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 PostPosted: 19 Mar, 2012 
 

Joined: 01 Jun, 2011
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I have a problem where the UEF faction has everything (all units and buildings) cloaked. It will happen for the AI as well, if it is the UEF faction. This is in skirmish mode games.

The only recent change I have made, is trying the beta versions in this thread.

Any ideas?


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 PostPosted: 19 Mar, 2012 
 

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MustangDood wrote:
I have a problem where the UEF faction has everything (all units and buildings) cloaked. It will happen for the AI as well, if it is the UEF faction. This is in skirmish mode games.

The only recent change I have made, is trying the beta versions in this thread.

Any ideas?


thats a new one on me pal, ive never heard of a bug like this or seen it.
I currently have no idea how thats possible.. what other mods are you using?

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 PostPosted: 19 Mar, 2012 
 

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I agree it's pretty strange.

Mods:

4D compatibility pack v0.81
Auto TML
Black Ops Advanced Command Units v3.2
Black Ops Global Icon Mod v5
Black Ops Naval Rebalance v1.2
Black Ops Special Weapons v1.3
Black Ops Unleashed v5.2
Black Ops Balance Changes v5.2
CBFP for V4 for 3603 beta 1
Domino Mod Support v0.8
Gaz UI
More Unit Restrictions
No Crash
Range Ring Fixes
Siege Shields

I've used this combination for a very long time.

I did try disabling several things to try to narrow it down, with no luck. I'm going to try disabling everything, and then enabling things one at a time to try to understand what's up.


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 PostPosted: 20 Mar, 2012 
 
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Last I checked, DMS was not compatible with BOGIS...


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 PostPosted: 20 Mar, 2012 
 
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i highly doubt that the problem is with bogis and DMS, mainly because the fact that neither mod touhes the UEF as a faction(not 100% sure about DMS)

and it is only the UEF or is it that only the UEF you've tested, also posting log errors will help us all a long way.

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 PostPosted: 20 Mar, 2012 
 

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Hi,

Sorry for late post,

As LT said DMS doesnt touch the UEF as a faction and off the top of my head i dont think there is anything in DMS that would cause this..

post your log and we shall see if there is anything in there.
for certain it wont be bogis and DMS doing this.. but who knows im 99% certain it isnt this combintation..

ok on another note, to fix the desync problem ive resorted to totally re-writing the Sync code.. and how data is sync'd across the layers, its a long and hard process
and wont be finished for a few days, however when it is complete.. it will make syncing data across the layers very easy..

what ive basicly done is merge all the units data into a single table like so

Code:
UnitParams[UnitId] = {
Test = 1,
Params = {},
Toggles = {},
Intel = {},
}


what i have then done is construct a function in simsync which will let us add data to any table in the UnitParams table with the option to Sync across to the user layer in a table which is exactly the same as the unitparams table.. we basicly end up with 2 tables which are identical in the sim and in the user layer.

there is basicly 2 MAIN functions

Code:
SetUnitTableParam(Unit, TableIdentifier, Key, Param, SyncParam, ShowInLog)
function SetUnitSubTableParam(Unit, TableIdentifier, SubTable, Key, Param, SyncParam, ShowInLog)


these 2 functions are basicly the nuts and bolts, we can see the token there to SyncParam, this makes it very easy to control what is sync'd and when.. :)
there are also a ton of other functions which ill put descriptions for in the readme.
suffice to say, we can now sync what ever data we want and avoid desync's in the future more easly.

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 PostPosted: 20 Mar, 2012 
 

Joined: 01 Jun, 2011
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Thank you for your time guys, I appreciate you listening.

I'm testing this by playijng a 6 player game with UEF factions, and only enabling one mod at a time.

So far, I have gotten as far as enabling everything in the list except for the black ops mods. I'm going to continue to play test this by enabling the black ops mods one at a time.

I will let you know when I can reproduce the problem.

As far as logs go, the game isn't crashing, so I'm not seeing anything in a log file I could show you. Basically, everything just gets cloaked. Weird, I know.


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 PostPosted: 21 Mar, 2012 
 

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do the units show any effects while cloaked?

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 PostPosted: 21 Mar, 2012 
 
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MustangDood wrote:
Thank you for your time guys, I appreciate you listening.

I'm testing this by playijng a 6 player game with UEF factions, and only enabling one mod at a time.

So far, I have gotten as far as enabling everything in the list except for the black ops mods. I'm going to continue to play test this by enabling the black ops mods one at a time.

I will let you know when I can reproduce the problem.

As far as logs go, the game isn't crashing, so I'm not seeing anything in a log file I could show you. Basically, everything just gets cloaked. Weird, I know.

Just show him the log file.


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 PostPosted: 21 Mar, 2012 
 

Joined: 01 Jun, 2011
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The combination of the "Buff System Fix" mod and the "Cloak Effects Mod beta" was the issue.

I feel stupid for not looking at those first. In my own defense, I did disable the Cloak Effects Mod and played several games as the UEF with no issue. After that, I discounted it as the culpret.

Well, it wasn't the UEF faction. It's actually the Cybran faction that has the bug, and it spreads to all other allied factions very quickly. When you play team games, if anyone is cybran, at a certain point, all allied buildings will go cloaked. I was playing UEF when I noticed it first, and mistakenly thought it was a UEF bug.

Sorry to make noise here about the problem. The last thing I did was download the new beta versions for DMS and 4DC here, and was lead down the garden path so to speak.

I'm a big fan of your work, I apologize if anyone's time was wasted!


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 PostPosted: 21 Mar, 2012 
 

Joined: 02 Jun, 2010
Posts: 188
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Hi,

@MustangDood
Its long known the buffsystemfix causes problems ....... (as is writen in his thread)
IF you would listet ALL mods in your "modlist" (who no buffsystemfix is listet ............) then it would be more easy to help you ....

Regards
R-TEAM


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 PostPosted: 22 Mar, 2012 
 

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Hi,

@MustangDood

Aye glab you found the conflicting mods, also glad it wasnt either DMS or 4DC,
regards to posting bugs in the thread it didnt waste my time as ive been doing alot of bug fixes lately so it was trouble to me, i did ask for bug reports when using DMS :)

regards to bug fixing, i ran 15 ai games last night one after the other, i did not see ONE mod related bug from either DMS or 4DC, yay! the sync conversion is going well, i just have a few more blocks of code to change and the jobs a gud'en it should be golden and shiney by tomorrow... so expect a beta then with sync issues fixed.

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 PostPosted: 23 Mar, 2012 
 

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Hi,

Ok, Update time,

DMS/4DC --> http://www.mediafire.com/?gxh97z4nf2mmhb2
Effects --> http://www.mediafire.com/?8ab578pp5e6he1n

Ive still more work to do BUT hopefully the desync problem is fixed..
if it still desyncs i know exactly what it is and it will be fixed by the next beta release.. im in the process of changing a rather large chunk of functions.

so if you could all test this in mp games and report if it still desyncs, that would be a great help, infact report anything out of the ordinary :)

Thx. :)

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 PostPosted: 23 Mar, 2012 
 
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Bugtesting time! I think this will be very fun if the desync is fixed, oh yes...
Desync is the only reason I haven't used this mod more. Is there somewhere with a full list of all units/changes/upgrades that come with this mod?

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cool beans!

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what a load of tosh! :)

Beans beans, they're good for your heart,
the more you eat the more you fart. ;)


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 PostPosted: 23 Mar, 2012 
 

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Hi,

luckdemon wrote:
Bugtesting time! I think this will be very fun if the desync is fixed, oh yes...
Desync is the only reason I haven't used this mod more. Is there somewhere with a full list of all units/changes/upgrades that come with this mod?


woot its you! :D

ive run many bot games, not a single errror, but this does not mean "things" are working correctly, it just means there is no bugged code that causes an lua error :)

i should think there is a few small bugs.. things like buttons not toggling (they do thats an example) just little things like this..

ive also run maybe 10 mp games there is no desync for me BUT i struggled to replicate the last desync in the last beta, that never desync'd for me..

have a look in the 4dc thread for a list of units/changes 4dc has done.. DMS its self is a support mod so this does not change any units or actual default game stuff.. that effect game play.

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 PostPosted: 23 Mar, 2012 
 

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Hi,

Just adding some toggle info and code so were able to detonate silo strategic missiles via a detonate toggle then the unit is selected and the toggle pressed..

so yeah we can now detonate nukes when ever we want.. :)

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 PostPosted: 23 Mar, 2012 
 
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yes its me! think you could hide from me did you?
well im back! and actually in the middle of a game right now...
so last beta it desync'd immediately, with only your mods in. but my friends arent online so i cant test with them right now.
I also have a feeling that you hate all intel structures.... one of the betas broke the eye of rhianne... now... you broke the perimeter monitoring system :P haha... well thats just one bug, ill do a better test after this game is over... its a pain beating three sorians at the same time ya know.

Edit: after re-reading the post it seemed like i was crazy. which i am.

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Domino wrote:
cool beans!

Beans, Domino has them, why don't you?
Domino wrote:
what a load of tosh! :)

Beans beans, they're good for your heart,
the more you eat the more you fart. ;)


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 PostPosted: 23 Mar, 2012 
 

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Hi,

SoothSayer fixed...

typo in code..

was using
Code:
Params.intelType


instead of
Code:
Params[intelType]


stupid mistake.. smacks head..

thx :)

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 PostPosted: 23 Mar, 2012 
 
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Commanders/other units cannot replace their existing customizations...

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Domino wrote:
cool beans!

Beans, Domino has them, why don't you?
Domino wrote:
what a load of tosh! :)

Beans beans, they're good for your heart,
the more you eat the more you fart. ;)


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 PostPosted: 23 Mar, 2012 
 

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lol oops. ill fix this now.

thx.

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 PostPosted: 23 Mar, 2012 
 

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luckdemon wrote:
Commanders/other units cannot replace their existing customizations...



fixed, had an IF and ELSE in wrong locations! whoops.

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Last edited by Domino on 23 Mar, 2012, edited 1 time in total.

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 PostPosted: 23 Mar, 2012 
 
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The czar can produce a t3 transport when it cant produce a t1 or t2? doesnt quite make sense... also, when selecting units, the inquisitor is not selected with a group of other attacking-type experimentals.
When artemis control center is destroyed, the satellite does not crash down, it just disappears.
Aeon t3 tac launcher does not fire. at all...
UEF enforcer, experimental siege mecha. shield upgrades do not apply a shield.
UEF commander, when shield upgrade is installed, there no no shield visually, the effect of having one is still there however.
Seraphim experimental bomber when flying, if you click the upgrade button to add phasing, it will pause flight, but not land or install the upgrade. It just sits in mid air. you need to click stop, let it land, and then start the upgrade or it wont work.
More news, as it comes in.
Possible to fix these today? most major bugs are the tac launcher, and shield on mecha.
Great Job Domino!
-Luck

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Domino wrote:
cool beans!

Beans, Domino has them, why don't you?
Domino wrote:
what a load of tosh! :)

Beans beans, they're good for your heart,
the more you eat the more you fart. ;)


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 PostPosted: 23 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

All shields fixed
didnt find a problem with the aeon t3 strat launcher works for me.. ( i have been messing with silo's though for the detonate toggle which is 99% done)

ill fix the sera exp bomber ive never actually seen air units do this..
its just a default action i guess... nothing i have done.. ill get air units to land when
an enh is started..

ill speak to resin about the czar and inquisitor..

looking into the artemis next

thx :)

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 PostPosted: 23 Mar, 2012 
 
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i forget if the aeon t3 tac launcher is even part of 4th D it could be part of black ops. But it has worked before and i havent changed black ops at all. Its a tactical missile launcher, not a strategic launcher.
Also about the shields, the resizing, can you make it so that you can resize multiple shields at once? and same with enhancements, so if i wanted to upgrade 3 SCUs at once i could.
Thanks.

Edit: yes the t3 aeon tac launcher is part of Black Ops Unleashed. It used to work, and now it doesn't. someone look into it? My install of Black Ops hasn't changed, I only installed the newest 4DC and DMS.

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Domino wrote:
cool beans!

Beans, Domino has them, why don't you?
Domino wrote:
what a load of tosh! :)

Beans beans, they're good for your heart,
the more you eat the more you fart. ;)


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 PostPosted: 23 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

ok in the version i have of BO:U the aeon t3 tac missile launcher doesnt fire at all even with DMS and 4DC not loaded... although i do have the previous version and not the latest.. :) it could well ne fixed in there latest release..

regards to making shields resize multiple shields.. i guess i can add this..

ill look into enahancements this should be to hard to achieve.. ill add it to my todo list.

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