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alan123

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Everything posted by alan123

  1. I have this same problem right now and I had it yesterday too. I am trying to set my computer and game up to make sure it all works in order to take part in the tournament. AL
  2. But I do, I have had Fireflies in just about all the proceeding scenarios. I have the JSH mods installed too. Strange eh? Never mind. AL
  3. I would like to play, I have sent you an email. I am in Germany and can do German and English. Cheers Alan
  4. Hello, After many hours of battling (Hill 113 was fantastic) I have hit another snag at the Hold out scenario. Here is the log file: [Mar 13, 2009 8:29:16 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 0.13529766 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 - disabled [buffers : 0] Extensions - disabled : EAX ver. 1 [ ] - disabled EAX ver. 2 [ ] - disabled EAX ver. 3 [ ] - disabled 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 =================================================================== Last serial num: unknown Total size in bytes: 0 Number of blocks: 0 ::: setLoading=true VoicesTable.load(): files were scanned in 2889 ms ERROR file: File ww.cmd not found Selected Decal #1: STEEL, TEX 0, BRIGHTNESS 0 --------------------------- Precache Effects begins --------------------------- --------------------------- Precache Effects ends --------------------------- ================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_3/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ MapsStorage.aiMapAddRoads(): roads where added in 12 ms LandscapeTrees.recalcTreeVisBlocks() recalculated in 9 ms === END OF TRIGGER COMPILATION === load unit - sherman_ic id = 694 load unit - sherman_ic id = 699 load unit - sherman_ic id = 704 load unit - sherman_ic id = 709 load unit - m4a2_(sherman) id = 714 load unit - m4a2_(sherman) id = 720 name=m4a2_(sherman)acunit=ACUnit m4a2_(sherman) state=4 isDestroyed=false load unit - m4a2_(sherman) id = 726 load unit - m4a2_(sherman) id = 732 load unit - a22f_(churchill_vii) id = 738 load unit - a22f_(churchill_vii) id = 744 load unit - a22f_(churchill_vii) id = 750 load unit - a22f_(churchill_vii) id = 756 load unit - m10_(wolverine) id = 762 load unit - m10_(wolverine) id = 768 load unit - sherman_ic id = 895 load unit - sherman_ic id = 900 load unit - m4a2_(sherman) id = 915 load unit - m4a2_(sherman) id = 921 load unit - m4a2_(sherman) id = 927 load unit - m4a2_(sherman) id = 933 load unit - m10_(wolverine) id = 939 load unit - m10_(wolverine) id = 945 load unit - m4a2_(sherman) id = 951 load unit - m4a2_(sherman) id = 957 load unit - m4a2_(sherman) id = 963 load unit - sherman_ic id = 202 load unit - sherman_ic id = 207 load unit - sherman_ic id = 612 load unit - sherman_ic id = 622 load unit - a30_(challenger_i) id = 11729 load unit - a27m_(cromwell_iv) id = 19 name=pz_ivhacunit=ACUnit pz_ivh state=4 isDestroyed=false load unit - pz_ivh id = 282 load unit - pz_ivh id = 288 load unit - pz_ivh id = 294 load unit - pz_ivh id = 306 name=pz_ivhacunit=ACUnit pz_ivh state=4 isDestroyed=false load unit - pz_ivh id = 312 load unit - pz_ivh id = 318 load unit - pz_vie_(tiger_i) id = 330 load unit - pz_vie_(tiger_i) id = 336 load unit - pz_vie_(tiger_i) id = 342 load unit - pz_vie_(tiger_i) id = 348 load unit - pz_vg_(panther) id = 366 load unit - pz_vg_(panther) id = 372 load unit - pz_vg_(panther) id = 378 load unit - pz_vg_(panther) id = 384 load unit - pz_vib_(tiger_ii) id = 464 load unit - pz_vib_(tiger_ii) id = 470 load unit - pz_vg_(panther) id = 390 load unit - pz_vg_(panther) id = 396 name=pz_vg_(panther)acunit=ACUnit pz_vg_(panther) state=4 isDestroyed=false load unit - pz_vg_(panther) id = 402 load unit - pz_ivh id = 414 name=pz_ivhacunit=ACUnit pz_ivh state=4 isDestroyed=false load unit - pz_ivh id = 420 load unit - pz_ivh id = 426 load unit - pz_ivh id = 438 load unit - stug_iv id = 444 load unit - stug_iv id = 449 load unit - stug_iv id = 459 load unit - pz_vie_(tiger_i) id = 999 load unit - pz_vie_(tiger_i) id = 1005 load unit - pz_vie_(tiger_i) id = 1011 load unit - pz_ivh id = 476 load unit - pz_ivh id = 482 load unit - pz_ivh id = 488 name=stug_ivacunit=ACUnit stug_iv state=4 isDestroyed=false load unit - stug_iv id = 494 name=stug_ivacunit=ACUnit stug_iv state=4 isDestroyed=false load unit - stug_iv id = 499 load unit - a27m_(cromwell_iv) id = 845 load unit - a27m_(cromwell_iv) id = 851 load unit - a27m_(cromwell_iv) id = 857 load unit - a27m_(cromwell_iv) id = 863 load unit - archer id = 869 load unit - archer id = 874 load unit - archer id = 879 Total #8685 objects post-Loaded. Total #9192 post-processed for GUI. Normal: availNodeNum/availNodeList.Size = 2991/0 Aggressive: availNodeNum/availNodeList.Size = 7533/0 --PFSCache read-- ::: setLoading=false ================== START LOADED MISSION missions/bulldogs/bulldog_3/mission.xml===================== ERROR! DAMAGE_SYSTEM: cant read armor scale for <SKY> IO >>> serialized=(0) ms, save=(53) ms, trees=(-53), typemap,deform=(0) ================== DESTROY GAME ===================== NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true ActorSoundListener class=com.maddox.core.ActorSoundListener id=none destroyed=false *** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0 *** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.campaing.CampaignManager.onMissionEndBeforeSaveEAS() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.gui.menus.skills.Skills$2.run() at line 0 *** FAILURE *** [sYSTEM] com.maddox.rts.BackgroundTask.doRun() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0 *** FAILURE *** [sYSTEM] ===End of stack dump=== NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true *** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0 *** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.campaing.CampaignManager.onMissionEndBeforeSaveEAS() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.gui.menus.skills.Skills$2.run() at line 0 *** FAILURE *** [sYSTEM] com.maddox.rts.BackgroundTask.doRun() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0 *** FAILURE *** [sYSTEM] ===End of stack dump=== PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=5718 PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=7745 PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=34539 PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=13413 ================== DESTROY GAME IS DONE===================== IO >>> serialized=(0) ms, save=(59) ms, trees=(-59), typemap,deform=(0) IO >>> serialized=(0) ms, save=(46) ms, trees=(-46), typemap,deform=(0) =========================== CampaignRecList.updateList() begins =========================== =========================== CampaignRecList.updateList() ends =========================== ================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_4/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ SectFile load failed: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini java.io.FileNotFoundException: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini at com.maddox.rts.SFSInputStream.open(Unknown Source) at com.maddox.rts.SFSInputStream.<init>(Unknown Source) at com.maddox.rts.SFSReader.<init>(Unknown Source) at com.maddox.rts.SectFile.loadFile(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source) at com.ic.bc.game.composition.ACUnitData.LoadFromIni(Unknown Source) at com.ic.bc.game.composition.ACUnitData.getOrCreateACUnitData(Unknown Source) at com.ic.bc.game.composition.ACUnit.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACGroup.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACGroupList.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACArmy.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACMission.LoadFromXml(Unknown Source) at com.ic.ww.game.Mission.loadACMission(Unknown Source) at com.ic.bc.gui.composition.ArmyComposition.updateData(Unknown Source) at com.ic.bc.gui.briefing.MissionBriefing$2.doAction(Unknown Source) at com.maddox.rts.MsgAction.doAction(Unknown Source) at com.maddox.rts.MsgAction.invokeListener(Unknown Source) at com.maddox.rts.Message._send(Unknown Source) at com.maddox.rts.Message.sendToObject(Unknown Source) at com.maddox.rts.Message.sendTo(Unknown Source) at com.maddox.rts.Message.trySend(Unknown Source) at com.maddox.rts.Time.loopMessages(Unknown Source) at com.maddox.rts.RTSConf.loopMsgs(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) SectFile load failed: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini java.io.FileNotFoundException: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini at com.maddox.rts.SFSInputStream.open(Unknown Source) at com.maddox.rts.SFSInputStream.<init>(Unknown Source) at com.maddox.rts.SFSReader.<init>(Unknown Source) at com.maddox.rts.SectFile.loadFile(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source) at com.ic.bc.game.composition.ACUnitData.getPartList(Unknown Source) at com.ic.bc.game.composition.ACUnit.LoadBackpackSet_4(Unknown Source) at com.ic.bc.game.composition.ACUnit.LoadBackpackSet(Unknown Source) at com.ic.bc.game.composition.ACUnit.LoadBackpackSetsFromXml(Unknown Source) at com.ic.bc.game.composition.ACUnit.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACGroup.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACGroupList.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACArmy.LoadFromXml(Unknown Source) at com.ic.bc.game.composition.ACMission.LoadFromXml(Unknown Source) at com.ic.ww.game.Mission.loadACMission(Unknown Source) at com.ic.bc.gui.composition.ArmyComposition.updateData(Unknown Source) at com.ic.bc.gui.briefing.MissionBriefing$2.doAction(Unknown Source) at com.maddox.rts.MsgAction.doAction(Unknown Source) at com.maddox.rts.MsgAction.invokeListener(Unknown Source) at com.maddox.rts.Message._send(Unknown Source) at com.maddox.rts.Message.sendToObject(Unknown Source) at com.maddox.rts.Message.sendTo(Unknown Source) at com.maddox.rts.Message.trySend(Unknown Source) at com.maddox.rts.Time.loopMessages(Unknown Source) at com.maddox.rts.RTSConf.loopMsgs(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission AC (unit): reserves unit Staff Squad moved to deployment/AC AC (unit): reserves unit Squad moved to deployment/AC AC (unit): reserves unit Squad moved to deployment/AC AC (unit): reserves unit Vickers Mk.I (7.7mm Vickers machine gun mod.1912) moved to deployment/AC AC (unit): reserves unit M3A1 (half-track armored car mod.1934) moved to deployment/AC AC (unit): reserves unit Vickers Mk.I (7.7mm Vickers machine gun mod.1912) moved to deployment/AC AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC AC (unit): reserves unit M10 Gun Motor Carriage (anti-tank SPG on tank M4A2 (Sherman) base mod.1942) moved to deployment/AC AC (unit): reserves unit M10 Gun Motor Carriage (anti-tank SPG on tank M4A2 (Sherman) base mod.1942) moved to deployment/AC AC (unit): reserves unit M10 Gun Motor Carriage (anti-tank SPG on tank M4A2 (Sherman) base mod.1942) moved to deployment/AC AC (unit): reserves unit CPM Ford FAT-2 (all-wheel drive tractor) moved to deployment/AC AC (unit): reserves unit CPM Ford FAT-2 (all-wheel drive tractor) moved to deployment/AC AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC AC (unit): reserves unit Sherman IC Firefly (medium tank M4 "Sherman" mod.42) moved to deployment/AC AC (unit): reserves unit Sherman IC Firefly (medium tank M4 "Sherman" mod.42) moved to deployment/AC *** FAILURE *** [sYSTEM] assert failed in com.ic.ww.game.Mission.saveReservesAndACToSave() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.saveMissionToSaveFile() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.SaveLoadFacade.saveMissionInNonGameMenu() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.SaveLoadFacade.<unknown>() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.SaveLoadFacade$2.run() at line 0 *** FAILURE *** [sYSTEM] com.maddox.rts.BackgroundTask.doRun() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0 *** FAILURE *** [sYSTEM] ===End of stack dump=== IO >>> serialized=(0) ms, save=(166) ms, trees=(-166), typemap,deform=(0) =================================================================== Last serial num: unknown Total size in bytes: 0 Number of blocks: 0 ::: setLoading=true LandscapeTrees.recalcTreeVisBlocks() recalculated in 12 ms PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 52906, availNodeNum=1388 PFS recalculate PFSCache failed: initMission for Aggressive: nodeNum= 31542, availNodeNum=9557 --PFSCache created-- ================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_4/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ === END OF TRIGGER COMPILATION === Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1 java.lang.NullPointerException at com.ic.bc.entities.factory.MissionCreator2.afterUnitsCreation(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source) at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ::: setLoading=false Load Mission Start crashed java.lang.RuntimeException: Load Mission Start crashed at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) *** FAILURE *** [sYSTEM] Main loop: BackgroundTask crashed: java.lang.RuntimeException: BackgroundTask crashed: at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ================== DESTROY GAME ===================== ::: MeshShared.shared Effects\GunFire\020_049mm\mono.sim not destroyed, link count = 4 ::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 67 ::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 119 NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true ActorSoundListener class=com.maddox.core.ActorSoundListener id=none destroyed=false *** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0 *** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main3D.endApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.endApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0 *** FAILURE *** [sYSTEM] ===End of stack dump=== NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true *** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0 *** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main3D.endApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.endApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0 *** FAILURE *** [sYSTEM] ===End of stack dump=== PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=1583 PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=9704 PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=34566 PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=13439 ================== DESTROY GAME IS DONE===================== WWThreadPool.destroy(): Thread pool is destroyed [Mar 13, 2009 10:07:29 PM] -------------- END log session ------------- Cheers Alan
  5. Hallo, I got it and installed it manually, as I have now learned my way around the file structure, and it worked. Thanks Alan
  6. Not one to give up, despite the above, I tried a few things today. It still crashes at the same point however the error message is now much shorter and there are no references to armoured car units not being found. (I copied the unit data for the 251-10-aufc and renamed it to 251-10 to that the computer found what it wanted in the right slot) I really thought this might have cracked it however it did not. Here is the new log file: It refers to lots of unknown sources: [Mar 1, 2009 5:51:10 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 0.18832392 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 - disabled [buffers : 0] Extensions - disabled : EAX ver. 1 [ ] - disabled EAX ver. 2 [ ] - disabled EAX ver. 3 [ ] - disabled 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 =================================================================== Last serial num: unknown Total size in bytes: 0 Number of blocks: 0 ::: setLoading=true VoicesTable.load(): files were scanned in 2873 ms ::: setLoading=false ================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ ================== START LOADED MISSION missions/bulldogs/bulldog_2/mission.xml===================== =================================================================== Last serial num: unknown Total size in bytes: 0 Number of blocks: 0 ::: 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 13 ms LandscapeTrees.recalcTreeVisBlocks() recalculated in 7 ms Normal: availNodeNum/availNodeList.Size = 680/0 Aggressive: availNodeNum/availNodeList.Size = 445/0 --PFSCache read-- ================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ === END OF TRIGGER COMPILATION === com.maddox.core.GObjException: MeshName is empty at com.maddox.core.AMesh.newAMesh(Unknown Source) at com.maddox.core.ActorAMesh.setMesh(Unknown Source) at com.ic.bc.entities.Entity.<init>(Unknown Source) at com.ic.bc.entities.Unit.<init>(Unknown Source) at com.ic.bc.entities.factory.EntityCreator.createUnit(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createUnit(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createGroup(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createGroups(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source) at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) com.maddox.core.GObjException: MeshName is empty at com.maddox.core.AMesh.newAMesh(Unknown Source) at com.maddox.core.ActorAMesh.setMesh(Unknown Source) at com.ic.bc.entities.Entity.<init>(Unknown Source) at com.ic.bc.entities.Unit.<init>(Unknown Source) at com.ic.bc.entities.factory.EntityCreator.createUnit(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createUnit(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createGroup(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createGroups(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source) at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) java.lang.NullPointerException at com.ic.bc.entities.factory.MissionCreator2.afterUnitsCreation(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source) at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ::: setLoading=false Load Mission Start crashed java.lang.RuntimeException: Load Mission Start crashed at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) *** FAILURE *** [sYSTEM] Main loop: BackgroundTask crashed: java.lang.RuntimeException: BackgroundTask crashed: at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ================== DESTROY GAME ===================== *** FAILURE *** [sYSTEM] Main end: null java.lang.NullPointerException at com.ic.bc.entities.Unit.destroy(Unknown Source) at com.ic.bc.game.lists.GameLists.destroyAll(Unknown Source) at com.ic.bc.game.lists.GameListsServer.destroyAll(Unknown Source) at com.ic.ww.game.Mission.destroy(Unknown Source) at com.ic.ww.game.Main3D.endApp(Unknown Source) at com.ic.ww.game.MainWin3D.endApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) [Mar 1, 2009 5:52:14 PM] -------------- END log session ------------- Hope this helps narrow the problem further. I even reloaded the latest JSH mini patch several times as this has the halftrack in it that the computer wants. Though the one in the patch is an 251-10-aufc, but practically the same thing and is the data I simply copied, renamed and pasted in. Cheers Alan.
  7. Yes I saw that too and did try to do both and failed. First I tried installing it but could not do it because I could no longer obtain the mod installer referred to in the instructions. That latest Dr Jones mod installer did not see the mod in the the mod folder, in fact I have loaded all the mods from CMM in this mod folder, both zipped and unzipped and it cannot see any of them, but that may be because they are not designed for this version of the mod installer. I went looking for the halftrack data in the game but it was such a long job I gave up as one has to look in every scenario, I would rather spend the same time playing the game rather that tinkering with its innards and running the risk of stuffing it up altogether and having to reinstall an old backup. I have pretty much decided to wait for version 3 of your brilliant Bulldog campaign to be issued. I am just not qualified, gifted or interested enough to tinker with games that don't quite work, tempting though it is. If I were you I would test run it on a fresh install of the game with the latest JSH mod so that we are all singing from the same hyme book as this is what most other people will be using when they come to play the BB add on. Cheers Alan.
  8. Here is my log file, reading through it myself I can see a couple of file not founds and a whole heap of unknown sources. One is a german halftrack 251/10 and the other is [Feb 28, 2009 9:55:48 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 0.20274837 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 - disabled [buffers : 0] Extensions - disabled : EAX ver. 1 [ ] - disabled EAX ver. 2 [ ] - disabled EAX ver. 3 [ ] - disabled 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 =================================================================== Last serial num: unknown Total size in bytes: 0 Number of blocks: 0 ::: setLoading=true VoicesTable.load(): files were scanned in 2770 ms SectFile load failed: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini java.io.FileNotFoundException: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini at com.maddox.rts.SFSInputStream.open(Unknown Source) at com.maddox.rts.SFSInputStream.<init>(Unknown Source) at com.maddox.rts.SFSReader.<init>(Unknown Source) at com.maddox.rts.SectFile.loadFile(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source) at com.ic.bc.game.composition.ACUnitData.LoadFromIni(Unknown Source) at com.ic.bc.game.composition.ACUnitData.getOrCreateACUnitData(Unknown Source) at com.ic.bc.game.composition.ACUnit.readObject(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source) at com.ic.bc.game.composition.ACGroup.readObject(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source) at com.ic.bc.game.composition.ACGroupList.readObject(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.defaultReadFields(Unknown Source) at java.io.ObjectInputStream.defaultReadObject(Unknown Source) at com.ic.bc.game.composition.ACArmy.readObject(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source) at com.ic.bc.game.composition.ACMission.readObject(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.ww.game.Mission.loadReservesAndACFromSave(Unknown Source) at com.ic.ww.game.Mission.loadMissionFromSaveFile(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) SectFile load failed: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini java.io.FileNotFoundException: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini at com.maddox.rts.SFSInputStream.open(Unknown Source) at com.maddox.rts.SFSInputStream.<init>(Unknown Source) at com.maddox.rts.SFSReader.<init>(Unknown Source) at com.maddox.rts.SectFile.loadFile(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.maddox.rts.SectFile.<init>(Unknown Source) at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source) at com.ic.bc.game.composition.ACUnitData.getPartList(Unknown Source) at com.ic.bc.game.composition.ACUnit.readObject(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source) at com.ic.bc.game.composition.ACGroup.readObject(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source) at com.ic.bc.game.composition.ACGroupList.readObject(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.defaultReadFields(Unknown Source) at java.io.ObjectInputStream.defaultReadObject(Unknown Source) at com.ic.bc.game.composition.ACArmy.readObject(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source) at com.ic.bc.game.composition.ACMission.readObject(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at java.io.ObjectStreamClass.invokeReadObject(Unknown Source) at java.io.ObjectInputStream.readSerialData(Unknown Source) at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at com.ic.ww.game.Mission.loadReservesAndACFromSave(Unknown Source) at com.ic.ww.game.Mission.loadMissionFromSaveFile(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ::: setLoading=false ================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ ================== START LOADED MISSION missions/bulldogs/bulldog_2/mission.xml===================== =================================================================== Last serial num: unknown Total size in bytes: 0 Number of blocks: 0 ::: setLoading=true ERROR file: File ww.cmd not found Selected Decal #1: STEEL, TEX 0, BRIGHTNESS 0 --------------------------- Precache Effects begins --------------------------- --------------------------- Precache Effects ends --------------------------- MapsStorage.aiMapAddRoads(): roads where added in 12 ms LandscapeTrees.recalcTreeVisBlocks() recalculated in 7 ms Normal: availNodeNum/availNodeList.Size = 680/0 Aggressive: availNodeNum/availNodeList.Size = 445/0 --PFSCache read-- ================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ === END OF TRIGGER COMPILATION === java.lang.NullPointerException at com.ic.bc.entities.factory.MissionCreator2.afterUnitsCreation(Unknown Source) at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source) at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ::: setLoading=false Load Mission Start crashed java.lang.RuntimeException: Load Mission Start crashed at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source) at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) *** FAILURE *** [sYSTEM] Main loop: BackgroundTask crashed: java.lang.RuntimeException: BackgroundTask crashed: at com.maddox.rts.BackgroundTask.doRun(Unknown Source) at com.ic.ww.game.MainWin3D.loopApp(Unknown Source) at com.ic.ww.game.Main.exec(Unknown Source) at com.ic.ww.game.GameWin3D.main(Unknown Source) ================== DESTROY GAME ===================== ::: MeshShared.shared Effects\GunFire\020_049mm\mono.sim not destroyed, link count = 18 ::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 106 ::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 60 GObj.finalize (1): C++ object 1057156112 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 60, last link count = 0 GObj.finalize (1): C++ object 1057160000 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 106, last link count = 0 GObj.finalize (1): C++ object 1054331560 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 18, last link count = 0 PFS recalculate missionDestroy for Normal: nodeNum= 51588, availNodeNum=8252 PFS recalculate missionDestroy for Aggressive: nodeNum= 30155, availNodeNum=7918 PFS recalculate missionDestroy for Normal: nodeNum= 51588, availNodeNum=34028 PFS recalculate missionDestroy for Aggressive: nodeNum= 30155, availNodeNum=12625 ================== DESTROY GAME IS DONE===================== WWThreadPool.destroy(): Thread pool is destroyed [Feb 28, 2009 9:57:47 PM] -------------- END log session -------------
  9. Hello, My machine is not a prob, it is middle endish, with a 7950 card, dual core Intel processors and a whopping 6GB RAM. Plays all current games ok and does well in film editing and so on too. I have been tinkering with the editor and and mission generator today. Like you I opened existing missions and had a look at them and even generated one of my own. One thing I found though, that could give a glue to the CTDs, is that in the mission editor, if I chose a new JSH unit sometimes it did not display properly and the editor would not let me through to the next step, in the creation process, until the unit was removed from the menu. My patching of JSH is right up to date, so no issue there. I think some of the newly created units are suspect and if these land in your force pool then the game crashes. This probably applies to the computers units too. For example some of mine have the word blocked written across them and no crew. What does that mean? Where do I find the crash report after a crash so that I can send it to you to help you? AL
  10. Hello, I got through the Gavrus battle, chose my forces saved and got ready to repulse the attack however it CTD about 80% through the progress bar. There must be some sort of bug in the start up sequence for a new game that trips it up at the last moment. I had a look at the mission editor (for the first time) to see if I could do anything but it looks like a steep learning curve there. Cheers AL
  11. Looks good, It looks like you got the deployment just right in the original. Lots of nice ATGs and field guns too, I am having a hell of a time with what is left of my six tanks. I have managed to infiltrate my infantry into the back of the town and take both bridges and cleared out the river area. I just have to tackle the panthers and any counter attacks now. Its been really good fun and a real challenge. AL
  12. It is working again now, it is a bit annoying that some of the units deploy exposed on a hillside and are then immediately nailed (this sort of thing makes me feel guilty as a commander, especially when the units are english!), I would change this and make a little secluded deployment area on the little wood off to the right and or left. More later. AL
  13. Yes you are right, the download was so fast I did not notice it happen and I have looked in my download folder and now have umpteen copies of the file. Will give it a go now. Thanks again for your help. Cheers AL
  14. The link did not work, could you email it to me please at alanundlilja@yahoo.de? Thanks AL
  15. I spoke too soon, after choosing my units and so on for Gavrus the game did a CTD at about the 90% load point on the progress bar. So frustrating as I can see how good this work is. Cheers Alan
  16. You were right, it all works perfectly now and whats more: it is superb! There is a big difference between games made by enthusiasts as compared with general games companies. I can really see that you are into this period of history (I am too) and have put a lot of effort into the historic setting, units and so on. On the first scenario I recommend that you put a number on the mini-map so that it is clear that one is supposed to run over to the other troops, with the green staff squad, in order to trigger the assumption of command over them. Thanks for your help too in getting it all working. Cheers Alan.
  17. Hello, No I did not install 1.3.1 first, I dled and installed the 1.3.2 version thinking it was the latest full version sponsored by the Battlefront file depository. Is this not so? Should I uninstall the Typhoon mod, could it also be causing probs? Cheers Alan.
  18. Hello, I just installed Bulldogs2 and also JHS1.3.2 and the typhoon mod from the Battlefront site. The first mission CTD at about 90% of the progress bar. Anything I can do to make it work or is this still a work very much in progress? It looks really professional so far and I am sure it is very good. Cheers Alan.
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