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#201 Kasrkin84

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Posted 12 February 2018 - 01:27 PM

7 soulstorm installations?! Why on earth do you need 7?

 

That does seem excessive. I only have 2 - a Steam version and a non-Steam version.



#202 Kekoulis

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Posted 12 February 2018 - 01:37 PM

 

I'll have to find an appropriate thread to post questions. Perhaps mdcertainty, Kekoulis or Norwegian_Loki's graphic threads. If anyone has a suggestion as to where to post regarding custom graphics (textures, icons, models, etc.) please let me know.

What do you mean brother? Making custom graphical assets or implementing in-game?


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#203 Industrial_Strength

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Posted 13 February 2018 - 06:47 AM

7 soulstorm installations?! Why on earth do you need 7?

Good question! Mostly for backup & sometimes for certain mods that seem to work best solo. Such as Quero's mod. They came out of habit I guess.

I made it a point to make a backup copy of whole SS folder before installing new mods / modify anything. I need to clean that up. Your right there's no need for that many. As most are very old backups. Thanks for pointing that out. I'll have to get that cleaned up better. As I basically only use the installation I'm playing & 1 or 2 of the backup copies for testing purposes.

Though since it's an old all in one I have plenty of hd space as opposed to a SSD. At least it handles the game alright & seems to be a bit faster with a USB stick set to ReadyBoost.

Sorry digressing. Hopefully that answers your question. Usage that turned into laziness I guess, :)

As for Gambit; that sounds good. I'm more than happy to try 1 at a time as you state. Anything that's requested I'm on it. Feel free to PM regarding. I'll keep a close eye on my phone so I get to it ASAP.

I'm generally unavailable during the day EST. Sorry but no idea on the time difference & don't feel like looking it up ATM but otherwise I'll be checking up on a regular basis.

Looking forward to helping put things through there paces.

Out of time as I must go but @Kekoulis; mostly implementation. File / folder structure, where to put things, what takes precedence over what in load order & the like. Pretty basic stuff I think.

Just some things to optimize appearance. Textures, models, icons. Those sort of things. I remember seeing something about changes that don't desynchronize. That's probably the place to post if I can remember it.

Thanks for the comment fuggles. Thanks to you I'll finally do some much needed spring cleaning. As for Gambit & Kekoulis I'm sure I'll be talking with you both again before to long.
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#204 Kekoulis

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Posted 13 February 2018 - 10:07 AM

 

Out of time as I must go but @Kekoulis; mostly implementation. File / folder structure, where to put things, what takes precedence over what in load order & the like. Pretty basic stuff I think.

Just some things to optimize appearance. Textures, models, icons. Those sort of things. I remember seeing something about changes that don't desynchronize. That's probably the place to post if I can remember it.

These are easy,AE related stuff. Anyone can help you with that here. Simply PM or post in the main Unification thread?


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#205 Industrial_Strength

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Posted 14 February 2018 - 04:18 AM

These are easy,AE related stuff. Anyone can help you with that here. Simply PM or post in the main Unification thread?

Thanks. That's pretty much what I thought.

Basically just some pretty basic stuff. It's mostly that I've forgotten some over the years of not using it. I'll be sure to ask when I get some time to post. Appreciate the information.

#206 Gambit

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Posted 14 February 2018 - 01:08 PM

OK so I finished Chaos Marines and Dark Eldar, and moved to Imperial Guard.

There is a NASTY CTD, when the Valkyries pass for a bombing run.

And it DRIVES ME NUTS!

Before proceeding to alternatives...

 

...A question to the coders:

Util_CreateSquadsAtPosition(g_Player5, "sg_bomber_1", "npc_valkyrie_squad_survival", bombblast_survival_P1[0], 1)
Anim_PlaySGroupAnim("sg_bomber_1", "flyby_left")

The Anim_PlaySGroupAnim("sg_bomber_1", "flyby_left") ALWAYS gives a CTD.

If this line is removed, a Valkyrie model normally appears to the designated spot, ALWAYS (landed of, course). With no issue.

 

Anyone knows a way to fix this??

 

I came up with a couple of solutions to no avail.

I have a couple more (I slept on it :twisted: ). If those fail as well... Ability :thumbsdownsmiley:


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#207 Kekoulis

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Posted 14 February 2018 - 01:15 PM

 

...A question to the coders:

Make a new Valkyrie model? :p


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#208 Gambit

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Posted 14 February 2018 - 01:43 PM

But is it the model???

It was made just for that, so...

 

I have even simplified its AE stats by creating my own version (npc_valkyrie_squad_survival).


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#209 Kekoulis

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Posted 14 February 2018 - 01:48 PM

But is it the model???

It was made just for that, so...

 

I have even simplified its AE stats by creating my own version (npc_valkyrie_squad_survival).

Not at all. I am pulling your leg. :p Did it use to work before? In an another mod? I do believe however it is an AE related issue. Even if the Valkyrie missed an entry in OE or an animations,the model would simply use the ''default broken'' animation,not CTD. This is what i believe at least.


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#210 fuggles

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Posted 14 February 2018 - 01:55 PM

Look at the scar for winter assault mission 1.

#211 Kasrkin84

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Posted 14 February 2018 - 02:32 PM

OK so I finished Chaos Marines and Dark Eldar, and moved to Imperial Guard.

There is a NASTY CTD, when the Valkyries pass for a bombing run.

And it DRIVES ME NUTS!

Before proceeding to alternatives...

 

...A question to the coders:

Util_CreateSquadsAtPosition(g_Player5, "sg_bomber_1", "npc_valkyrie_squad_survival", bombblast_survival_P1[0], 1)
Anim_PlaySGroupAnim("sg_bomber_1", "flyby_left")

The Anim_PlaySGroupAnim("sg_bomber_1", "flyby_left") ALWAYS gives a CTD.

If this line is removed, a Valkyrie model normally appears to the designated spot, ALWAYS (landed of, course). With no issue.

 

Anyone knows a way to fix this??

 

I came up with a couple of solutions to no avail.

I have a couple more (I slept on it :twisted: ). If those fail as well... Ability :thumbsdownsmiley:

 

I had the exact same problem on the Dussala Precinct stronghold mission. I'm not 100% sure about the "flyby_right" and "flyby_center" animations - they will probably cause a crash too, but maybe you could check just to make sure. I couldn't find any solution - in the end I just had to remove the Valkyries from the opening cutscene of the mission.

 

I checked all the relevant files, and the only thing I had different from vanilla was a new texture for the valkyrie model. Doesn't really make sense, as the flyby animations have never caused any problems in the actual single-player campaign where they were originally used (although I haven't actually checked in a while), and this wasn't a problem in the Strongholds mod until a few months back, but now it's a crash every time.


Edited by Kasrkin84, 14 February 2018 - 02:35 PM.


#212 Gambit

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Posted 14 February 2018 - 02:41 PM

...and this wasn't a problem in the Strongholds mod until a few months back, but now it's a crash every time.

Well... I had a similar experience: At first, I was experiencing occasional CTDs, but I was suspecting the old code.

They were scarce, so I got a bit ... "ignorant".

But now I re-wrote the code. From scratch. And instead of "occasional', now the CTDs have an "always" occurrence :p

Spooky!

 

Now... I do have a couple ideas. I do not expect much, but.. Let's see....  :twisted:


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#213 Gambit

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Posted 14 February 2018 - 08:53 PM

Nope.

Failed.

I will have to resort to an ability casting :thumbsdownsmiley:

For now, it will work WITHOUT showing the Valkyries.

I also finished the Eldar code and I am at 90% of the IDH code.

 

I will test today against IDH AI, with a friend of mine, and my brother :twisted:

Yes, it will be a 3p Vs AI game!!! (I will get Dark Angels, my favourite "good' faction)

 

As for winconditions, ALL will be enabled, And when I say ALL, I mean ALL!


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#214 Gambit

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Posted 16 February 2018 - 08:20 PM

Guys, excuse my delay, but the work required is HUGE.

Also, not posting, means that I AM CONSTANTLY CODING, from my behalf. :xcahik_:

 

...I am constantly finding new things that require optimisation/fix, and I am updating them.

By the way, I finished Necrons today as well. So, six races done, seven more to go!

Ah, and re-coded some parts of the wargear (fro Survival) condition.

 

P.S.: I decided not to upload Unification yet (as agreed), as I am STILL updating the form of the race profiles. Striving for seamless operation here!!

So far, the consistency of the new coding is astonishing - I had NO CTD, no crash, no FSE error for... SOME TIME now! :xcahik_:


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#215 Gambit

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Posted 17 February 2018 - 02:52 AM

OK, so I am having THE SAME issue with the previous Survival version.

We played two 3p Vs AI Survival games on Lan. (3p Works great by the way!!!!)

 

BUT after/during the 6th wave, BOTH times, we got player de-syncing errors.

The first player was dropped, and then the 2nd followed within 4 secs.

Single player, the game goes FLAWLESSLY till the end. But in MP,... De-syncing.

It was the same with the previous code - and there are MANY possible culprits.

I suspect the AI...

 

I will try a couple more MP games with my brother and friend tomorrow - against different enemies, and see if I can replicate.

 

Dammit, the logs provide NOTHING useful...


Edited by Gambit, 17 February 2018 - 02:54 AM.

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#216 Industrial_Strength

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Posted 17 February 2018 - 03:56 AM

Sorry to hear your having issues. Best of luck with them!
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#217 Gambit

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Posted 18 February 2018 - 02:38 AM

Well... I use the World Random generator function often.

Is it possible, that it generates different values for different PCs? (I STRONGLY think not) ... I do not know where else to look...

Today we played 3p VS Chaos, and we had a de-syncing at 7/5/7 levels... So we were past 6th level.

 

I have one last possible suspect - the "force idle squads to attack" function of mine. But I do not know what to search for, in it.

I can re-code it to be "simpler" (just re-ordering EXISTING SGroups to attack...)

 

OR, it may be one of the Special win-conditions - the destroy buildings, for example...

 

Dammit.

The code is now perfect, and the gaming mode EXCELLENT, so it is frustrating...


Edited by Gambit, 18 February 2018 - 02:39 AM.

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#218 Industrial_Strength

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Posted 18 February 2018 - 03:59 AM

Again sorry to hear your struggling! Best of luck with it! If you need any outside input, testing or well anything at all; just let me know. I'm always happy to help. You contribute so much & it's very appreciated.

So anything I can do to help you; just ask; as I'm grateful for what you do. I'm sure many in the community feel the same way. So here's hoping things improve for you!
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#219 Gambit

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Posted 18 February 2018 - 10:54 AM

Thanks man :thumbsuphappy:

I will perform that last update, BUT NOT TEST IT, and I will upload the next build.

It took long enough already.

ETA, today.


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#220 Gambit

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Posted 18 February 2018 - 06:54 PM

... Just to say that some hours ago I uploaded the next Unification Beta (beta 2).

See here: https://forums.revor...unification-35/

 

Notes:

- The single-player Survival has NO issues, as far as my tests went. Please test ONLY against the races I mention in the post, because the others are not finished (try only against Chaos, Dark Eldar, Eldar, Guard, IDH or Necrons)

- For the multi-player, I coded a good last-minute update, but I only test if it works. I am not sure it will PREVENT the sync errors that are happening among players... If you have the luxury of testing MP games, please do, and report back.

 

Sorry for the 6-only races availability, I will finish the remaining 7 asap. What remains is just the Heroic Defence (win condition) code, not the actual Waves or anything else.

And this code must be re-written as the new system is totally updated and not compatible with the old scheme.


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