moondrift47
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Posts posted by moondrift47
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Its weird, its the same crashes I used to get with the vanilla version without your mod, just seems to be random at the moment not just when using presets the last one was just after sinking enemy carrier. I deleted the cfg files before when it happened just in case and it was ok for a bit then started aagin. When I first reloaded it and patched it it did say unable to write or create cfg file saving default or something???? how do I post a copy of file on here? can't see anything for attachments
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still crashing i'm afraid species
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Log C:\Users\peter\Documents\CarrierCommand\crash.log started at 14.05. 21:04:07
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BOB-PC, 14.05 2014 21:04:07
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 100def92 at 0
Script callstack:
Class: 'MyGame'
Function: 'ArticleName'
Stack trace:
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:3130
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:10582
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
CLI params: mod deadlyislands
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Log C:\Users\peter\Documents\CarrierCommand\crash.log started at 18.05. 16:18:49
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BOB-PC, 18.05 2014 16:18:49
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 1 at 1
SymGetSymFromAddr:126, addr:0x00000001
SymGetSymFromAddr:126, addr:0x00000001
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
CLI params: mod deadlyislands
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Log C:\Users\peter\Documents\CarrierCommand\crash.log started at 18.05. 17:04:06
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BOB-PC, 18.05 2014 17:04:06
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 100def92 at 0
Script callstack:
Class: 'MyGame'
Function: 'ArticleName'
Stack trace:
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:3130
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:10582
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
CLI params: mod deadlyislands
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Log C:\Users\peter\Documents\CarrierCommand\crash.log started at 18.05. 17:44:00
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BOB-PC, 18.05 2014 17:44:00
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 100def92 at 0
Script callstack:
Class: 'MyGame'
Function: 'ArticleName'
Stack trace:
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:3130
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:10582
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
CLI params: mod deadlyislands
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Log C:\Users\peter\Documents\CarrierCommand\crash.log started at 18.05. 17:49:37
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BOB-PC, 18.05 2014 17:49:37
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 100def92 at 0
Script callstack:
Class: 'MyGame'
Function: 'ArticleName'
Stack trace:
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:3130
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:10582
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
CLI params: mod deadlyislands
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Log C:\Users\peter\Documents\CarrierCommand\crash.log started at 19.05. 20:31:52
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BOB-PC, 19.05 2014 20:31:52
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 0 at 0
SymGetSymFromAddr:126, addr:0x00000000
SymGetSymFromAddr:126, addr:0x00000000
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
CLI params: mod deadlyislands
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Log C:\Users\peter\Documents\CarrierCommand\crash.log started at 21.05. 21:11:24
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BOB-PC, 21.05 2014 21:11:24
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 100def92 at 0
Script callstack:
Class: 'MyGame'
Function: 'ArticleName'
Stack trace:
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:3130
C:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:10582
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
[enf::ScriptContext::CopyString]: ??? addr:0x100def92
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
CLI params: mod deadlyislands
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Brilliant, that's done the trick thanks species1571. It's moderns like you that really deserve a cut of the profits. If it had been released with this mod more sales would have happened.
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Hi,
I think I might know what the answer is to this but I will ask in case it is something others have discovered. I had to reinstall all of my programs recently due to HDD crash. I updated CCGM to latest patch directly without going through all of them. I put on this mod and it seems when I try to point the mouse at the numbers on the equip screen it comes up with an unhandled exception. Do I have to install all patches in order to get rid of the bugs?
Thanks
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started a new game with exactly the same perameter but this time there is no crash after cut scene. Must have been a glitchy save game. Sorry for the hassle guys and thanks for the support.
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already had a report on there for the issue so I have attached the strategy main save to this one, is this the one that i saved latest?
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Thanks for the responses guys,
yes I tried this with out the mods and it still does the same. the end of the message says JIT must be enabled. I am trying to update Java now and see if that helps. It only happens after the cut scene finishes just when the loading screen comes back on. Really puzzled as I have had nothing like this since the P&C beta stage.
I have saved the game just before the crash happens i.e half way through killing the enemy carrier. How do I post it here so you guys can finish the carrier off and see if it happens to you?
thanks
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Im running version 1.6.11.
32 bit windows vista
4gb ram
Ge force 9800gt card
Quad core intel cpu
I have been playing this since thebp&c days and had no problems. I am running deadly islands mod but no one else seems to be having same issue
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I'm Getting a CTD after the enemy carrier death scene is played. haven't had this problem in a long time. Could you tell me what I need to do to get rid of this bug?
the screen says:
unhandled exception
carrier command/gae mission\ carrier.exe
reason: access violation illegal read by 10001690 at 8
[enf::CStr::IsEmpty]:??? addr:0x10001690
Thanks
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I would just like to say that I have just installed this mod and it enhances the game so much, Thank you for all your hard work Species1571. :D
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they are automatic, but you need to also manouver away from the missile. You also only have 5. It sometimes works if you are diving down onto the missile battery at high speed with flares.
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I've used the torpedoes a few times against the carrier. It really is a skill thing. They are dumb fire weapons that go on a straight track which ever way you point them. They have a long range and go fast. At the moment as the enemy carrier is trying to escape I fly a manta directly up behind him then just out of range of AA guns I launch torpedo. I aim for engine pods, but they are hard to hit in this way so just a general hit causes quite a lot of damage.
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Yes, I will conquer rest of islands then go back to current ' under attack' and see if the enemy carrier is really there and if he has any units left.....
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I am in the strategy game mode and one of the islands was being attacked by the enemy carrier. I wasn't too concerned about that one as it was a defence island with Deadly rating. However, below this island (quite a way) was a neutral island Lingard. When I went there to send a walrus to set up command centre, low and behold, there are all of the enemy carriers units, all 4 mantas and all 4 walruses, not doing anything, just staying all in one big group in the middle of the water!!!! Now the enemy carrier had been attacking the other island for a while and I guess this is why he couldn't take it. Once I destroyed all of his units, the map told me he was attacking a different island now he has been attacking this one ever since and leaving me to take the rest...... no real challenge but island strengths better balanced now.
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when you have destroyed the enemy carrier it is good to run out of fuel in time warp and let your production build up as you cannot manually select timewarp. So you can set the prodcution queue go for a cuppa and come back, send supply barque and have heavily armed manatas and walrus for rest of islands
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When I was playing beta 2 if you set the difficulty to hardest when you came to a defense island or most islands TBH the turrets would range from good to strong. Now It seems the turrets are weak to normal. This destroys the game as a challenge to me as it was so hard to complete against missile batteries and flak batteries and mantas with missiles, now everything just seems to be a variant on a machine gun or quad gun!!!!
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I must admit that gatling and missiles are the choice for me for air defence manta, plasma and rockets for ground attack. However, missiles make a great dumb fire weapon for taking out AA as they don't explode as quick as the rockets so you can stay out of range of even the hardest AA turret and snipe them with missiles
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no the islands are pre generated, depending on game level and type the islands buildings will vary in number and strength but they will always be in same place
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really depends on the strength level you set at the start. If you set low strength the enemy carrier seems to rarely use its M.A.N.T.A and W.A.L.R.U.S units but on the highest level it is more accurate and uses all of its units. On low level I can sail up to it and quite easily defeat it with just plasma cannon, but on hard some of these other tactics written here are quite effective. You just have to find your own way I guess.
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Well, as they have said, this is an updated version of the original. If you've played the original you'd understand the one vs one carrier and the lack of multiplay. I guess you should try the original from www.abandonia.com (page 2 under strategy in games section) and then you'd see how much this game is going to be great.
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I have never found picking up walrus a problem. I have even picked up one then gone back for each of the others and never had a single problem.
I too found out hard way with afterburners, points you straight at the ground at full speed :)
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I was wondering if as the bugs are fixed, or at least the big ones, will you update the beta? I just thought it would be good as the updates may fix one bug but uncover another which we won't find till the full release?
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Log c:\users\peter\documents\carriercommand\crash.log started at 22:57:37:0667
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PETER-PC, 09.04 2012 22:57:37
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 4099d3 at 48
[enf::Set<enf::Pair<int,NCCGame::Achievement *> >::GetIndexOf]: ??? addr:0x004099d3
[enf::Set<enf::Pair<int,NCCGame::Achievement *> >::GetIndexOf]: ??? addr:0x004099d3
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
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Log c:\users\peter\documents\carriercommand\crash.log started at 00:11:50:0162
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PETER-PC, 10.04 2012 00:11:50
Entity is already deleted
Runtime mode
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PETER-PC, 10.04 2012 00:12:13
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 417a5a at 0
[enf::SArray<ent::Drone *,4>::GetCardinality]: ??? addr:0x00417a5a
[enf::SArray<ent::Drone *,4>::GetCardinality]: ??? addr:0x00417a5a
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
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Log c:\users\peter\documents\carriercommand\crash.log started at 20:10:40:0366
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PETER-PC, 10.04 2012 20:10:40
Unhandled exception
Program: ...ctive\Carrier Command Gaea Mission\carrier.exe
Reason: Access violation. Illegal read by 4099d3 at 48
[enf::Set<enf::Pair<int,NCCGame::Achievement *> >::GetIndexOf]: ??? addr:0x004099d3
[enf::Set<enf::Pair<int,NCCGame::Achievement *> >::GetIndexOf]: ??? addr:0x004099d3
(Press Retry to debug the application - JIT must be enabled)
Runtime mode
Deadly Islands mod (10th Anniversary Edition)
in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Posted
Hi Species,
I don't get the crash on the mod anymore but still crashing, which it didn't before I had to re-install. Looks like I will have to reinstall all patches in order!! See if that works.