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stuartpierce
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Posted: 25 Jul, 2011
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Joined: 22 Feb, 2007 Posts: 167
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I just tried this for the first time, but my game froze. I expect it's not compatible with the Shipwreck Mod for FA. I know you are busy with other things, but it would be cool if the 2 could be made to work together. Ships can be pretty expensive, and I like being able to recover something when they sink.
Stuart
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vilebackup
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Posted: 25 Jul, 2011
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Joined: 22 Jan, 2011 Posts: 178
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stuartpierce wrote: I just tried this for the first time, but my game froze. I expect it's not compatible with the Shipwreck Mod for FA. I know you are busy with other things, but it would be cool if the 2 could be made to work together. Ships can be pretty expensive, and I like being able to recover something when they sink.
Stuart It doesnt need to be compatible. WoF has its own implementation of shipwreckage so you dont need to enable the shipwreck mod. Quote: V0.6 is out... Enjoy.
Notes:
- Update Completed by: Brute51 - Full Naval Unit support added, meaning ships sink and leave corpses. - Total rewrite of the WOF scripting. Allows "live" units to have a WOF event and other units with too much overkill to be simply destroyed. - Corpses now have a experation timer and will be removed from the game to help prevent performance loss.
Resin_Smoker
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stuartpierce
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Posted: 25 Jul, 2011
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Joined: 22 Feb, 2007 Posts: 167
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Thanks, I missed that. Unfortunately, it still freezes for me. Has anyone tried this with 3603?
I'm running these mods, and I've never had any freezing before I installed WoF.
4DC .7, 4DC Build Patterns, 4DC WoF .6, Alternate Cloak Fix, BlackOps Global Icon Support 5, BlackOps Naval Rebalance 1.2, BlackOps Special Weapons 1.3, BlackOps Unleashed 5.1, Balance Changes 5.1, BugFix Patch V4 beta 1B, Necro Bot, Shadow Queue.
Stuart Pierce
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vilebackup
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Posted: 25 Jul, 2011
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Joined: 22 Jan, 2011 Posts: 178
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Ya, the mod is freezing for me as well. I am using 3603 with most of the mods you have mentioned (DMS instead of BOGIS, and now i have to find out what is necrobot). Not quite sure what is causing this though.
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brute51
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Posted: 26 Jul, 2011
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Joined: 08 May, 2008 Posts: 821
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Yes, WOF is incompatible with the ship wreck mod. Both do the same thing. It could be that 3603 is the problem. Now that I think of it, I don't think it was ever tested on 3603.
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brute51
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Posted: 26 Jul, 2011
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Joined: 08 May, 2008 Posts: 821
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First there needs to be a complete list with all issues cause right now it's very shady what the problems are. First we had the problem where the mod would not work nicely with the transport mod of.. Seiya if I remember correctly. He worked on it but I never found out whether he fixed the issue in his mod that cuased the problems. Now there is the freezing of the game and it's not clear (to me) what the conditions are to make this happen. So far I'm guessing it has to do with 3603 but that's just a guess.
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Volgun
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Posted: 26 Jul, 2011
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Joined: 20 Jul, 2010 Posts: 114 Location: Millhouse green, England
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i use the 3603 patch and have the freezing problem too. and it seems random when it freezes ive had it happen 10 mins in to a game at T1 stage in 1v1s and 8 player games and late game around 1 hour 30 mins in when everyone is at T4.
but it doesn't crash using just 4DC, Alternate Cloak Fix, Shadow queue and WOF, but it does when i used ether all the BO mods and/or FAP (version 23, so a bit out of date)
ive only tested it once with just the 4DC mods so it might of been a off chance it didn't freeze. So ill try a few more games tomorrow and see what happens.
At the moment im using the old aircraft wreckage mod instead which runs fine
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stuartpierce
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Posted: 28 Jul, 2011
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Joined: 22 Feb, 2007 Posts: 167
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I've never run a log file before, so I'm not sure if this is what you want. The last lines of the file before it freezes are:
warning: *BM: found a crash weapon! ^.^ warning: Error running OnDamage script in Entity xsa0107 at 4cb20b08: Unit:TransportDetachAllUnits can only be called for transports stack traceback: [C]: in function `TransportDetachAllUnits' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2152): in function `EmergencyDrop' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2142): in function `Kill' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(809): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4028): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4838): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(790): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:787> [C]: in function `DamageArea' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(7347): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:7336> warning: *BM: found a crash weapon! ^.^ warning: Error running OnDamage script in Entity xsa0107 at 4cb20b08: Unit:TransportDetachAllUnits can only be called for transports stack traceback: [C]: in function `TransportDetachAllUnits' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2152): in function `EmergencyDrop' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2142): in function `Kill' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(809): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4030): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4838): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(790): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:787> [C]: in function `DamageArea' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(7347): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:7336> info: nil warning: *BM: found a crash weapon! ^.^ warning: Error running OnDamage script in Entity xsa0107 at 4cb20b08: Unit:TransportDetachAllUnits can only be called for transports stack traceback: [C]: in function `TransportDetachAllUnits' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2152): in function `EmergencyDrop' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2142): in function `Kill' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(809): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4028): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4838): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(790): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:787> [C]: in function `DamageArea' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(7347): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:7336> warning: *BM: found a crash weapon! ^.^ warning: Error running OnDamage script in Entity xsa0107 at 4cb20b08: Unit:TransportDetachAllUnits can only be called for transports stack traceback: [C]: in function `TransportDetachAllUnits' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2152): in function `EmergencyDrop' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2142): in function `Kill' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(809): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4028): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4838): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(790): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:787> [C]: in function `DamageArea' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(7347): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:7336> warning: *BM: found a crash weapon! ^.^ warning: Error running OnDamage script in Entity xsa0107 at 4cb20b08: Unit:TransportDetachAllUnits can only be called for transports stack traceback: [C]: in function `TransportDetachAllUnits' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2152): in function `EmergencyDrop' ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(2142): in function `Kill' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(809): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4028): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(4838): in function `DoTakeDamage' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(790): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:787> [C]: in function `DamageArea' ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(7347): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:7336> warning: SpinInAir: angle out of range, should be between -180 and 180. It is 1.#QNAN warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback.
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brandon007
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Posted: 28 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I have seen alot of those errors generated by the bugfix mod.
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Krapougnak
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Posted: 28 Jul, 2011
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Joined: 21 May, 2008 Posts: 706
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It seems related to the transport droping units when crashing functionality implemented by BO but I thought they had get rid of it in 5.1 ?
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brandon007
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Posted: 28 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Krapougnak wrote: It seems related to the transport droping units when crashing functionality implemented by BO but I thought they had get rid of it in 5.1 ? They missed some files. It is apparently fixed in V5.2
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brute51
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Posted: 29 Jul, 2011
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Joined: 08 May, 2008 Posts: 821
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Resin, in my tests that error message deosn't freeze the game. It's an error message I put in WOF, it's not generated by the engine. The game seems to have progressed beyond that error. Judging from just that log I'd say this is not directly related to WOF.
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ruifung
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Posted: 29 Jul, 2011
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Joined: 04 Oct, 2010 Posts: 72
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Hmm, is it just me or is it everyone..? Air units don't leave reclaimable wreckage when they die, i mean their corpses are still there, but its in full color instead of the black wreckage I usually see. , and they cannot be reclaimed.
_________________
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brute51
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Posted: 30 Jul, 2011
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Joined: 08 May, 2008 Posts: 821
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Looks like something goes wrong when the unit goes from "unit" to "wreckage". This doens't happen on my PC. Try it with all other mods disabled.
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Volgun
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Posted: 30 Jul, 2011
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Joined: 20 Jul, 2010 Posts: 114 Location: Millhouse green, England
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ruifung wrote: Hmm, is it just me or is it everyone..? Air units don't leave reclaimable wreckage when they die, i mean their corpses are still there, but its in full color instead of the black wreckage I usually see. , and they cannot be reclaimed. ive only seen that happen with transports on a survival map.
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Mithy
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Posted: 30 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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This sounds like a conflict with the residual blackops transport code, but without a log of a game where it happened, it would be impossible to say for certain. So, record and pastebin a log.
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ruifung
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Posted: 04 Aug, 2011
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Joined: 04 Oct, 2010 Posts: 72
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Hmm, it appears (to me) that air units specifically were leaving unreclaimable corpses, naval units leave regular wreckage and I have not used ground units (its a campign game, most of my units are structures) any idea whats wrong? log file here (could not paste on pastebin, it was too large): http://dl.dropbox.com/u/23843338/FALog.txtEDIT: Transports on the ground leave regular wreckage, but all aircraft that was shot out of the air leave unreclaimable wreckage.
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jackass888
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Posted: 10 Aug, 2011
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Joined: 26 Nov, 2007 Posts: 35
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Very cool mod! Thanks But the distance is a bit funny looking... how would i go about tuning it down to say... 1/4th of the current flight distance? edit: nvm i found it in hook/lua/sim/weapon.lua And the mod seems to be incompatible with 4thdim explosions and total veterancy
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KIN0025
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Posted: 01 Nov, 2011
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Joined: 23 Sep, 2011 Posts: 4
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Can you upload stuff to moddb instead then?
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Lt_hawkeye
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Posted: 01 Nov, 2011
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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i believe that is where resin and domino plan to relocate.
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