sonsalt6 105 Posted January 23, 2015 Updated mod v1.0.0.19 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
jaunty 10 Posted January 23, 2015 Thanks for your work and your time!! Share this post Link to post Share on other sites
Guest Posted January 24, 2015 Updated version frontpaged on the Armaholic homepage. CorePatch 1.0.0.19 ================================================== We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
PiZZADOX 47 Posted January 26, 2015 BTW always good work Goliath, you're doing God's work. :cheers: I'm getting visible markers (debug markers) when I call the BIS locations function, mil dot in citycenter location and a rectangle marker between citycenter and neighbours. Line 22 of fn_locations _debug = if (count _this > 2) then {true} else {false}; is activating the debug for many older missions that call it with a false in the third param. _debug = if (count _this > 2) then {_this select 2} else {false}; lets older missions define true manually just to be safe Share this post Link to post Share on other sites
goliath86 11 Posted January 27, 2015 BTW always good work Goliath, you're doing God's work. :cheers:I'm getting visible markers (debug markers) when I call the BIS locations function, mil dot in citycenter location and a rectangle marker between citycenter and neighbours. Line 22 of fn_locations is activating the debug for many older missions that call it with a false in the third param. lets older missions define true manually just to be safe Thank you PiZZADOX! I surely will fix it in the next version!! :D Share this post Link to post Share on other sites
OMAC 254 Posted January 31, 2015 Goliath86, have you seen this issue with Bitter Chill mission in Harvest Red campaign? http://forums.bistudio.com/showthread.php?170392-Bitter-Chill-Mystery&p=2870710&viewfull=1#post2870710 Sounds like something corepatch could fix, if it hasn't already. Share this post Link to post Share on other sites
OMAC 254 Posted February 1, 2015 (edited) Several on the CWR2 team have found that corepatch 1.0.0.19 causes initialization delays for CWR2 island cutscenes. OA 1.63 + corepatch results in island cutscenes starting with soldier or other unit shown instead of intended scene. The normal scene(s) start after a few seconds. The soldier shown at start is the unit in the cutscenes with the intro sqf/sqs launch code in its init field. Some island cutscenes show worse delay than others (Nogova is the worst), perhaps due to variable complexity of cutscenes. No errors show up in RPT. The delays do not occur with 1.63 when corepatch is not loaded. I did not see any issues with standard A2CO + DLC terrain cutscenes with corepatch loaded, but I will keep looking. Edited February 1, 2015 by OMAC Share this post Link to post Share on other sites
goliath86 11 Posted February 2, 2015 Goliath86, have you seen this issue with Bitter Chill mission in Harvest Red campaign?http://forums.bistudio.com/showthread.php?170392-Bitter-Chill-Mystery&p=2870710&viewfull=1#post2870710 Sounds like something corepatch could fix, if it hasn't already. Thank you OMAC for reporting! Yes, this is a simple fix that can be included inside CorePatch. I think that I will introduce the fix in the next version of CorePatch! ---------- Post added at 20:16 ---------- Previous post was at 20:14 ---------- Several on the CWR2 team have found that corepatch 1.0.0.19 causes initialization delays for CWR2 island cutscenes. OA 1.63 + corepatch results in island cutscenes starting with soldier or other unit shown instead of intended scene. The normal scene(s) start after a few seconds. The soldier shown at start is the unit in the cutscenes with the intro sqf/sqs launch code in its init field. Some island cutscenes show worse delay than others (Nogova is the worst), perhaps due to variable complexity of cutscenes. No errors show up in RPT. http://thumbnails112.imagebam.com/38625/bea76d386249070.jpg The delays do not occur with 1.63 when corepatch is not loaded. I did not see any issues with standard A2CO + DLC terrain cutscenes with corepatch loaded, but I will keep looking. Very strange issue! Did you have noticed that kind of error even with Corepatch 1.0.0.18? It's important for me to know if with previous version of CorePatch this don't happen. BTW tahnk you for reporting OMAC!! Share this post Link to post Share on other sites
OMAC 254 Posted February 3, 2015 Thank you very much for offering to include a fix for the Bitter Chill issue! :) Where can I get cp 1.0.0.18 to test? Share this post Link to post Share on other sites
goliath86 11 Posted February 3, 2015 Thank you very much for offering to include a fix for the Bitter Chill issue! :)Where can I get cp 1.0.0.18 to test? Here it is: CorePatch 1.0.0.18 Thank you OMAC! Share this post Link to post Share on other sites
OMAC 254 Posted February 4, 2015 (edited) Here it is: CorePatch 1.0.0.18Thank you OMAC! Good news! At this point, it looks like 1.0.0.18 does NOT create the cutscene initialization problem. The cutscene initialization is back to normal with OA 1.63 + corepatch 1.0.0.18. But I will keep testing to be sure. I'm sure you'll be able to track down the issue now. :) Edited February 4, 2015 by OMAC Share this post Link to post Share on other sites
goliath86 11 Posted February 6, 2015 Good news! At this point, it looks like 1.0.0.18 does NOT create the cutscene initialization problem. The cutscene initialization is back to normal with OA 1.63 + corepatch 1.0.0.18. But I will keep testing to be sure. I'm sure you'll be able to track down the issue now. :) Thank you OMAC! I think that i've solved the loading problem! I will do some more tests to be sure ;) Share this post Link to post Share on other sites
OMAC 254 Posted February 6, 2015 Thank you OMAC! I think that i've solved the loading problem! I will do some more tests to be sure ;) Awesome! Feel free to pass me any new versions, and I'll test them as well. Share this post Link to post Share on other sites
goliath86 11 Posted February 7, 2015 (edited) A newer version of CorePatch is available on first post. Here's the chengelog: - Fixed some more "undefined variable" errors of BIS Warfare Module Error in expression < 0; _name = _this Select 1; WaitUntil {gameInitialized}; _airportStr = Str _ai> Error position: <gameInitialized}; _airportStr = Str _ai> Error Variabile non definita nell’espressione: gameinitialized File ca\Warfare2\Scripts\Server\Server_UpdateAirport.sqf, line 11 Error in expression <cripts\Server\Server_UpdateAirport.sqf",BIS_WFdPath]; Private["_airport","_a> Error position: <BIS_WFdPath]; Private["_airport","_a> Error Variabile non definita nell’espressione: bis_wfdpath File ca\Warfare2\Scripts\Server\Server_UpdateAirport.sqf, line 1 - Improved Javelin CLU with improvements from Anzins mod with permissions by Defunkt From ANZINS Launchers v1.0 by Defunkt - Fixed CCP bug Nr. 71144 "BMP-2 HQ Taki with only 2 smoke shells compared to 6 smoke shells like on BMP-2 HQ CDF/Ins" Observed: BMP-2 HQ Taki equipped only with only 1 mag with 2 smoke shells each unlike BMP-2 HQ CDF/Ins. Expected: BMP-2 HQ Taki to have 3 mags with 2 smoke shells each like BMP-2 HQ CDF/Ins. - Fixed BIS SP Mission "Bear Rising" Error in expression <_data = [West,"Barracks",WSOLDIER] Call GetUnitData; if (Count _data > 0) then {> Error position: <GetUnitData; if (Count _data > 0) then {> Error Variabile non definita nell’espressione: getunitdata Error in expression <= [Resistance,"Barracks",GSOLDIER] Call GetUnitData; if (Count _data > 0) then {> Error position: <GetUnitData; if (Count _data > 0) then {> Error Variabile non definita nell’espressione: getunitdata Error in expression <5; _data = [West,"Barracks",WCREW] Call GetUnitData; if (Count _data > 0) then {> Error position: <GetUnitData; if (Count _data > 0) then {> Error Variabile non definita nell’espressione: getunitdata - Fixed "Bitter Chill" campaign mission bug Bug relative to the rSETOVERCAST command not initialized Link to BIS forum topic Link to CIT Bug - Fixed main menu slow loading (thanks to OMAC) A programming error of CorePatch that was slowing down main menu scenes loading - Fixed CCP bug 69143 Currently Javelin has normal view is default and FLIR as secondary Unlike the real one. http://en.wikipedia.org/wiki/FGM-148_Javelin#Command_Launch_Unit Obs Javelin normal view is primary. Exp Javelin FLIR should be the primary view. - Improved A2 M249: now it can use the "200Rnd_556x45_L110A1" magazine from BAF goliath86 Edited February 7, 2015 by goliath86 Share this post Link to post Share on other sites
OMAC 254 Posted February 7, 2015 A newer version of CorePatch is available on first post. Good job, man! Yahoo! :) Share this post Link to post Share on other sites
Guest Posted February 7, 2015 Updated version frontpaged on the Armaholic homepage. CorePatch 1.0.0.20 ================================================== We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
samatra 85 Posted February 7, 2015 Great job with CorePatch, goliath86! I really hope it will be included officially with the game like CCP was. Here is two things that I would love to see done and what CCP didn't have time to do: 1) https://dev.withsix.com/issues/67651 2) Include hiddenSelections and hiddenSelectionsTextures for BTR-60, it fully supports it. Share this post Link to post Share on other sites
sonsalt6 105 Posted February 7, 2015 Updated mod v1.0.0.20 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
jaunty 10 Posted February 8, 2015 Hello Goliath86. Reporting a bug. When i select campaign menu, a error message appears and red harvest campaign is not in the list: "No entry corePatch\CorePatch_Missions_A2\Campaign\Description.ext.Campaign" No problem in vanilla. Bug appears with corepatch v1.0.0.20 only ,with a launcher mod. Thank you! Share this post Link to post Share on other sites
OMAC 254 Posted February 8, 2015 ^ ^ Yep, I get this also. Share this post Link to post Share on other sites
goliath86 11 Posted February 9, 2015 Thank you jaunty and OMAC for your support! Sorry for that bug, it was a debug code that I've forgot to delete! FPDR Now, on first post, there's a new hotfixed version (1.0.0.21) without that bug! Thank you again! g0liath86 Share this post Link to post Share on other sites
Guest Posted February 9, 2015 Updated version frontpaged on the Armaholic homepage. CorePatch 1.0.0.21 ================================================== We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
kecharles28 197 Posted February 9, 2015 Updated mod v1.0.0.21 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
jaunty 10 Posted February 9, 2015 No problem... Thanks for the very fast solution ! Share this post Link to post Share on other sites
OMAC 254 Posted February 9, 2015 (edited) With corepatch 1.0.0.21, Bitter Chill mission of Harvest Red is still having major problems. No briefing notes, no tasks. And I'm getting this in RPT: Exe timestamp: 2014/11/29 19:39:06 Current time: 2015/02/09 07:06:06 Version 1.63.125548 Addon corepatch_ccp_70342_fix (entry GSh302K) not found in the list of active addons. Addon corepatch_ccp_68220_fix (entry M4A1_HWS_GL_camo) not found in the list of active addons. Addon corepatch_ccp_68220_fix (entry M4A1_HWS_GL_camo) not found in the list of active addons. Addon corepatch_ccp_68220_fix (entry M4A1_HWS_GL_camo) not found in the list of active addons. Error in expression <_localExec"]; _localExec = false; if ((_targetScript == "loc") || (_targetScrip> Error position: <_targetScript == "loc") || (_targetScrip> Error Undefined variable in expression: _targetscript File CorePatch\CorePatch_MP_Framework\MP\data\scripts\remExServer.sqf, line 34 Error in expression <lExec = false; _persistent = false; if (_targetScript == "loc") then {_localExec> Error position: <_targetScript == "loc") then {_localExec> Error Undefined variable in expression: _targetscript Error in expression <troller.fsm"; _nic = [objNull, objNull, rSETOVERCAST, 1800, 0.75] call RE; _mi> Error position: <rSETOVERCAST, 1800, 0.75] call RE; _mi> Error Undefined variable in expression: rsetovercast Cannot load sound 'ca\dubbing\global\radio\female01\ru\waiting.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\numbers\two2.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\report\movementto.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\numbers\one2.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\numbers\three2.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\numbers\four2.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\numbers\ten2.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\nastoupit.wss' Cannot load sound 'ca\dubbing\global\radio\female02\ru\waiting.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\whereareyouq.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\ready.wss' Cannot load sound 'ca\dubbing\global\radio\female02\ru\standingby.wss' Cannot load sound 'ca\dubbing\global\radio\female01\ru\imatgrid.wss' Edited February 9, 2015 by OMAC Share this post Link to post Share on other sites