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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
08-21-2004, 11:08 PM
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#1 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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Game freezing when ZEP crashes
OK, this is exactly my problem: when a Zep dies and should start crashing, the game is freezing. It is not happening allways, usually 2,3 or 4 Zeps are destroyed and everything is OK, they crash normally; then, when another should crash, the game is freezing.
I removed Crashable from [ZEP], so it explodes in air, and the freezing stuff moved to [DISK] !!!
Any ideas ?
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08-22-2004, 12:56 AM
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#2 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Does it happen in original game or only in your mod?
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08-22-2004, 10:22 PM
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#3 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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Only in my mod.
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08-23-2004, 10:20 AM
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#4 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Have you edited weapons or warheads of crashing? I think the problem is in weapons or their animations.
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08-25-2004, 02:09 AM
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#5 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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Well, then the game should freeze ( or give an IE ) EVERY TIME a [ZEP] is destroyed, not just in about 20-25% of the cases, no ?
What really confuses me is this thing with ZEP and DISK, if ZEP is crashable, then the DISK is OK, only when ZEP have Crashable=no, then the DISK will freeze the game when crashing ( again, only in 20-25% of the cases ).
And no, I didn't changed the animations, neither the warheads...
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08-25-2004, 03:03 AM
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#6 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Try to test Zeps And Disks without any moddifications, then step by step add changes. If you haven't edited Zep or Disk codes at all then I don't imagine what may cause IE.
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08-25-2004, 07:47 PM
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#7 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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No, I didn't changed much on [ZEP], just the Cost= and Strenght=.
I remember that changing the HarvestersPerRefinery= in [Generals] causes side effects in soviet AI, maybe there are other tags that affect other things, beside what they say...
The problem is fixed ( I hope ! ), I increased JumpjetWobbles= to .5 for [ZEP] and [DISK]. Now I have to build and send to be killed about 40-50 ZEPs, just to be shure...
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08-25-2004, 11:55 PM
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#8 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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I congratulate you!
So the problem was in moving animation (JumpjetWobbles= is animation parameter), as usual for westwood 
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08-27-2004, 04:16 PM
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#9 (permalink)
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Member
Join Date: Dec 2003
Posts: 69
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just in case you havent solved it ( i dont doubt your abilities or anything) make sure its not something else which happens regularly. I changed something in the ini, went and tested it, and then it crashed, so i spent ages trying to solve the problem with what i had just changed, until i realised it was a clash between AI and game parameters, which happened at nearly exactly the same time in each game, and if you are doing the same procedure over and over again to test a feature, you may not spot it until you have totally removed the new peice of coding.
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09-02-2004, 09:20 PM
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#10 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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Is there a limit on Buildings, too ? I had about 456 buildings in BuildingTypes, I've added a new one, and the Hind started to freeze the game when crashing...
Now I removed some unused buildings from the list ( CATIME, CALOND02 etc ), and now I have 449 buildings, and everything is OK...
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