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Ok, problem is gone...i deactivated latest radio patches, and everything is fine again with 0.21 :up:
So those 2 radio patches are not working (on my rig at least) :nope: even giving CTD sometimes... |
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On a side note, the radio patched crashing to desktop when v 0.22 of FXU is not enabled, arise some suspects: according TDW explainations, his patches should assume that radio equipment is already present when the new radio zones are not found on an ship. I see only two possible explnation: either the new zone definitions need to be in zones.cfg anyway, or this in another flaw (besides the never ending explosions) in TDW's code :hmmm: |
All i can say to help you, is my tests were using TDW torpedo single mission (with 1 liberty ship running 5 knots) and SM20 single mission (with 3 boats all stopped - 1 cimmaron 1 CS1B and the other don't recall the english name)
All those boats were like on the screen above, huge explosion from bow to stern never ending... FX 0.21 or FX 0.22 the same issue. But sometimes CTD with 0.21...not with 0.22. Now i've tested my whole mod list using FX 0.22 and FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches), and all is fine WITH radio patches deactivated. As soon as i reactivate radio patch ---> issue back again. Hope this helps to track what's wrong with generic patcher :up: (tried to run debug when had the CTD issue with 0.21, but nothing clear appear about the CTD - just debug list ends without problem reported) |
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Ok, strangely, 90% of time when boat is destroyed/abandonned (when the red flare is fired) a huge explosion happens with all the boat in flames (like my screen above) and it's burning for ever...like if the burning animation was stuck.
Only happens with your radio patches enabled :doh: Without, no prob. PS: using current list in sig |
And it looks like this...Shortly after that CTD is imminent .
http://i72.servimg.com/u/f72/17/10/76/38/sh5img10.jpg |
Hm, after some testing i'm pretty sure that new FX 0.0.22 cause CTD when unit is destroyed, tested in TDW torp tutorial mission, enleast on my rig...:hmmm:
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TDW, I just revised my mods 'warehouse' and downloaded last FXU 0.0.22.. maybe these two mods (FX Update 0.0.22 Stock Torpedoes (modified for torpedoes failure patches), FX Update 0.0.22 Stock Torpedoes - MagDet range 3m (modified for torpedoes failure patches)) should be removed from the FXU.. I've edited them for the stock game only.. :hmmm:
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I'm having the exact same thing. This is happening if I use more than one torpedo or anytime the ship suffers a catastrophic explosion. The explosion graphic freezes then a CTD:o. I usually have enough time to save. I do not currantly have any of the torpedo failure patches enabled. I am getting these about half the time. Mostly when I use more than one torpedo. I disabled the "one ship,one torpedo" mod (I tried both types) and I tried using "Critical Hits..." mod (Both types). It doesn't seem as bad if I use stock (unmodded) torpedo's but I then have to use 5 or 10 torpedos to sink a rowboat. I am trying differant mod and patch configurations but just when I think I've got it solved it happens again. It's best so far with unmodded torpedo hits. I have "Critical Hits v1.2" installed at the moment. I fear it's not going to help though.:hmm2: D40 |
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Katze, Without people like you I would never get my problems solved, Thank you very much. I really thought I had the latest version however, my memory does not always cooperate and I probably focused too much on the FX mod. When I tried disabling the Radio patches as I read below in this thread, TDW had already updated the patcher. Sehr Gut Danke :up: D40 |
I'm still having CTD problem with FX 0.0.22...:hmmm: I'm not so sure yet, but it looks like it's something from "Sea" folder that cause problems.
Also, what is the point of zones.cfg file from FX update mod when later is overwriten by OHII campaign in most modlists (Sober's , Fifi's ect.)? And i have one more question about zones.cfg file...What is defined in this file? Is it damage data (hitpoints, armor)for AI units only or there are some settings for playable submarines too? |
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OHII uses the PT boat and mines made by TDW that also need a zone file If you used any of these two mods without the other and one did not have a zone file - you would ctd So the fix is for the files in these mods to be the same and thus will overwrite each other with no issue and no ctd :up: |
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@Trevally Are you enjoying the new computer hardware? |
Tnx Trevally!:up:
In this file there is category abouth sub parts also. Does changes in those lines effects player submarin in any way or not? For example, can i make sub's compartments more voulnerable to gunfire (lowering hitpoints, armor level in cm)? Currently , we need enormous ammount of firepower to produce some flooding, not so realistic at all. If answer is no, than i would really appreciate if someone can direct me which those files are... I'm having a crasy thought to get rid of that annoying invisible health bar (aka hull integrity) and make sub to actually die from water flooding and sinking. I've done a lot reaserching (zon, upc file) but this is still very unclear for me...:hmmm: |
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OHII uses FX zone files - so there will be no diff My new PC is great - just ordered Rome Total War II:rock: 1 week to go before it is released Quote:
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Restart campaign
i need restart my campaign for this mod???
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