Jump to content
Sign in to follow this  
Gnasher

British Bulldogs problem tread

Recommended Posts

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 -------------

Share this post


Link to post
Share on other sites

PZK, I think there's a problem, are you sure that this came from bulldogs? It kinda looks like another mission from the messages.

The mission should start like the attachment

post-22182-141867621023_thumb.jpg

Share this post


Link to post
Share on other sites

cool, thanks Gnasher....know any reason why sherman firefly won't show ammo in forces reserves for mission 2 yet it shows the ammo and ammo is selectable in the encyclopedia ? any quick fix I can do for it...I really want to use it lol :)

thanks in advance.

Share this post


Link to post
Share on other sites

Yes there is a fix, use mission editor to delete & then readd the Firefly. I had this whilst testing JSH 1.3.2 & found the fix was to delete & readd. I did this for Beta 2 so maybe it has something to do with the order of installation?

Share this post


Link to post
Share on other sites

I have uber patch, JSHV and your campaign installed...must be a conflict somewhere with JSHV mod...any who, reinstalled JSHV and going to remove/add firefly again see what happens...I didn't have any previous beta of yours installed before beta 2.

Share this post


Link to post
Share on other sites

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 ;)

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Hi Gnasher,

I have the same problem with Bulldogs 2 i.e. a ctd on loading 2nd mission. I tried the Bulldog 2 zip (above) but it made no difference.

ps I really enjoyed the first mission, and would love to try the rest of the campaign!

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

The first one, with all of the yellow icon units moving around. After a while, maybe less than 5 minutes, the game freezes up.

I just tried it without using Alacrity and same slow mo slide show effect.

Share this post


Link to post
Share on other sites

Hmmm, that could be a problem although that mission is probably the worst. TOW is a CPU hungry program & I tuned the campaign to what works & is playable on my aging but high end rig (2x3.5MHz dual core Xeons 4GB RAM).

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites
Sign in to follow this  

×
×
  • Create New...