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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: 01 Sep, 2011 
 

Joined: 29 Aug, 2010
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OMG!!! MASSIVE PROBLEM FOUND!! I CANT SAVE GAMES :cry:

I built up this huge base and wanted to leave for the night....and low and behold I couldnt save ANYTHING. I lost my ENTIRE GAME.

****.... :cry:

It said "Failed to save due to owned/rights" or something.

I'm sorry....I just really wasnt prepaired for that. Spending hours building your base and loosing it all just really sucked :(


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 PostPosted: 01 Sep, 2011 
 
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zomg wrote:
OMG!!! MASSIVE PROBLEM FOUND!! I CANT SAVE GAMES :cry:

I built up this huge base and wanted to leave for the night....and low and behold I couldnt save ANYTHING. I lost my ENTIRE GAME.

****.... :cry:

It said "Failed to save due to owned/rights" or something.

I'm sorry....I just really wasnt prepaired for that. Spending hours building your base and loosing it all just really sucked :(


:D I never tested the save because the mod is for multiplayer gaming :p and on multi play there are no saves :)

Edit :

And for information i'm starting to rework the cybran acu :)

Image Image Image Image

The model is not finish :)


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 PostPosted: 01 Sep, 2011 
 

Joined: 18 Jun, 2007
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There is a ridiculous amount of new content in here. Enough to be it's own game almost! I love the depth of everything, especially the SACU upgrades. I believe a lot of this stuff would have been great to have been in the original Supcom, or would be good to include in the Supcom 3. The naval abilities and the overwhelming amount of new abilities is really great. I'd like to say great job to all of you who are working on this, you've done a spectacular job so far and I look forward to seeing what you guys deliver in the future! :)


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 PostPosted: 01 Sep, 2011 
 

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asdrubaelvect wrote:
zomg wrote:
OMG!!! MASSIVE PROBLEM FOUND!! I CANT SAVE GAMES :cry:

I built up this huge base and wanted to leave for the night....and low and behold I couldnt save ANYTHING. I lost my ENTIRE GAME.

****.... :cry:

It said "Failed to save due to owned/rights" or something.

I'm sorry....I just really wasnt prepaired for that. Spending hours building your base and loosing it all just really sucked :(


:D I never tested the save because the mod is for multiplayer gaming :p and on multi play there are no saves :)


*bangs head on desk*

So are you going to fix the save issue then? I really wanna use this mod for single player. It feels like I got handed a million dollars that I cant use :( I would PAY YOU to fix it so I can save my games!


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 PostPosted: 01 Sep, 2011 
 

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I noticed this version isn't exclusive. Does that mean it will be compatible with other mods that don't alter veterancy?

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 PostPosted: 01 Sep, 2011 
 

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I did some testing with saving the game. I was able to save the game up until the 50min mark. But after that time period, I couldn't save the game anymore. It didnt seem to have anything to do with building certain units. Really not sure why it would be doing something like this.

The message I get is: "Save failed! Shared/owned conflict while writing archive".


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 PostPosted: 01 Sep, 2011 
 
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Run the game with "/log c:\supcom_log.txt" (minus quotes) added to the end in the shortcut Target, put the log on pastebin.com, and link it here. That might provide more info about the problem. Although to be honest, it sounds more like an issue with disk space in the folder that the game is trying to save to. Make sure you have significant free space on you C: drive, or wherever your Documents folder is.


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 PostPosted: 01 Sep, 2011 
 

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Mithy wrote:
Run the game with "/log c:\supcom_log.txt" (minus quotes) added to the end in the shortcut Target, put the log on pastebin.com, and link it here. That might provide more info about the problem. Although to be honest, it sounds more like an issue with disk space in the folder that the game is trying to save to. Make sure you have significant free space on you C: drive, or wherever your Documents folder is.


Has nothing to do with space on my C: drive because I have 437GB free. If that was the case, I wouldn't be able to save any games on that game. Its only when I run this mod. My harddrive isn't even half full yet.

What do you mean at the end of the shortcut target? What does that mean? How do I set that up?


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 PostPosted: 01 Sep, 2011 
 

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go to shortcut on you r desktop - rigt click on it - properties - target - add "/log log txt" at the end of the line. (leave a space before the "/")

Now a log.txt document appears in your bin folder (in your sc-fa directory) each time you play SC-FA


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 PostPosted: 01 Sep, 2011 
 

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nvm


Last edited by zomg on 02 Sep, 2011, edited 1 time in total.

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 PostPosted: 01 Sep, 2011 
 

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I had to create a shortcut. Alright, I'll see what happens and report back here. Thank you for the help


Last edited by zomg on 02 Sep, 2011, edited 1 time in total.

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 PostPosted: 02 Sep, 2011 
 

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Well....its not creating a log in the bin folder. Im not sure what I'm doing wrong here. I added what you said so that the Target looks like this after:
"C:\Program Files (x86)\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\bin\ForgedAlliance.exe" /log log txt

And it didn't create a log after I played the game for a bit :/


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 PostPosted: 02 Sep, 2011 
 
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'log.txt', not 'log txt'. Still, the latter should create a file in bin called just 'log', that you'll have to choose to open with notepad.

Is this a Steam shortcut, or a shortcut to SupremeCommander2.exe? The former may not work. If so, just create shortcut to SupremeCommander2.exe instead, and add the /log param to that.


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 PostPosted: 02 Sep, 2011 
 
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euhm :D

Are there others players who have the save problems ? :)


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 PostPosted: 02 Sep, 2011 
 
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Been playing the new version, I'm amazed at how much more awesome is in this new version from the last one. The new veterancy upgrades are so much fun to use! Normal and Assault SACUs! Naval buildings! I'm hoping to get one of my friends over soon to play Exp Wars with them. :D

I thought I'd share a few things after playing for a while, some of these things you probably already know about, but I figured I might as well dump information here for feedback. This Wall O' Text is heavily Cybran influenced. :lol:


- Cybran T2 Hydroelectric plants got killed by a nuke, and I could not rebuild new ones in the same spot, although I could build smaller buildings anywhere in it's place.

- Cybran first level shield got blown up by pesky Aeon, but did not turn to wreckage, and kept projecting a shield until it was knocked out. Burning semi-dead generator lasted all game, and could not be replaced.

- Monkeylord does not appear to turn into wreckage when killed, simply sits on the ground sparking furiously.

- Cybran T2 Experimental Point Defence sometimes rapidly switches between Idle and Attacking states, making it glitch out and do nothing. Very irritating when it is your last hope for survival. Also, why is it called the Cerberus?

- Cybran T2 Experimental Rocket Bot refuses to listen to targeting instructions when deployed, making it difficult to destroy vital parts of an enemy base, i.e. Novax Center.

- Cybran T3 Obelisk is very strange. Hard to tell what it is without building it first, has very short range and doesn't have any attack commands for some reason, adding to the confusion. Apparently it's a PD with less range than Cerberii.

- Megalith fires torpedoes from above itself now, often out of the water entirely. Doesn't seem to affect combat effectiveness, but looks very odd.

- Ticklord is bizarrely weak. For an experimental so huge, slow and powerful looking (Twin Heavy Masors!), it seems far weaker than the cheaper Monkeylord. As it is, it's not effective against even a small group of T3 units. When I saw it first in a video, I thought it was something even more powerful than a Megalith. Also doesn't seem to get anything new when it upgrades.

- Experimentals rank up far too quickly now, considering how much more deadly they become. I think a Monkeylord becomes maxed out after only 25 kills?

- Lots of missing unit names, descriptions, even on existing units like the Megalith and Monkeylord. Cybran T1 naval units are the best example.

- Many units seem like they don't really get upgrades, like the Soul Ripper gunship, and all Cybran T3 naval units. They just seemed to get more health, like in vanilla. I wanted some horrible super death Battleship. :(


On another note, love that new Cybran ACU you're working on, I'm not particularly fond of the current one. :lol: Looking forward to seeing what you make next! :)


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 PostPosted: 02 Sep, 2011 
 

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Mithy wrote:
'log.txt', not 'log txt'. Still, the latter should create a file in bin called just 'log', that you'll have to choose to open with notepad.

Is this a Steam shortcut, or a shortcut to SupremeCommander2.exe? The former may not work. If so, just create shortcut to SupremeCommander2.exe instead, and add the /log param to that.


I tried log.txt too and it still didn't create anything. To make the log, do I have to start a whole new game? I've been loading what little I was able to save before it started having problems.

This is not a steam shortcut. Its the ForgedAlliance.exe shortcut that I made. I dont have the game on steam. I have the boxed version which comes on a dvd.


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 PostPosted: 02 Sep, 2011 
 
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Copy-paste the entire 'Target' line from your shortcut.


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 PostPosted: 02 Sep, 2011 
 
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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.

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 PostPosted: 02 Sep, 2011 
 
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If anyone is interest i'm looking for a good walking animator :) ( with 3ds max )

PM me if you want more information :)

Thnks


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 PostPosted: 02 Sep, 2011 
 

Joined: 02 Sep, 2011
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i noticed a strange bug
while playing as cybran when i go to build an assualt subcommander after it finishes construction the assualt subcommander stays in the under construction phase and stays inside the quantum gateway however if i build anymore assualt subcommanders they get displaced a bit by the first but become active and leave the gateway perfectly fine


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 PostPosted: 02 Sep, 2011 
 

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I downloaded the 2.0 version and found the experimental units to be hugely unpowered. The only cool buildings were the research centers. Units still need a working on, don't quit!!!!!!

Oh! and if its any help to note, the cybran "space ship" has attacking order problems as well. If you click attack on a unit/building, it will stop and attack whatever it wants along the way.


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 PostPosted: 02 Sep, 2011 
 

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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!


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 PostPosted: 02 Sep, 2011 
 

Joined: 02 Sep, 2011
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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.


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 PostPosted: 02 Sep, 2011 
 

Joined: 06 Jul, 2011
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Bobmom wrote:
I noticed this version isn't exclusive. Does that mean it will be compatible with other mods that don't alter veterancy?
Anybody have an answer for this?

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 PostPosted: 02 Sep, 2011 
 

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Bobmom wrote:
Bobmom wrote:
I noticed this version isn't exclusive. Does that mean it will be compatible with other mods that don't alter veterancy?
Anybody have an answer for this?


I'm fed up with repeating myself.
you'd be so kind to read the topic where I gave every details on that point.
EDIT: it should be located at about 3 to 6 pages back...
EDIT2: here it is


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