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Thanks very much for the list & excellent feedback Alan, whilst I think I've got most of these nailed I'll need to go & check. Excellent spot on the bridge BTW.

I've done alot more work on the maps & missions, & I hope to have something up before the new year.

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  • 3 months later...
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Gnasher,

By the way have you gone gold yet on your excellent TOW1 Bulldog Campaign, I am longing to play that all the way through?

AL

I had a hiatus, I've done quite alot of work fixing & improving the maps, added a mission etc. I'll PM you when I have something ready.

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  • 1 month later...

Some views of the new maps included in the next release:-

South Cheux

f_11xx1ble2qom_268e189.jpg

Rauray

f_vf31hxm_78f080a.jpg

new release will feature fixes to existing missions (Thanks Alan123) & will be fully updated for JSH 1.3.5

Just testing new maps & breifings, release will be soon (<2 weeks).

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  • 2 weeks later...

Hello,

I have downloaded it ok.

I unzipped them into the main Tow1 folder etc, according the the instructions in the readme PDF. At first the game did not appear anywhere in the menu system until I moved the missions and maps folders to their normal spots. I did this on my own initiative based on experience.

The campaign now appears as it should in the other campaigns menu and the briefing is there to read, however when one clicks on there are no battles listed to choose to carry on with.

Do I have to adjust something in the mission editor to activate the new files? Everything is listed correctly in the campaign menu in the editor mission editor, by the way, I cannot understand what is going wrong.

Also just as a check i asked the mission editor to do a "statistic" on this campaign and the mission editor came up with a warning and then crashed. The other inbox campaigns are able to run a statistic and produce a report, so maybe the problem is there.

I am busting to play this masterpiece again so hope you can help.

Yes I have installed the camo mod and also have JSH 1-3-5.

Lettuce no!

Cheers

Alan.

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I am still having a few problems.

My install of TOW1 had blossomed out to a massive 15GB+ with all the mods and addons and missions etc. Some dodgy files had probably worked their way in. The Bulldogs campaign did work with this installation, however I was not able to complete the first mission as it kept crashing to desktop. (by the way I was also having this problem with Aszocks Non Linear Campaign too). So came to the conclusion that my install was corrupt.

So to eliminate the possibility of there being an error in the install, and to give the Bulldog game the best shot I could, I did the following:

Fresh, separate install of TOW1 with latest official patch.

Installed JSH 3.5.1 (fresh download from the Green as Jade site)

Installed SS camo mod.

Installed the Bulldogs mission.

And now the whole thing crashes to desktop when I load the Rauray Spur Battle.

What else can I try?

Here is the log file:

[May 11, 2010 6:36:47 AM] ------------ 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 0.18050541

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

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

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

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

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

::: setLoading=true

VoicesTable.load(): files were scanned in 2817 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/rauray/briefing.xml ================

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

MapsStorage.aiMapAddRoads(): roads where added in 18 ms

LandscapeTrees.recalcTreeVisBlocks() recalculated in 12 ms

=== END OF TRIGGER COMPILATION ===

load unit - sherman_ic id = 357

load unit - sherman_ic id = 348

load unit - sherman_i id = 336

load unit - sherman_i id = 330

load unit - sherman_i id = 218

load unit - sherman_i id = 212

load unit - sherman_i id = 206

load unit - sherman_i id = 195

Total #3147 objects post-Loaded.

Total #3401 post-processed for GUI.

Normal: availNodeNum/availNodeList.Size = 33/0

Aggressive: availNodeNum/availNodeList.Size = 21/0

--PFSCache read--

::: setLoading=false

================== START LOADED MISSION missions/bulldogs/rauray/mission.xml=====================

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

Time overflow (94432): speed 0.9155646

*** FAILURE *** [sYSTEM] Main loop: Structure handled exception arized, see cppcrash

java.lang.RuntimeException: Structure handled exception arized, see cppcrash

at com.maddox.core.TTFont.OutputClip(Unknown Source)

at com.maddox.core.TTFont.outputClip(Unknown Source)

at com.maddox.core.GUICanvas.draw(Unknown Source)

at com.maddox.gwindow.GWindow.draw(Unknown Source)

at com.maddox.gwindow.GWindow.draw(Unknown Source)

at com.maddox.gwindow.GWindow.draw(Unknown Source)

at com.ic.bc.unit_info.UnitInfoShow.InfoIcon.render(Unknown Source)

at com.maddox.gwindow.GWindow.doRender(Unknown Source)

at com.maddox.gwindow.GWindow.doChildrensRender(Unknown Source)

at com.maddox.gwindow.GWindow.doRender(Unknown Source)

at com.maddox.gwindow.GWindowRoot.doRender(Unknown Source)

at com.maddox.gwindow.GWindowManager.doRender(Unknown Source)

at com.ic.ww.core.WWGUIWindowManager$_Render.render(Unknown Source)

at com.maddox.core.Renders.doPaint(Unknown Source)

at com.maddox.core.Renders.paint(Unknown Source)

at com.ic.ww.game.MainWin3D.checkFocus(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 = 8

PFS recalculate missionDestroy for Normal: nodeNum= 60476, availNodeNum=41983

PFS recalculate missionDestroy for Aggressive: nodeNum= 24372, availNodeNum=6131

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

WWThreadPool.destroy(): Thread pool is destroyed

[May 11, 2010 7:31:43 AM] -------------- END log session -------------

Cheers

Alan

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I would like to have edited my message above but cannot, anyway I did the whole install process again (you can see I am keen!) and this time it all works ok. Got through the first mission no problems, stalls or crashes, it even saved ok part way through and after setup.

Those German snipers in front of the trenches were just too deadly.

Cheers

Alan

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Those German snipers in front of the trenches were just too deadly.

Exactly as they were in the real deal, I read somewhere that >85% of British casualties were either 'mortar' (+Nebewerfer) or 'sniper' (Actually an 18yr old with a bit of shooting skil from previous HJ experience.). Losses were particulary high amougst unbuttoned tank crews to snipers....

I think you'll find that this campaign plays totally differtently to the stock missions, for a start the opposition is never the same, so you need to use sound tactics rather than the single solution approach. If there was one thing that the British did know how to do right it was artillery, so you'll find it's plentifull, as is air support, you'll need them!.

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Hello,

That sniper comment was not a complaint just an observation. Now having played that battle several times I can see that it is not that they are especially good but that there are quite are few of them. You only really get to see them at the end of the mission when the Germans quit and run and the Snipers break cover to join the retreat. Just a handful were enough to annihilate practically a whole company.

One thing this TOW1 needs is on map mortar units like the German 81mm, and the allied 60mm and 81mm mortars. (just like in CC lol).

I find the 75mmL18 IG in TOW2 a very useful weapon in the indirect fire role.

I have fought may way across 3 maps so far:

Rauray Spur

The German response

Incident at Cheux

And then the game goes back to Rauray Spur for pretty much an identical battle as for the first, is that correct or is an unwanted loop?

I am on my third loop now. I went through a couple of times to make sure as I know that many hills and so on were fought over many times. However the briefings and units are the same etc and the incident at Cheux only happened once.

I did not mind repeating the battles as they are so good however it would be nice to be able to see and experience the rest.

I have done Rauray Spur, for various reasons, about 5 times now and on my last attempt only lost 8 men in taking the hill, a big improvement on the first few times I can tell you.

Other small things I have noticed is that on the German side sometimes vehicles show a no ammo icon, mostly half-tracks, though I did see a JpzIV like that too.

On the last go at Rauray Spur German Response my first lot of bomber Typhoons flew around for the whole battle and I cannot say for sure if they actually bombed or strafed anything. Looked good though.

Is there anything I can do to break the loop and move on?

Cheers

Alan

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  • 1 month later...

HAllo Gnasher,

Have been playing off and on for the last few weeks with some longish breaks in between.

Have got as far as the first Maltot battle and the game crashes to desktop.

This has stopped me. I have posted my log file below.

Also in the last Hill112 battle the line of 88s on the back of the map had no ammo and crews bailed out and ran away when the game started.

Log File:

[Jun 20, 2010 12:15:41 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 ===========================

java.io.FileNotFoundException: I/O error: missions/strategy_break/texts.utf8

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.ic.bc.local.SerializerBase_Text.loadFromFile(Unknown Source)

at com.ic.bc.campaing.CampaignRec.reloadStringTable(Unknown Source)

at com.ic.bc.campaing.CampaignRec.LoadFromXml(Unknown Source)

at com.ic.bc.campaing.CampaignRecList.loadCampaign(Unknown Source)

at com.ic.bc.campaing.CampaignRecList.updateList(Unknown Source)

at com.ic.ww.game.Main3D.beginApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

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

Time overflow (0): speed 0.11723329

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 2888 ms

::: setLoading=false

================ MissionManager.loadMissionBriefing() missions/bulldogs/maltot/briefing.xml ================

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

================== START LOADED MISSION missions/bulldogs/maltot/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 7 ms

LandscapeTrees.recalcTreeVisBlocks() recalculated in 8 ms

Normal: availNodeNum/availNodeList.Size = 0/0

Aggressive: availNodeNum/availNodeList.Size = 359/0

--PFSCache read--

================ MissionManager.loadMissionBriefing() missions/bulldogs/maltot/briefing.xml ================

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

=== END OF TRIGGER COMPILATION ===

owner=ENTITY id 708, classname [HUMAN], skeName [models\human\sk_0\skel.ske], meshName [models\human\sk_0\ger\ger_ss_solder_40_summer\body.msh], has master [--none--] ownerstate=1 name=infantry_ss

AnimState:

stateAnimCur=0

stateAnimNext=-1

timeout=0

moveMode=0

===TRACE LOG START for 708:Lambert Kastner :

T 0, state started: Main

===TRACE LOG END

java.lang.RuntimeException: state was INIT

at com.ic.bc.testnav.SplineNavigator.setState(Unknown Source)

at com.ic.bc.testnav.SplineNavigator.sleep(Unknown Source)

at com.ic.bc.entities.Unit.setState(Unknown Source)

at com.ic.bc.game.groups.Group.sleep(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 = 20

::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 39

::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 80

GObj.finalize (1): C++ object 1210777728 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 80, last link count = 0

GObj.finalize (1): C++ object 1210777944 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 39, last link count = 0

GObj.finalize (1): C++ object 1261695640 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 20, last link count = 0

PFS recalculate missionDestroy for Normal: nodeNum= 52481, availNodeNum=1452

PFS recalculate missionDestroy for Aggressive: nodeNum= 27217, availNodeNum=1775

PFS recalculate missionDestroy for Normal: nodeNum= 52481, availNodeNum=35119

PFS recalculate missionDestroy for Aggressive: nodeNum= 27217, availNodeNum=9945

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

WWThreadPool.destroy(): Thread pool is destroyed

[Jun 20, 2010 12:17:11 PM] -------------- END log session -------------

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Hello,

I tried reloading Maltot with different units and found that when I used Fireflies, M10s and infantry it worked and loaded ok and the war went on. I have a feeling it was the Staghounds that were causing the crash, but have no idea really.

One little thing in this game is the name Churchills kept popping up even after the first reinforcement as though caught in a loop, no big deal, and the reinforcements were not Churchills but a mixed back of M10s, infantry, APCs and ATGs.

I forgot to mention in my last post how good this game is and I can see all the little changes, tweaks and improvements you have made since the last edition of this game. Well done, I am enjoying it.

Cheers

AL

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Hello,

I am at Bloody Tilly.

The yellow panthers are still there.

The game does not want to end and I think it may be because of the Flak38t behind the hill, I cannot get a LOS to it and so the game will not end.

Have grid searched the map for enemies but not found any.

Also the radio truck behind the village is not showing up as a unit, the motor is still running and it is indestructible, I have been shelling it with my Shermans on area fire mode but is just jumps and bumps but takes no damage, this could also be causing the game not to end.

Is there another victory trigger perhaps, such as occupy the village with troops (have hardly any left)?

Will save this one and start again and see if I can make it end next time around.

Cheers

Alan

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Good to know that you're enjoying it Alan. I tried to make things totally different from the stock missions, you have a good capable force, but you'll still be punished for bad tactics. Seems like some things slipped through testing, thats very easy as different people do things in very different ways. Solo testing its easy to go on single paths.

I also tried to make maps that were more lifelike with defenses in hedgerows etc. I think it gives the campaign the feel of the slugfest around Caen.

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I am on the 4th mission.The maps are great. the battles are perfect.I liked the first one where you assault the hill with all the anti-tank guns.I am still learning about everything to create my own also.I am trying to make some battles and possibly a campaign about The Battle of the Bulge.I will keep working on it and my defects.Great game and missions you have created.A lot of fun.......

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Hello,

I have finished the campaign!

It was fantastic and easily the best game around for TOW1.

Apart from the excellent game play, missions and maps I liked the historical research and briefings that back it up. It brings history to life. It certainly makes you appreciate the efforts our boys made in Normandy, they were up against about the best Panzer Divisions there were, all of them, all at once and all in this one sector of the front.

One thing that occurred to me during play was that it would be great to turn the game around and play from the German side. With all the work you have already done it would probably be relatively quick to do.

Probably it would be even more popular than the game you have made given that most gamers, given the choice, want to be a Tiger tank commander.

Cheers

Alan

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Alan,

Posts like that make all the trouble & nearly 18 months of development & 4 beta releases worth it. Im glad you enjoyed the campaign, I really wanted to create a feeling of the real battlefield. I did alot of research into the campaign & even went to the actual places twice using the excellent Battleground Europe Guide books. I also found Gen Sir Micheal Reynolds "Steel Inferno" & "Eagles & Bulldogs" (Guess where the campaign names cames from?) particulary good references & inspiration for the missions.

Try replaying it, it wont be the same as nearly all the missions have an element of randomly generated opposition. It was central to my whole idea but made testing a bloody nightmare. One of the hill112 battles (2nd I think) has > 200 possible variations in the enemy force & behaviour.

I had started 2 other campaigns "Eagles" based on the 101st in Normandy loosely based around the Band of Brothers book/tv series & "Grenadiers" a campaign based on the HJ playing my maps from the other side & using Kurt Meyer's book of the same name as a source & inspiration. I've somehow broken the editor now (Wrong game version error) & cant easily fix it, so I've given up for the moment. If TOW ever does do a Normandy game I'll probably dust off the collateral I've got & redo the campaign as I'd really like to see it. I really should give some credit & thanks espcially to Knokke, who made the Typhoon for me, Nikki Mond for the SS Camo smocks & the JSH team for a ton of things. Without those mods the campaign felt lame.

BFC & 1C should take note of the fact that learning how to produce content for this game takes absolutely ages & make sure that alot of support is needed very early on to get people up to speed quickly to keep the game alive longer & fresh. This is not a crititism of the help given, just that more of that info & help at the very start would IMO been beneficial to content creation which would keep things fresh.

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