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View Full Version : Never before seen bug


HEMISENT
05-17-09, 09:40 PM
This is a new one for me and I'm wondering if anybody else has had this happen. I'm still testing certain mods with GWX 3.0 to find the right mix that works for me. I have GWX 3.0 along with a host of mods that worked perfectly with the previous versions. The only new ones I'm trying are RB's SH4 effects and the Lifeboat and Debris mod.

The scenario has happened twice now in two separate campaign missions.

Running on the surface I sighted a small freighter, my stealth meter lit up showing red meaning he saw me also, ship began zig-zagging. All standard so far. Up to and during the attack the meter stayed red. Normally, at the time the ship is destroyed message comes up the meter goes green and all goes back to normal. This time the meter stayed red and never went out. I saved/exited the game after some time.

Now I go to relaunch with Commander, the game loads normally but at the point where the "Not so long ago" script shows and the mission actually starts to become visible on the screen the game crashes to black. I have to control/alt/delete to get out of it.

I have to go back to the previous save prior to the sighting of that particular ship to get back into the game. This seems to happen only with certain types of ships. And does not occur with each ship encountered. I have noticed that so far it's happened with two new ship types that I don't recall seeing in the past versions.

I realize that with my game heavily modded it's probably like trying to find a needle in a haystack but I'm just looking for clues first before I go disabling mods.

robbythesub
05-18-09, 02:14 AM
I would say that there is a conflict between some of your mods, but from my experience in all mods, even when the ship you have attacked has sunk from site, the red bar still shows for some time, presumably since you can still be seen by the survivors that this mod creates better than before (llifeboats etc).
I have always found that you need to sail over the horizon before it goes green.

:up:

Pisces
05-18-09, 06:02 AM
Looks like a variation to the 50km dead-ship savegame bug. According to the GWX 3 manual dead ships reappear when saved within 50km of their location. Somehow, in your case it causes your game to crash. How far away did you move from it's sinking location at the time of saving? And was that submerged? Could this be a combination of the 'submerged save' bug and 'dead units in range'? (page 27 and 30)

HEMISENT
05-18-09, 09:17 AM
Pisces
Both times I stayed on the surface, the first time I sailed a number of hours but I cannot say for sure that it was within 50km or not but I'm thinking that it was well beyond. The second/most recent time I exited the scene at 8kts but only for one hour game time before saving and exiting. Since I now knew that something was possibly going to screw up I didn't wait a long time before exiting then restarting the game.

What I think I'll do, now that this has happened twice in a row is go back and try to duplicate the attack and carefully note how long until the red light goes out-if ever.

Pisces
05-18-09, 01:21 PM
Somebody made empty campaigns to make it easier when loading. I don't know where to get it though. Then you could use it to isolate this issue. Just put a known unit in a test scenario with map editor and he should be alone in the whole world besides you. Because I've seen other ships and contact reports on my map that I didn't put in there. Apearantly the normal campaign files get loaded into a scenario as background.

FIREWALL
05-18-09, 01:28 PM
Somebody made empty campaigns to make it easier when loading. I don't know where to get it though. Then you could use it to isolate this issue. Just put a known unit in a test scenario with map editor and he should be alone in the whole world besides you. Because I've seen other ships and contact reports on my map that I didn't put in there. Apearantly the normal campaign files get loaded into a scenario as background.


It's in the new Downloads section.