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Crotaro

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Everything posted by Crotaro

  1. Howday azrapse and everyone else! I know I've been pretty inactive the last few months here, but basically because for some reason *cough*newgames*cough* I was a bit passive on Carrier Command. Now my dad came home and I wanted to introduce him to all those great mods (namely deadly islands, nemesis and slow ships and that modpack). So far so great, but for some reason, even tho he uses the exact same configuration and game version (1.6something), the nemesis doesn't want to be accepted to be mixed into the rest. Here's the setup and what happens: -deadlyislands -nemesismod -modpack -slowships Without nemesis mod it works fluently without any issues. Check and combine nemesis mod and then press Start Game button, it loads for a few seconds on a black screen, then jumps/crashes back to the desktop...any ideas? PS: Huuuuuuuge thank you for mentioning me in the "Special Thanks"-section <3 I'm really happy I could provide this much help to your development :3
  2. Cannot add anything but a huge wookie-hugging Thank You!
  3. Alright, I now tried sinking the enemy carrier again and this time it went perfectly fluid without any crash or something at all :) Now I just need to hope that someday I'll be able to have deadly islands and nemesis activated :D
  4. (Originally posted on Carrier Command Troubleshooting, now transferred here) Well my game right now is crashing EVERY time(in Strategy Mode)when I destroy the enemy carrier. On the very last hit it switches to a loading screen for half a second, then boops and gives me this error(always) ------------------- Engine Error NULL pointer to instance Class: 'MyGame' Function: 'OnUpdate' Stack trace: scripts/CCGame.c9059 ------------------------- when I click OK the Crash "info" appears saying ----------------------------- Unhandled Exception Program: ....\Carrier Command\carrier.exe Reason: Access violation. Illegal read by 40443a at 98 Script callstack: Class 'MyGame' Function: 'OnUpdate' Stack trace: scripts/CCGame.c9059 SymGetSyFromAddr:487, addr:0x0040443a SymGetSyFromAddr:487, addr:0x0040443a (Press Retry to Debug Info - JIT must be enabled) -------------------------- It's pretty frustrating, since I like the game very much and was so damn proud that I managed to get the APA carrier destroyed right at the beginning while playing on Nemesis Mod. And then it crashed, then I reloaded and it crashed again and well it won't stop and I don't want to have to give up my precious kill >,<
  5. Well it's not like the unmodded version didn't bug at all^^ at least in campaign I experienced some tremendous problem with the last mission. Whenever I freed the CC and the message of the island being ours appeared, the game froze and threw me out. I thought "well okay reload a savestate BEFORE the last island" and when I did this I couldn't continue after Sector 1 because the promised repair gun walrus was never dropped, so the waypoints never updated >,< But that's another story^^
  6. So there I was, another fine english-weathery day of bombarding shores with my carrier's shell cannon. I used a Manta to scout out a bit and stay in a safe spot so I may get better shots on the enemies buildings. My tactic was to aim at the approx location, shoot one time, quickly switch to the Manta to see where the shell landed and then readjust my cannon vertical and horizontal line. Then I wondered(when I actually hit a building 2 or 3 times after having switched to the Manta)why it didn't even start to smoke. I decided to check if it might have been a bug, so I chose the Manta "Heli"-Pad building, since I knew it should fall apart after 3-4 direct hits of my carrier shell cannon. What I did: -Shoot from long range a shell -Switch to Manta -Make sure that the shell hit directly the H-Building(but can be any building) -Repeat this about 10 times -Just shoot at the building without switching to Manta -> Building down in 3-4 hits Conclusion: It appears that the Carrier Shells somehow become either very weak or completely undamaging when you control a different unit while the shell is still in flight. I repeated my experiment a few times and I don't think that something is wrong with my installation.
  7. Well my game right now is crashing EVERY time(in Strategy Mode)when I destroy the enemy carrier. On the very last hit it switches to a loading screen for half a second, then boops and gives me this error(always) ------------------- Engine Error NULL pointer to instance Class: 'MyGame' Function: 'OnUpdate' Stack trace: scripts/CCGame.c9059 ------------------------- when I click OK the Crash "info" appears saying ----------------------------- Unhandled Exception Program: ....\Carrier Command\carrier.exe Reason: Access violation. Illegal read by 40443a at 98 Script callstack: Class 'MyGame' Function: 'OnUpdate' Stack trace: scripts/CCGame.c9059 SymGetSyFromAddr:487, addr:0x0040443a SymGetSyFromAddr:487, addr:0x0040443a (Press Retry to Debug Info - JIT must be enabled) -------------------------- It's pretty frustrating, since I like the game very much and was so damn proud that I managed to get the APA carrier destroyed right at the beginning while playing on Nemesis Mod. And then it crashed, then I reloaded and it crashed again and well it won't stop and I don't want to have to give up my precious kill >,<
  8. I think there's something wrong with the shell gun's damage, too. Sure it shouldn't be a one shot one kill weapon I think, but a huge shell fired from a carier should do more damage than a howitzer shell...or the howitzer's are just loaded with a mini-nuke :P
  9. WOHOOOO!!! Guys check that out! I'm a big bulky frickin steel bastard crawling over the seas the same speed relaxo moves about anywhere! And still I have my nice view positions on my ship completely without any of this unknown annoying space stuff flying around in my face! Plus my damn off-road Walruses can climb steep mountains as if they were built for this!!! Now I just need to check out if my APA rival carrier captain has these awesome features installed on his carrier too! I dunno how you did this, and I would probably just understand 60-75% of it if you explained me, but it works perfectly so far and I wanna give out a huge thanksypants to you! (\(^-^)/)
  10. Sooo i tested it right now with the zip version. It starts and let's me merge the mods together just fine(just saying something about a collision with the script ccgame.c for ModPack1 and slowships)BUT when I start the game everything seems fine, until I realise that none of the mods actually is activated. Ships aren't slower, the Film Grain still persists and the different deck views also won't work. This also happens when I just activate working mods like ModPack1
  11. Hihi eeyup, sorry for abusing your thread for this conversation of troubleshootingness
  12. I would really really love to tell you it finally worked, but...well...nope it didn't >,< I have no idea what might cause the problem, but now the mod mixer won't even startup. When I try to launch him it takes about 15 seconds until windows tells me the mod mixer stopped working and gives out some error thingy which i could send to windows. The information I get from the error is this: C:\Users\Vampirkatz\AppData\Local\Temp\WER6625.tmp.WERInternalMetadata.xml C:\Users\Vampirkatz\AppData\Local\Temp\WER873D.tmp.appcompat.txt C:\Users\Vampirkatz\AppData\Local\Temp\WER875D.tmp.mdmp
  13. Okay, keep in mind I have the retail version installed, not the steam one
  14. Sorry to tell you the new version did nothing better so far. The game window opens and immediately closes again(after pressing the start game button), completely without error or warning signal or something.
  15. Well I was just trying to merge the GripMod/NoFilmGrain already-combined package(ModPack) and the slowships mod plus the DeckViews mod. I would also want to try out nemesis mod but since you already seem to have somewhat bigger problems with that one I'll be perfectly happy if just my ships would slow down^^
  16. well now the error doesn't appear anymore and it(as you said)causes problems(an immediate crash when combining and trying to annotate errors)when doing nemesis mod. So far for the good stuff Bad news is that it now happens(when I press Start Game)to open Carrier Command and immediately close it again(took a look at the processes, said 81 running, before start, 85 for a milisecond and then again 81) EDIT: It won't even start when running 0 mods and trying to start via command mixers Start Game
  17. Alrighty then :) Thanks a lot for already uploading this and taking the efforts! You modder/programmer guys are awesomest!
  18. Hmm...it seems to either have a problem with the non-Steam version or I'm too stupid to do it...I get some error message and when ignoring it it starts, but none of the mods are listed. Not when only the folders are in the CC directory, nor when the complete .rar is in the CC directory... In general the error says that the directory name is invalid, although I already put all files in the command carrier main folder >,< This is what the error says: If the exact error text helps you a bit and you may need the german text translated I'll happily do it, just want the mods to work :bounce3: btw I took screenshots and wanted to add them but as far as I saw I can only insert URL pictures...is that true? Or is there a way without having to upload them first?
  19. This would be awesome if you released it so I(and propably everyone else)may try and see if it works then. Because it appears I don't have this issue only with the slowships mod but like Carrier Command is only able to run one extra command line, so my setup of -mod ModPack1 -mod nemesismod doesn't work either
  20. Help me Gnrl_Grad, you are my only hope! I downloaded it, typed in the command line properly(actually copypasted it from your description)but my bulky carrier still swoops around at a max speed of ~117 Or does your mod change something else and I misunderstood your description? To give you a bit more intel: I already got the ModPack with NoFilmGrain and the GripMod2 to work and managed to copypaste the files from the DockViews Mod into the same ModPack folder and set the commandline -mod ModPack1 All this works fine, and I think your mod would also work fine if I could just paste your files into the same ModPack folder, but this doesn't work since deckviews mod and yours both edit something in the ccgame.c script file and so i can have only one of the two working, because it seems like my shortcut won't execute more than one -mod commandline at once
  21. Not exactly. What I noticed is, that if you fly somewhat upwards during drop the bomb will explode on your manta, which makes sense, because it still has some upward-going "power"(Newtons laws of physics) from your ascent, thus hitting the manta armor and going boom. This means if you fly in more or less a straight horizontal line or downward while releasing the bomb, everything works fine and it detonates on the ground or whereever you dropped it.
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