XTA Crashes

XTA Crashes

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arby220
Posts: 1
Joined: 07 Aug 2009, 23:00

XTA Crashes

Post by arby220 »

XTA crashes every time I try to play. After it 'Finalizes', it says 'Spring has crashed. A stacktrace has been written to "C:\Program Files\Spring\infolog.txt".

LogOutput initialized.
Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm)
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
[CMyMath::Init] CPU SSE mask: 126, flags:
SSE 1.0: 1, SSE 2.0: 1
SSE 3.0: 1, SSSE 3.0: 1
SSE 4.1: 1, SSE 4.2: 0
SSE 4.0A: 0, SSE 5.0A: 0
using streflop SSE FP-math mode, CPU supports SSE instructions
using configuration source "C:\Users\Administrator\AppData\Local\springsettings.cfg"
OS: Microsoft (build 7100)
Hardware: Intel(R) Core(TM)2 Duo CPU E8300 @ 2.83GHz; 2046MB RAM, 4092MB pagefile
Using read-write data directory: C:\Program Files\Spring\
Using read-only data directory: C:\Users\Administrator\Documents\Spring\
Using read-only data directory: C:\ProgramData\Spring\
Scanning: C:\ProgramData\Spring\maps
Scanning: C:\ProgramData\Spring\base
Scanning: C:\ProgramData\Spring\mods
Scanning: C:\ProgramData\Spring\packages
Scanning: C:\Users\Administrator\Documents\Spring\maps
Scanning: C:\Users\Administrator\Documents\Spring\base
Scanning: C:\Users\Administrator\Documents\Spring\mods
Scanning: C:\Users\Administrator\Documents\Spring\packages
Scanning: C:\Program Files\Spring\maps
Scanning: C:\Program Files\Spring\base
Scanning: C:\Program Files\Spring\mods
Scanning: C:\Program Files\Spring\packages
Video mode set to 1680 x 1050 / 32 bit
[ 0] SDL: 1.2.10
[ 0] GL: 3.1.0
[ 0] GL: NVIDIA Corporation
[ 0] GL: GeForce GTX 260/PCI/SSE2
[ 0] GLEW: 1.4.0
[ 0] Connecting to local server
[ 0] Starting demo recording
[ 0] Skirmish AI (AAI) for team 0 is no Lua AI
[ 0] Using map Palladium 0.5 (beta).smf
[ 0] Recording demo demos/local_20090807_160252_Palladium 0_0.79.1.sdf
[ 0] Using script Commanders
[ 0] Using mod XTA 9.58
[ 0] Using mod archive XTAPEV958.sdz
[ 0] Became player 0 (team 1, allyteam 0)
[ 0] Sound: OpenAL info:
[ 0] Sound: Vendor: Creative Labs Inc.
[ 0] Sound: Version: 1.1
[ 0] Sound: Renderer: Software
[ 0] Sound: AL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
[ 0] Sound: ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[ 0] Sound: Device: Generic Software
[ 0] Sound: Available Devices:
[ 0] Sound: Generic Software
[ 0] Sound: CSound(): Sucessfully parsed 4 SoundItems from gamedata/sounds.lua
[ 0] Parsing unit icons
[ 0] Parsing definitions
[ 0] WARNING: removed core_mkrogoth unitDef, missing model file (core_mkrogoth.3do)
[ 0] WARNING: removed nuclear_missilex3 weaponDef, missing model
[ 0] Loading all definitions: 1.440000
[ 0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[ 0] Loading map informations
[ 0] Opening map file
[ 0] Loading Map
[ 0] Loading detail textures
[ 0] Creating overhead texture
[ 0] Creating ground shading
[ 0] Loading tile file
[ 0] Reading tiles
[ 0] Reading tile map
[ 0] Creating projectile texture
[ 0] Number of damage types: 15
[ 0] Loading weapon definitions
[ 0] Sound: WAV file sounds/WASP1.wav has data length 291939 greater than actual data length 29374
[ 0] Sound: WAV file sounds/rockhit.wav has data length 291939 greater than actual data length 19514
[ 0] Sound: WAV file sounds/ionbeam.wav has data length 1252024692 greater than actual data length 215714
[ 0] Loading unit definitions
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed minelayer
[ 0] WARNING: too many unit categories 33 missed fort
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed minelayer
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] Loading feature definitions
[ 0] Generating trees
[ 0] Creating unit textures
[ 0] Initializing map features
[ 0] Couldnt find wreckage info treetype0
[ 0] Couldnt find wreckage info treetype1
[ 0] Couldnt find wreckage info treetype2
[ 0] Couldnt find wreckage info treetype3
[ 0] Couldnt find wreckage info treetype4
[ 0] Couldnt find wreckage info treetype5
[ 0] Couldnt find wreckage info treetype6
[ 0] Couldnt find wreckage info treetype7
[ 0] Couldnt find wreckage info treetype8
[ 0] Couldnt find wreckage info treetype9
[ 0] Couldnt find wreckage info treetype10
[ 0] Couldnt find wreckage info treetype11
[ 0] Couldnt find wreckage info treetype12
[ 0] Couldnt find wreckage info treetype13
[ 0] Couldnt find wreckage info treetype14
[ 0] Couldnt find wreckage info treetype15
[ 0] Couldnt find wreckage info geovent
[ 0] Unknown map feature type
[ 0] Reading estimate path costs
[ 0] Pathing data checksum: 8257ef0a
[ 0] Creating sky
[ 0] Loading LuaRules
[ 0] gf1 = LuaRules/Gadgets/areaattack.lua
[ 0] gf1 = LuaRules/Gadgets/commoption.lua
[ 0] gf1 = LuaRules/Gadgets/palladiumheight.lua
[ 0] gf1 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf1 = LuaRules/Gadgets/unit_buildspeed.lua
[ 0] gf1 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf1 = LuaRules/Gadgets/unit_disable_buildoptions.lua
[ 0] gf1 = LuaRules/Gadgets/unit_estall_disable.lua
[ 0] gf1 = LuaRules/Gadgets/unit_health_upgrade.lua
[ 0] gf1 = LuaRules/Gadgets/unit_jumpjets.lua
[ 0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf1 = LuaRules/Gadgets/unit_noselfpwn.lua
[ 0] gf1 = LuaRules/Gadgets/unit_refuel.lua
[ 0] gf1 = LuaRules/Gadgets/unit_stealth.lua
[ 0] gf2 = LuaRules/Gadgets/areaattack.lua
[ 0] gf2 = LuaRules/Gadgets/commoption.lua
[ 0] gf2 = LuaRules/Gadgets/palladiumheight.lua
[ 0] gf2 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf2 = LuaRules/Gadgets/unit_buildspeed.lua
[ 0] gf2 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf2 = LuaRules/Gadgets/unit_disable_buildoptions.lua
[ 0] gf2 = LuaRules/Gadgets/unit_estall_disable.lua
[ 0] gf2 = LuaRules/Gadgets/unit_health_upgrade.lua
[ 0] gf2 = LuaRules/Gadgets/unit_jumpjets.lua
[ 0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/unit_noselfpwn.lua
[ 0] gf2 = LuaRules/Gadgets/unit_refuel.lua
[ 0] gf2 = LuaRules/Gadgets/unit_stealth.lua
[ 0] Loaded gadget: CobButton <unit_cobbutton.lua>
[ 0] Loaded gadget: Disable Buildoptions <unit_disable_buildoptions.lua>
[ 0] Loaded gadget: Health Upgrade <unit_health_upgrade.lua>
[ 0] Loaded gadget: Jumpjets <unit_jumpjets.lua>
[ 0] Loaded gadget: No Self Pwn <unit_noselfpwn.lua>
[ 0] Loaded gadget: Palladium HeightMap <palladiumheight.lua>
[ 0] Loaded gadget: Production Rate <unit_buildspeed.lua>
[ 0] Loaded gadget: Repair Pad <unit_refuel.lua>
[ 0] Loaded gadget: UnitEStallDisable <unit_estall_disable.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: UnitStealth <unit_stealth.lua>
[ 0] Loaded gadget: Area Attack <areaattack.lua>
[ 0] Loaded gadget: Commander Options <commoption.lua>
[ 0] Loaded gadget: Team Com Ends <teamcomends.lua>
[ 0] Loaded gadget: Mex Upgrader Gadget <unit_mex_upgrader.lua>
[ 0] gf1 = LuaRules/Gadgets/areaattack.lua
[ 0] gf1 = LuaRules/Gadgets/commoption.lua
[ 0] gf1 = LuaRules/Gadgets/palladiumheight.lua
[ 0] gf1 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf1 = LuaRules/Gadgets/unit_buildspeed.lua
[ 0] gf1 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf1 = LuaRules/Gadgets/unit_disable_buildoptions.lua
[ 0] gf1 = LuaRules/Gadgets/unit_estall_disable.lua
[ 0] gf1 = LuaRules/Gadgets/unit_health_upgrade.lua
[ 0] gf1 = LuaRules/Gadgets/unit_jumpjets.lua
[ 0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf1 = LuaRules/Gadgets/unit_noselfpwn.lua
[ 0] gf1 = LuaRules/Gadgets/unit_refuel.lua
[ 0] gf1 = LuaRules/Gadgets/unit_stealth.lua
[ 0] gf2 = LuaRules/Gadgets/areaattack.lua
[ 0] gf2 = LuaRules/Gadgets/commoption.lua
[ 0] gf2 = LuaRules/Gadgets/palladiumheight.lua
[ 0] gf2 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf2 = LuaRules/Gadgets/unit_buildspeed.lua
[ 0] gf2 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf2 = LuaRules/Gadgets/unit_disable_buildoptions.lua
[ 0] gf2 = LuaRules/Gadgets/unit_estall_disable.lua
[ 0] gf2 = LuaRules/Gadgets/unit_health_upgrade.lua
[ 0] gf2 = LuaRules/Gadgets/unit_jumpjets.lua
[ 0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/unit_noselfpwn.lua
[ 0] gf2 = LuaRules/Gadgets/unit_refuel.lua
[ 0] gf2 = LuaRules/Gadgets/unit_stealth.lua
[ 0] Loaded gadget: Palladium HeightMap <palladiumheight.lua>
[ 0] Loaded gadget: UnitEStallDisable <unit_estall_disable.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: UnitStealth <unit_stealth.lua>
[ 0] Loaded gadget: Area Attack <areaattack.lua>
[ 0] Loaded gadget: Commander Options <commoption.lua>
[ 0] Loaded gadget: Mex Upgrader Gadget <unit_mex_upgrader.lua>
[ 0] Loading LuaGaia
[ 0] Loading LuaUI
[ 0] Using LUAUI_DIRNAME = LuaUI/
[ 0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[ 0] LuaUI: bound F11 to the widget selector
[ 0] LuaUI: bound CTRL+F11 to tweak mode
[ 0] Failed to load: unit_buildbar_xta.lua (duplicate name)
[ 0] Loaded widget: HealthBars - XTA <unit_healthbars_xta.lua>
[ 0] Loaded widget: BuildETA - XTA <gui_build_eta_xta.lua>
[ 0] BuildBar Warning: you deactivated the "blurApi" widget, please reactivate it.
[ 0] Loaded widget: BuildBar - XTA <gui_buildbar_xta.lua>
[ 0] Loaded widget: DontMove - XTA <unit_dontmove_xta.lua>
[ 0] Loaded widget: ReclaimInfo - XTA <gui_reclaiminfo_xta.lua>
[ 0] Loaded widget: Start Point Remover - XTA <init_start_point_remover_xta.lua>
[ 0] Loaded widget: UnitGroups v5.1 - XTA <gui_unitgroups5_1_xta.lua>
[ 0] Loaded widget: Attack AoE - Xta <gui_attack_aoe_xta.lua>
[ 0] Loaded widget: Select n Center! - XTA <gui_center_n_select_xta.lua>
[ 0] Loaded widget: CustomFormations- XTA <unit_customformations.lua>
[ 0] LuaUI v0.3
[ 0] Finalizing...
[ 0] Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm)
[ 0] Build date/time: Jun 23 2009 20:02:52
[ 0] Player UnnamedPlayer connected with number 0 (client version 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm))
[ 0] GameID: 89967c4a30332a454d39908079b8f899
[ 0] SkirmishAI0: land map detected
[ 0] SkirmishAI0: New map-learning file created
[ 0] SkirmishAI0: AAI loaded
[ 0] SkirmishAI0: ressurected
[ 92] Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm) has crashed.
[ 92] Exception: Access violation (0xc0000005)
[ 92] Exception Address: 0x0947d4d8
[ 92] DLL information:
[ 92] 0x00400000 spring
[ 92] 0x77430000 ntdll
[ 92] 0x76a00000 kernel32
[ 92] 0x75800000 KERNELBASE
[ 92] 0x10000000 DevIL
[ 92] 0x77180000 MSVCRT
[ 92] 0x003e0000 ILU
[ 92] 0x77230000 ADVAPI32
[ 92] 0x770b0000 sechost
[ 92] 0x775b0000 RPCRT4
[ 92] 0x70be0000 GLU32
[ 92] 0x6c990000 OPENGL32
[ 92] 0x77130000 GDI32
[ 92] 0x76930000 USER32
[ 92] 0x77580000 LPK
[ 92] 0x76cd0000 USP10
[ 92] 0x6bf90000 DDRAW
[ 92] 0x72c50000 DCIMAN32
[ 92] 0x76dd0000 SETUPAPI
[ 92] 0x75850000 CFGMGR32
[ 92] 0x76c40000 OLEAUT32
[ 92] 0x772d0000 ole32
[ 92] 0x75720000 DEVOBJ
[ 92] 0x74010000 dwmapi
[ 92] 0x76680000 IMAGEHLP
[ 92] 0x6fbc0000 mingwm10
[ 92] 0x75880000 SHELL32
[ 92] 0x770d0000 SHLWAPI
[ 92] 0x76f70000 WS2_32
[ 92] 0x764d0000 NSI
[ 92] 0x01bf0000 SDL
[ 92] 0x6f700000 WINMM
[ 92] 0x7c340000 MSVCR71
[ 92] 0x66fc0000 freetype6
[ 92] 0x61b80000 zlib1
[ 92] 0x6ed80000 glew32
[ 92] 0x6b180000 vorbisfile
[ 92] 0x63e00000 vorbis
[ 92] 0x01c40000 ogg
[ 92] 0x01c60000 OpenAL32
[ 92] 0x77590000 IMM32
[ 92] 0x76ae0000 MSCTF
[ 92] 0x75580000 profapi
[ 92] 0x743b0000 uxtheme
[ 92] 0x75500000 CRYPTBASE
[ 92] 0x69500000 nvoglv32
[ 92] 0x74ff0000 mswsock
[ 92] 0x74b10000 wshtcpip
[ 92] 0x74030000 MMDevAPI
[ 92] 0x743f0000 PROPSYS
[ 92] 0x6ea60000 wdmaud
[ 92] 0x6ea50000 ksuser
[ 92] 0x73b10000 AVRT
[ 92] 0x6ea10000 AUDIOSES
[ 92] 0x6ea00000 msacm32
[ 92] 0x6e9e0000 MSACM32
[ 92] 0x6e9d0000 midimap
[ 92] 0x6dfd0000 dsound
[ 92] 0x73ac0000 POWRPROF
[ 92] 0x76bb0000 CLBCatQ
[ 92] 0x0a0d0000 wrap_oal
[ 92] 0x08570000 AIInterface
[ 92] 0x09460000 SkirmishAI
[ 92] 0x72e90000 dbghelp
[ 92] Stacktrace:
[ 92] (0) C:\Program Files\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll(release+0x2998) [0x0947D4D8]
[ 92] (1) C:\Program Files\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll [0x09476125]
[ 92] (2) C:\Program Files\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll(release+0x2787c) [0x094A23BC]
[ 92] (3) C:\Program Files\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll(handleEvent+0x80) [0x0947A680]
[ 92] (4) C:\Program Files\Spring\spring.exe [0x00926279]
[ 92] (5) C:\Program Files\Spring\spring.exe(skirmishAiCallback_Unit_CurrentCommand_0ARRAY1VALS0getParams+0x106aa) [0x009499DA]
[ 92] (6) C:\Program Files\Spring\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0xff8) [0x0095C7A8]
[ 92] (7) C:\Program Files\Spring\spring.exe(skirmishAiCallback_Unit_CurrentCommand_0ARRAY1VALS0getParams+0x13786) [0x0094CAB6]
[ 92] (8) C:\Program Files\Spring\spring.exe [0x00408C51]
[ 92] (9) C:\Program Files\Spring\spring.exe [0x0041D6B0]
[ 92] (10) C:\Program Files\Spring\spring.exe [0x00421E32]
[ 92] (11) C:\Program Files\Spring\spring.exe [0x008BA365]
[ 92] (12) C:\Program Files\Spring\spring.exe [0x008C3A94]
[ 92] (13) C:\Program Files\Spring\spring.exe [0x008B914C]
[ 92] (14) C:\Program Files\Spring\spring.exe [0x008B9336]
[ 92] (15) C:\Program Files\Spring\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0x4008) [0x0095F7B8]
[ 92] (16) C:\Program Files\Spring\spring.exe [0x0040124B]
[ 92] (17) C:\Program Files\Spring\spring.exe [0x004012B8]
[ 92] (18) C:\Windows\system32\kernel32.dll(BaseThreadInitThunk+0x12) [0x76A510DC]
[ 92] (19) C:\Windows\SYSTEM32\ntdll.dll(RtlProcessFlsData+0xd3) [0x77491E9E]
[ 92] (20) C:\Windows\SYSTEM32\ntdll.dll(RtlProcessFlsData+0xa6) [0x77491E71]
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: XTA Crashes

Post by hoijui »

this is a problem in the AI interface, it has been fixed in current master already, so it will be fixed in the next release of spring.
There is one trick that should prevent it from happening:
make sure that the highest Skirmish AI team ID is not higher then the highest ally team ID in the game, or add NullAIs for upping the ally team IDs.

example bad:
who / team / allyTeam
human_1 / 1 / 1
human_2 / 2 / 1
human_3 / 3 / 1
AAI_1 / 4 / 2
KAIK_2 / 5 / 2
4 and 5 are both higher then 2 -> bad

example good:
who / team / allyTeam
human_1 / 1 / 1
AAI_1 / 2 / 2
KAIK_2 / 3 / 2
NullAI_3 / 4 / 3
[/code]
2 and 3 are both not higher then 3 -> good
Gonzo
Posts: 14
Joined: 19 Mar 2008, 23:26

Re: XTA Crashes

Post by Gonzo »

adding nullai for (ie.) team 3 didnt help in my case

[ 0] (0) C:\Program Files (x86)\Spring\AI\Skirmish\KAIK\0.13\SkirmishAI.dll(handleEvent+0x681c) [0x68D92CDC]
[ 0] (1) C:\Program Files (x86)\Spring\AI\Skirmish\KAIK\0.13\SkirmishAI.dll(handleEvent+0x1d18b) [0x68DA964B]
[ 0] (2) C:\Program Files (x86)\Spring\AI\Skirmish\KAIK\0.13\SkirmishAI.dll(handleEvent+0x1e8b4) [0x68DAAD74]
[ 0] (3) C:\Program Files (x86)\Spring\AI\Skirmish\KAIK\0.13\SkirmishAI.dll(handleEvent+0x26314) [0x68DB27D4]
[ 0] (4) C:\Program Files (x86)\Spring\AI\Skirmish\KAIK\0.13\SkirmishAI.dll(handleEvent+0xcd) [0x68D8C58D]

edit: however, other AIs work for latest Spring with XTA mod :)
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: XTA Crashes

Post by hoijui »

please always post the whole infolg, and use pastebin.com.
i cant say if this is the same bug.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: XTA Crashes

Post by Caydr »

[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed minelayer
[ 0] WARNING: too many unit categories 33 missed fort
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed minelayer
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed mobile
[ 0] WARNING: too many unit categories 33 missed notland
[ 0] WARNING: too many unit categories 33 missed notland
Seriously? Has XTA not been updated in this long? The "mobile" category shouldn't be omitted at any cost, a lot of weapons use that to see if a given unit is a good target. For instance berthas and such avoid targeting mobile units.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: XTA Crashes

Post by Neddie »

Caydr wrote: Seriously? Has XTA not been updated in this long? The "mobile" category shouldn't be omitted at any cost, a lot of weapons use that to see if a given unit is a good target. For instance berthas and such avoid targeting mobile units.
Game design decision. You can design around not having the mobile category.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: XTA Crashes

Post by Tobi »

User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: XTA Crashes

Post by Caydr »

neddiedrow wrote:
Caydr wrote: Seriously? Has XTA not been updated in this long? The "mobile" category shouldn't be omitted at any cost, a lot of weapons use that to see if a given unit is a good target. For instance berthas and such avoid targeting mobile units.
Game design decision. You can design around not having the mobile category.
Or as an alternative, you can fix the mod.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: XTA Crashes

Post by Neddie »

Uh, this isn't a matter of right or wrong. The mobile category serves a function in your work - it does not everywhere.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: XTA Crashes

Post by Noruas »

Caydr wrote:
neddiedrow wrote:
Caydr wrote: Seriously? Has XTA not been updated in this long? The "mobile" category shouldn't be omitted at any cost, a lot of weapons use that to see if a given unit is a good target. For instance berthas and such avoid targeting mobile units.
Game design decision. You can design around not having the mobile category.
Or as an alternative, you can fix the mod.

"Patch it" Caydr, and I'll apply it.
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