Serious 0.64b1 bug [freezes]

Serious 0.64b1 bug [freezes]

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Serious 0.64b1 bug [freezes]

Post by FLOZi »

Yep! You broke TACW! The game hangs when I try and build my barracks, but not when i build non-factories. Any ideas? :|
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

What's TACW?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

My Cold War mod (atleast the 1965-70 era of it).

Asit may be of some use, the fbi:

Code: Select all

[UNITINFO]
	{
	UnitName=GBRBarracks;
	Version=1.0;
	Side=ARM;
	Objectname=GBRBarracks;
	Designation=GBRBarracks;
	Name=Barracks;
	Description=Barracks;
	FootprintX=5;
	FootprintZ=8;
	BuildCostEnergy=4000;
	BuildCostMetal=300;
	MaxDamage=2000;
	MaxWaterDepth=0;
	MaxSlope=15;
	EnergyUse=25;
	BuildTime=4000;
	WorkerTime=150;
	MetalMake=0;
	BMcode=0;
	Builder=1;
	ThreeD=1;
	ZBuffer=1;
	NoAutoFire=0;
	SightDistance=400;
	RadarDistance=0;
	EnergyStorage=0;
	MetalStorage=0;
	ExplodeAs=Medium_Building;
	SelfDestructAs=Medium_Building;
	Category=ARM PLANT LEVEL1 NOWEAPON NOTAIR NOTSUB CTRL_F l1plant;
	TEDClass=PLANT;
	Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
	YardMap=occco occco occco occco occco occco occco occco;
	UnitNumber=1279;
	firestandorders=1;
	StandingFireOrder=2;
	mobilestandorders=1;
	StandingMoveOrder=1;
	canmove=1;
	canpatrol=1;
	canstop=1;
	downloadable=1;
	Stealth=1;
	buildangle=8192;
	}
edit: on further investigation the bug is unit specific, so is either the barracks or perhaps a unit it builds? that is causing the issue. The game hangs as soon as the unit begins to try and build the barracks. When it hangs it causes it to take all the CPU usage in TaskMan.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

What's the Create() function in the script look like?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Code: Select all

Create()
	{
	call-script InitState();
	start-script SmokeUnit();
	//dont-shade base;
	//dont-shade ldoor;
	dont-cache ldoor;
	}
InitState() is just the standard TA script function.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

Ahrg does the same thing on TAWD for me (any chance of seeing some stuff from TACW sometime soon? sounds like an interesting mod to me).
Dunno what to do about it though i tried a fresh install and that didn't work. any ideas yet?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I have identified the issue, at last. I wish the SYs would put stuff like this in the changelogs, you know, stuff that actually matters!

As of 0.64B1 a unit with weapons that are not all congruent will freeze the game. i.e. If the unit has a primary and a tertiary weapon, but not a secondary, the game will freeze upon it's factory being produced.

But what about the Commander I hear you ask? Well, this excludes commandfire=1; weapons it seems (as of 0.6x units with candgun=1; and no weapon with commandfire=1; will crash the game when they fire the weapon).

You can maybe expect some TACW stuff soon... Depends how adamant people are over textures, ever its achille's heel.
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