Cybran nation looks like it got the most attention.

Thanks


[EDIT]
Asdrubael, you should never touch the code... really.
We were OK for you to be the modeler, and for I to be the coder.
(also, I'm a bit more able to code than you do)

On the other hand, why didn't you wrote a summary of the news units's abilities on your first posts in this thread ?
Generally, players are reading those first posts for knowing the latest additions and before they decide to download (or not) a mod.
[/EDIT]

UEF faction got most attention besides Cybran one.

Instead of erading :
"Normaly all shield are also anti teleport"
You should read :
"Normaly all Shields and the ACU are Anti-teleport, for sticking to F.A. beta testers's feedback regarding the teleport ability too close to the ACU." (I was one of them who really dislikes that)

Asdrubael and I really need your Log Files (if you found some bug) for fixing the issues as quickly as possible.

Thanks in advance. ;-)

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 PostPosted: 04 Sep, 2011 
 

Joined: 22 Mar, 2010
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Hi Manimal, I congratulate you both with the job well done, and on the release.
I understand the release was rushed to accommodate us, the users, therefore some problems.

Though I do see you are constantly mad about mediocre things in your posts :)


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 PostPosted: 04 Sep, 2011 
 

Joined: 29 Aug, 2010
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Manimal and asdrubaelvect: with all the errors being reported; I'm thinking when the hotfix comes out, it may infact correct the save issue on Skirmish mode. Anything can happen with computer code :wink:


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 PostPosted: 05 Sep, 2011 
 
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Quote:
Expe Wars 2.8.2 Pre-Notes patch

- Seraphim : Experimental T3 bomber : Fixed
- Seraphim : T2 Gunship : Fixed
- Cybran T3 Experimental spiderbot : Death fixed
- Cybran T2 Experimental point defense : Targeting increased
- Cybran T3 Obelisk : Range +90%
- Cybran T3 Obelisk : Damages decrease -30%
- Cybran T3 TickLord : Health point set at 180000
- Cybran T3 TickLord : Mass cost set at 33000
- Cybran T3 TickLord : Energy cost set at 450000


For all faction

- T3 Experimental Land Units : Veterancy level set :
Level1 = 25,
Level2 = 50,
Level3 = 75,
Level4 = 100,
Level5 = 125,






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 PostPosted: 05 Sep, 2011 
 

Joined: 19 Jan, 2011
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Hi! The Mod not Working for me... When Skirmish is start, i see this bag:

Image

Whem i click ACU icon on left side, i see Black screen (but i see interface)

OS: Windows XP SP3
Game Version: 1.5.3599


Last edited by Tilk on 05 Sep, 2011, edited 2 times in total.

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 PostPosted: 05 Sep, 2011 
 

Joined: 22 Mar, 2010
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Bug with Seraphims confirmed, game freezes in multiplayer game, not right away, but after we get to build experimentals.

to Asdrubaelvect:

- Is there a chance you can import your Orbital Wars units and concept into the Exp Wars?


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 PostPosted: 05 Sep, 2011 
 
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akvilonn wrote:
to Asdrubaelvect:

- Is there a chance you can import your Orbital Wars units and concept into the Exp Wars?


I had allready imported somes spaceships in expe wars :)


Edit :

And there is a new video http://youtu.be/JPmjennaSa0?hd=1


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 PostPosted: 06 Sep, 2011 
 

Joined: 29 Aug, 2010
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Well I played a game without using Seraphim, and was able to save the game with no problems. So its something within the Seraphim that messes with that.


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 PostPosted: 06 Sep, 2011 
 
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new video http://youtu.be/tBoNympr15U?hd=1


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