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faber42

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Posts posted by faber42


  1. Species, one other question if I may:

    - when i launch a manta from the map to destroy say a island building, i have to wait several seconds (the launch itself, and a little distance from the carrier) until i can shift-click the carrier to add "dock" to the manta program.

    - i was wondering if it was possible for the mod to shorten that to a single shift-click. launch a manta with shift click on a map waypoint or building and it instantly starts off with a "go there, hit it, return to base" program?


  2. Thank you, its working fine. 

     

    some thoughts:

    • the advanced production screens tends to appear empty now and then and a little later repopulates its production queue again.
    • i changed a line in your script so that the carrier refuelling at ports is about 50 times faster than in your version. This way the carrier refuels at ports at about the speed walrusses refuel near power stations. This changes the game nicely as you usually use islands on your ways around the map to refuel the carrier, you don't produce fuel anymore. its much nicer this way and feels realistic. It gives you a producting advantage but on the other hand a "carrier chasing" and "island settling" disadvantage, as it forces your to stop at islands to refuel. I was wondering if you could make that an option on the DI options so that i don't have to edit the file whenever i update it to a new version
    • i was wondering if it was possible to have island walrusses or mantas set waypoints? it would be very nice to select them, tell them to "go there" and then select the next one. 

    thank you again :)

     

    - Faber


  3. Hey Species,

     

    i have been playing your latest version of the mod for a while now (v1.26, downloaded on 2015-07-28), and great news, the crashes experienced before are gone. Its a very nice experience now. 

     

    Thank you again for this great mod!. 

     

    There has been just one crash, which happend in the following situation:

     

    my carrier is in the battle with the enemy carrer and the enemy manages to take out my guns before i take out his so he is winning.

     

    He takes my carrier down while my drones are out. Instead of "game ended. you lost" the game crashes, leaving the following information behind in the crash log:

     

    TAU, 05.08 2015 01:03:46
    NULL pointer to instance
    Class:      'MyGame'
    Function: 'didrones'
    Stack trace:
    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:5224
    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:10681
     
    Runtime mode
    CLI params: mod deadlyislands 

  4. The recent crashes happened on neutral island because i startet a new game after having had to many crashes on the old one. i was acquiring neutral island in the beginning on the game and experienced the same crashes, usually alway when switching from the walrus view to the map view. Are you sure it still make sense to try it without the manta attack wave setting? I will if you think it makes sense.


  5. Hey Species. i really like the latest addition by your mod, but unfortunately i have crashes very often. Usualy it crashes when switching To the map view.

    The crash details are always

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

    TAU, 19.04 2015 23:06:42

    Unhandled exception

    Program: ...ommon\Carrier Command Gaea Mission\carrier.exe

    Reason: Integer divide by zero

    [enf::MatPostprocess::InitInternal]: ??? addr:0x10243163

    [enf::MatPostprocess::InitInternal]: ??? addr:0x10243163

    (Press Retry to debug the application - JIT must be enabled)

    Runtime mode

    CLI params: mod deadlyislands

    I think i have to revert back to the latest 1.25 version to be able to play the game.


  6. species, FYI, another crash, while loading an empty island at which the carrier just arrived. its a new game this time.

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

    TAU, 13.04 2015 20:48:31

    NULL pointer to instance

    Class: 'MyGame'

    Function: 'diloadqueue'

    Stack trace:

    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:120

    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:9503

    Runtime mode

    CLI params: mod deadlyislands

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

    TAU, 13.04 2015 20:49:53

    Unhandled exception

    Program: ...ommon\Carrier Command Gaea Mission\carrier.exe

    Reason: Access violation. Illegal read by 41dafa at 98

    Script callstack:

    Function: 'diloadqueue'

    Stack trace:

    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:120

    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:9503

    SymGetSymFromAddr:487, addr:0x0041dafa

    SymGetSymFromAddr:487, addr:0x0041dafa

    (Press Retry to debug the application - JIT must be enabled)

    Runtime mode

    CLI params: mod deadlyislands


  7. unfortunately, i see more crashes since installing this mod. i have the following info about the last two crashes from the crash.log:

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

    TAU, 10.04 2015 22:42:21

    NULL pointer to instance

    Class: 'MyGame'

    Function: 'didrones'

    Stack trace:

    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:5371

    D:\Programme\Steam\steamapps\common\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:10672

    Runtime mode

    CLI params: mod deadlyislands

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

    Log D:\Programme\Steam\userdata\25373331\65740\local\crash.log started at 11.04. 19:49:44

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

    TAU, 11.04 2015 19:49:44

    Unhandled exception

    Program: ...ommon\Carrier Command Gaea Mission\carrier.exe

    Reason: Integer divide by zero

    [enf::MatPostprocess::InitInternal]: ??? addr:0x10243163

    [enf::MatPostprocess::InitInternal]: ??? addr:0x10243163

    (Press Retry to debug the application - JIT must be enabled)

    Runtime mode

    CLI params: mod deadlyislands


  8. Hey Species, this is incredible. Very very astonishing what you manage to add to the game. I love the new defence drone and supply barque views and everything else you put in the mod. I did not yet get to see all of it, but what i saw so far is very very nice :)

    It great to see that you can add new visuals to the game such as opening doors for drones. I didn't expect this to be possible for a mod.

    and thanks for including my suggestion for the default loadout. :)

    thank you :)


  9. Yes, i am sure. I kill the enemy several times in a game which starts on the strong enemy strength setting, and i usually manage to equip 4 flaks and a plasma on my carrier before i run into the enemy carrier, and all enemy carriers i then encounter carry plasma and 4 quad-guns, which i can then destroy using my flaks. I never saw the enemy carrier using flaks.

    and yes, i know about the carrier armour hardening, but i'd prefer equal weaponry instead (or on top).


  10. Species, i have 2 suggestions:

    - I like the feature of programmable Manta loadouts very much, but i wonder if it would be possible to have a default loadout, i.e. when a manta gets destroyed and respans as a new one, that it arrives not empty but already equipped with the default loadout equipment? say from the first sport or something?

    - I usually equip my carrier using "flak" canons. I notice that the enemy carrier uses "quad gun" cannons all the time, which makes it easier for me to kill its defences. I know that choosing "green lasers" on my carrier also makes the enemy carrier choose them, but i don't lke them on the carrier and those include "rockets" on the enmy carrier, which are uber-strong, i don't like them either. Therefore the question: can the enemy carrier weaponry be changed to include 1-2 (or 4) flak cannons in the no-lasers-on-carrier-szenario?

    thanx again for the time you still invest in this game :)


  11. Species, i am afraid but i have to report another issue. The auto-Builder feature, which up until recently (before using the 1.25 Version i think) worked flawlessly and which is a great addition to the game, unfortunately became very unreliable. in the game it appears it fills the queue, then empties it again, and seconds later out of the blue refills and re-empties again. And the filled queue is incomplete, as e.g. only yellow entries (mid-prio) but no green entries (low-prio) are present.

    It might have started when i once used the old build screen to temporalily bypass the production queue. Or it startet when i upgraded to 1.25, not sure about that.

    As you can see from the screenshot: It is empty, but from the numbers on the left you see it should not be empty as there is stuff below the requested numbers.

    http://steamcommunity.com/sharedfiles/filedetails/?id=389400868

    Or am i missing something?

    If you need a game save, try this one:

    https://drive.google.com/file/d/0B5anS2kivp_xYk54bUg3eXk4ZlE/view?usp=sharing

    ---------- Post added at 20:59 ---------- Previous post was at 20:55 ----------

    oops, never mind. I just found out the min materials numbers where not set correctly. It was me, my mistake.


  12. Hey Species, i have a curious issue with the mod: the advanced Screen does no longer allow me to change prios or numbers for building stuff.

    It looks like in this screenshot:

    http://steamcommunity.com/sharedfiles/filedetails/?id=388609590

    I am stuck with the productions settings i created some time ago. What can i do now?

    If you need the savegame, you can find it here:

    https://drive.google.com/file/d/0B5anS2kivp_xd2RUTXJvbkkxdk0/view?usp=sharing


  13. Well, i must report that the problem still turns up once in a while. I then press "f" to let go of the walrus and approach a second time and is fixed. Mostly. Right now it instead crashed on me, but the Crash info is not very specific.

    And i think that a manta carrying a walrus picked up by auto-hook flies differently than one with manual pick up. It feels like the rope was more loose. The manta is not as steady.

    The crash info:

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

    Crash info

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

    Unhandled exception

    Program: ...ommon\Carrier Command Gaea Mission\carrier.exe

    Reason: Access violation. Illegal read by 102fa52a at d0e77030

    [enf::MaterialSystem::DrawMesh]: ??? addr:0x102fa52a

    [enf::MaterialSystem::DrawMesh]: ??? addr:0x102fa52a

    (Press Retry to debug the application - JIT must be enabled)

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

    Abbrechen Wiederholen Ignorieren

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


  14. It did grab correctly ? I see it misgrabing all the time as long as "auto hook" is on.

    I think it did show crash details, but i didn't save them. so i don't have the crash details handy. i can give you my cfg file, you'll find it along with the other files in my steam user directory for cc. Look here: https://drive.google.com/file/d/0B5anS2kivp_xYVFqQ0pzak1DREU/edit?usp=sharing i have been playing in the meantime, so expect other stuff in the logs after the last crash. btw. the fuel bars on each unit are AWESOME!!! :) good night.


  15. Your updated 1.22 did fix the auto-hook-enabled-manta-launch-bug. Very nice and fast service as well :)

    it did not seem to fix the situation pictured in the screenshot. It might have made it worse, since now carrier.exe crashes when the auto-hooking fires, but i did have crashes at that point in the older 1.22 as well.

    anyway, i can send you a saved game. I have a game which loads with the manta hovering above a walrus. Just activate auto-hook and put the manta near the walrus and pooof. you should find it here: https://drive.google.com/file/d/0B5anS2kivp_xNVJOVlRJTXFaYk0/edit?usp=sharing


  16. Excellent. I will try the new version out now. Just a quick observation: Your download site (http://www.species1571.pwp.blueyonder.co.uk/carriercommand.htm) still offers the older version v1.21 .

    ---------- Post added at 21:55 ---------- Previous post was at 21:29 ----------

    I just installed the mod and i love the new features, I am impressed what you do to the game. The fuel bars are wonderfull and the map overlays are awesome.

    but i think i have a very odd glitch here. Whenever i try to launch a manta that has a hook mounted from the carrier with "auto hook" active (red), the manta is wrong positionioned during the launch itself (it sits suddenly on the walrus) and then the manta "teleports" to the island, near its command building, and it sits there below the surface. upon moving the manta the script tells me, it corrected the mantas position due to it beeing below ground. its a little hard to describe :)

    This behavious is not always reproduceable. Once the launching manta left it stuck inside the carrier hovering above a walrus.

    Anyway, all of this seems to disappear if "auto hook" is not activated (i.e. blue).

    - Faber

    ---------- Post added at 22:22 ---------- Previous post was at 21:55 ----------

    Well, i am afraid, the auto-hook has other issues too. When i approach my walrus with a manta and auto-hook on, the hook snaps on ok, but the walrus is not liftet, it remains stuck on the ground. Hence the manta cannot fly because it is held in place by the walrus. this looks kinda funny and i got a screenshot of this: http://steamcommunity.com/sharedfiles/filedetails/?id=258975597 Sometimes this drags the manta below ground, which usually is followed by the mantas destruction.

    it looks like i need to have auto-hook turned off for now.

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