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British Bulldogs problem tread


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  • 3 weeks later...

Ok Gasher I hope this helps, thanks P.K [Dec 26, 2008 3:46:44 PM] ------------ BEGIN log session -------------

Sound: Native library (build 1.1, target - P IV) loaded.

Main3D >>> renderer type: OPENGL

WWThreadPool.create(): Thread pool is created. Threads count = 0

Load gui skin from: Data/Settings/gui.ini

=========================== CampaignRecList.updateList() begins ===========================

=========================== CampaignRecList.updateList() ends ===========================

Time overflow (0): speed 0.10137419

ERROR file: File wwrcu not found

Initializing DirectSound playback device...

Primary buffer created.

Playback format is set : sampling rate = 44100, num channels = 2.

Buffer caps : Transfer rate = 0, CPU overhead = 0.

Default speaker config is : 1310724.

Direct sound audio device initialized successfully :

DX Version : 7

Hardware - enabled [buffers : 63]

Extensions - enabled :

EAX ver. 1 [X] - enabled

EAX ver. 2 [X] - enabled

EAX ver. 3 [X] - enabled

I3D ver. 2 [ ] - disabled

ZoomFX [ ] - disabled

MacroFX [ ] - disabled

SIMD render [X]

num channels 16

cannot open file for reading

Cannot open audio file samples/Error_empty.wav

================ MissionManager.loadMissionBriefing() missions/ussr/r002_rovno/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

===================================================================

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

VoicesTable.load(): files were scanned in 6156 ms

::: setLoading=true

ERROR file: File ww.cmd not found

Selected Decal #1: STEEL, TEX 0, BRIGHTNESS 0

--------------------------- Precache Effects begins ---------------------------

--------------------------- Precache Effects ends ---------------------------

MapsStorage.aiMapAddRoads(): roads where added in 15 ms

LandscapeTrees.recalcTreeVisBlocks() recalculated in 16 ms

MapsStorage: Cannot find file "maps/Rovno/pfsmap.bin" or "maps/Rovno/pfswatermap.bin"

PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 44741, availNodeNum=0

PFS recalculate PFSCache failed: initMission for Aggressive: nodeNum= 21530, availNodeNum=0

--PFSCache created--

================ MissionManager.loadMissionBriefing() missions/ussr/r002_rovno/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

=== END OF TRIGGER COMPILATION ===

::: setLoading=false

================== START MISSION missions/ussr/r002_rovno/mission.xml=====================

ERROR! DAMAGE_SYSTEM: cant read armor scale for <SKY>

================== DESTROY GAME =====================

::: MeshShared.shared Effects\GunFire\020_049mm\mono.sim not destroyed, link count = 10

::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 42

::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 24

PFS recalculate missionDestroy for Normal: nodeNum= 45118, availNodeNum=2709

PFS recalculate missionDestroy for Aggressive: nodeNum= 22026, availNodeNum=1285

PFS recalculate missionDestroy for Normal: nodeNum= 45118, availNodeNum=25983

PFS recalculate missionDestroy for Aggressive: nodeNum= 22026, availNodeNum=3155

================== DESTROY GAME IS DONE=====================

================== DESTROY GAME =====================

PFS recalculate missionDestroy for Normal: nodeNum= 45118, availNodeNum=25983

PFS recalculate missionDestroy for Aggressive: nodeNum= 22026, availNodeNum=3155

================== DESTROY GAME IS DONE=====================

WWThreadPool.destroy(): Thread pool is destroyed

[Dec 26, 2008 4:16:06 PM] -------------- END log session -------------

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OK the prob is with the mission itself ( Bulldog_2 ) , it crashes when loading it into the mission editor so can't fix it or even try. When it crashes during loading in the campaig itself, it creates a mission.bad xml file so it needs fixing somewhere. I was actually editing the Cheux mission before ( was having a *duh* moment lol ).

mission editor exception:

System.NullReferenceException: Object reference not set to an instance of an object.

at MissionEditor.Objects.BPSet.LoadFromXml(XmlElement node)

at MissionEditor.Objects.BPSetForUnit.LoadFromXml(XmlElement node)

at MissionEditor.Objects.MissionUnit.LoadFromXml(XmlElement nodeUnit)

at MissionEditor.Objects.MissionGroup.LoadFromXml(XmlElement nodeGroup)

at MissionEditor.Objects.MissionArmy.LoadFromXml(XmlElement parentNode)

at MissionEditor.Objects.Mission.LoadFromXml(XmlElement nodeMission)

at MissionEditor.Objects.Mission.LoadFromXml(String fileName)

at MissionEditor.Objects.Mission.LoadFromFile(String fileName)

at MissionEditor.Objects.Mission.OpenMission(String fileName)

at MissionEditor.EditorLogic.MissionSDI.OpenMission(String fileName)

at MissionEditor.Forms.MissionEditorControl.OnOpenMission(Object sender, EventArgs e)

at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)

at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

at System.Windows.Forms.Control.WndProc(Message& m)

at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

at System.Windows.Forms.ToolStrip.WndProc(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

hope it helps ;)

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OK 2 things, well 3 things really:

1) the m3a3 half track by the piat teams has no ammunition. ( bulldogs_1 )

2) All the units make me lag so that leads me to #3

3) going to reduce the main battle units a wee bit while keeping balance for the missions as I play them. Then I'll upload the adjusted campaign for you if you'd like and you can use that modified campaign version for peeps to play who have average or lower systems. This way they can also enjoy the campaign. Also the timer for the Jagpanther attack on the player's HQ position should have 30 more seconds to 1 minute added onto it. It would allow you a tiny bit more time to get somewhere while not taking away from the 1st mission. Just a suggestion.

Will post on bulldogs_2 once I've played it. Nice job though I'm having fun ;)

If you'd like I could also beta test beta 3 for ya before release. I don't mind helping.

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  • 3 weeks later...

One thing I should let people know is that B3 will be completely different in one important respect. That's that there are no deployment group forces i.e. only reserves. For those who wonder WTF I'm talking about :), that means that you get a bunch of points & then have to choose the units you want to take to battle from the units menu, you choose 100% of your force from what is available from previous battle & new from this one. I think this, combined with the random unit generation keeps the missions fresh in that you can play the missions multiple times & not get the same opposition every time in the same place. To my mind this makes you play more tactically which is where the game shines the most.

BTW Petrus I can't make this mission crash except for some reason if I move people between units before starting the mission. Please post a log file so we can seen where your copy decides to crap out.

Cheers

Gnash

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I found some improvement in the framerate.

I reset the settings on my ATI X1900XT to the "Factory Defaults" and the mission is playable.

Now I have to figure out how to win the first mission. First try at it I manned two of the artillery pieces and did quite well until one of them took a direct hit and the gun and crew were wiped out. I dragged the remaining one around hunting disabled enemy armour but lost a couple men to snipers and was soon down to two men.

Any hints?

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