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View Full Version : Late 42 CTD. Oooops, my fault! here is why U should read this!


Wulfmann
08-27-07, 09:38 AM
I was transfered to Brisbane and got an update in September but when I tried to start the next patrol, CTD.
I had heavily rewritten tater's campaign mods, editing these is my main effort as in SH3.
One mistake and CTD so off I went to find it.
In the campaign folder I clicked on Jap convoys 42b and got a message "unidentified ship DDDDMinekaze"
Cool, a wrongly named ship can now be identified.
I was putting older DDs as convoy escorts and making newer ones TF escorts 90% of the time so I did not place the paste over the whole name.
Not sure what else the game will report as an error but if you get such a CTD try just opening the various campaign files in the time you are running.
If they open fine at least you know you did not make a name change mistake.

Wulfmann

tater
08-27-07, 10:06 AM
Good points for diagnosing problems.

1. If a mission CTDs the editor, it will CTD the game. (check the error codes the editor will give you too, like object not found, etc)

2. The number of columns in a group MUST be equal or less than the certain number of non-escorting units in the group.

3. Related to 2 but not a CTD issue, regadless of the % probability, one ship in a lead group ALWAYS spawns. Ie: 2xKongo @30% is set to be the group leader, 1 Kongo will always spawn since it is the group leader, the 2d at a 30% chance.

4. Adding a unit to a group with a lesser max speed after waypoint are set can cause problems since the group now can only move at the lesser speed, but many waypoints might be set faster. Haven't checked this for CTD, but I'd avoid it.

tater

sneekyzeke
08-27-07, 10:43 AM
That's a great tip that i'm SURE will come up one day..."hmmm, now what was that about a CTD?...":hmm: Thanx Wulfmann.

Wulfmann
08-27-07, 01:00 PM
I was not aware of #3, good to know as I actually changed all such in your files so ship #1 was one unit and 100% spawn

On #4 I was concerned with some TF that asked for type 102. If one slower than the WP speed was spawned that could not keep up I wondered if that would cause a problem so eliminated them using only ships that would keep up no variability when it could spawn a slower ship.

I will not upload any files for other's to use so your effort remains the center for such use evolving as it does for the betterment of the community

Wulfmann

tater
08-27-07, 01:29 PM
I actually use #3 sometimes on purpose. If I want variability with at least 1 ship, for example. What I really want to know is how the game arranges groups. The larger ships always seem to preferentially spawn in the left column, unfortunately.

tater