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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1051 |
Navy Seal
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Since last version, i get those huge explosions staying forever on screen
![]() Going to redownload and try again, but maybe something conflicting with other mod ![]() I'm still using old style explosion...but i don't see why suddently 0.22 should interfert... ![]() EDIT: think i found the new culprit...it is my AST...zone cfg no longer compatible. So nothing to do with your nice mod! (sorry)
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Last edited by Fifi; 08-06-13 at 01:26 AM. |
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#1052 |
Navy Seal
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Pfff...it's not my AST finally, i got it again without
![]() Am i alone with this issue of FX 0.22? Didn't try it in career, but in single missions it's very obvious... Well, going back with previous 0.21 in the waiting of answer ![]()
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#1053 |
Ocean Warrior
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I guess you're the only who still testing the game/mods
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1054 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
- Have you tried comparing the two zones.cfg files in winmerge? there shouldn't be any other difference between the two files than the new zone added by me to v. 0.22 of the cfg file, but I could have inadvertently changed the settings of some other zone. - Is this happening when ships are torpedoed. If so, are you using one of the 4 add-on torpedo mods which were added by TDW to the latest version of FXU? - Finally: have you used before the reworked torpedo effects while it was available as a patch? Again, as far as I can remember we didn't touch fire explosions (just water explosion), but some other particle generator might have been altered by mistake. ![]() |
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#1055 |
Ocean Warrior
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You're right, we didn't touch them.. because these settings are located in entirely different files..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1056 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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An easy way to test what is wrong with v 0.22:
- enable v 0.21 => test if everything is Okay - enable the new Zones.cfg on top of v 0.21 => test again - enable the new ship zon files on top of the two previous mods => test again - enable the patch version of the reworked torp explosion FX => test again - enable any of the torp add-on's, if you used it during your previous tests. Hopefully, one of the above test will unvail the mistery ![]() |
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#1057 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1058 | |
Navy Seal
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![]() Quote:
![]() I rolled back exactly as before though!! Driving me a bit mad actually. I keep trying...
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#1059 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1060 |
Navy Seal
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![]() ![]() More seriously, half of my mods deactivated, back with 0.21, i still have the problem... So it's not coming from FX 0.22 obviously ![]() Last to investigate is patcher now...with latest radio patches that i activated. Trying without...
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#1061 |
Navy Seal
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Ok, problem is gone...i deactivated latest radio patches, and everything is fine again with 0.21
![]() So those 2 radio patches are not working (on my rig at least) ![]()
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#1062 |
Ocean Warrior
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I've always said - test new mods/patches one by one.. don't enable them all at once..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1063 | |
Navy Seal
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#1064 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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 ![]() |
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#1065 |
Navy Seal
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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 ![]() (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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