PSY'S campaign test
- psychopompos
- Trained
- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
PSY'S campaign test
using the "Latest testing release / 2.1 Beta 5 / 2008-09-28" debug ver on windows xpsp3
cpu = 2.66 cellery
ram = 1gig
gfx = radeon 9250 (latest official drivers)
mission one annoyances noticed.
unable to set multiple structures with shift key.
queue orders doesn't seem to be working at all actually.
could it be that i changed the key mapping?
the build menu behaviour doesn't change regardless of being set to reopen or not.(it just wont re-open)
might i suggest its behaviour is changed to "closes" or "stays open until closed/replaced"
path finding is feels more responsive, though seems dumber.
after exiting game in windowed mode & restarting with normal shortcut, game resumes in windowed mode.
game wont start if you specify "--fullscreen"
have to change it back to fullscreen in video options.
specify that the game launches fullscreen unless specifically told not to?
.......
alt-tab caused a hang of some kind
game became unresponsive
curser changed in reaction to the edge of the task bar & the buttons(smils etc) on this page, yet visually the game did not exit.
ctrl+alt+del did not bring up task manager, at least not visually.
winkey + L / L to log off & log on again to get back to desktop, didnt work, winkey + U / U didnt work.
had to hard off the system.
though this might be due to ati.
---------
i also noticed the scavs seem to do slightly more damage compared to 2.0, or seem to due to new the hit system?
cpu = 2.66 cellery
ram = 1gig
gfx = radeon 9250 (latest official drivers)
mission one annoyances noticed.
unable to set multiple structures with shift key.
queue orders doesn't seem to be working at all actually.
could it be that i changed the key mapping?
the build menu behaviour doesn't change regardless of being set to reopen or not.(it just wont re-open)
might i suggest its behaviour is changed to "closes" or "stays open until closed/replaced"
path finding is feels more responsive, though seems dumber.
after exiting game in windowed mode & restarting with normal shortcut, game resumes in windowed mode.
game wont start if you specify "--fullscreen"
have to change it back to fullscreen in video options.
specify that the game launches fullscreen unless specifically told not to?
.......
alt-tab caused a hang of some kind
game became unresponsive
curser changed in reaction to the edge of the task bar & the buttons(smils etc) on this page, yet visually the game did not exit.
ctrl+alt+del did not bring up task manager, at least not visually.
winkey + L / L to log off & log on again to get back to desktop, didnt work, winkey + U / U didnt work.
had to hard off the system.
though this might be due to ati.
---------
i also noticed the scavs seem to do slightly more damage compared to 2.0, or seem to due to new the hit system?
Re: PSY'S campaign test
psychopompos wrote: mission one annoyances noticed.
unable to set multiple structures with shift key.
queue orders doesn't seem to be working at all actually.
could it be that i changed the key mapping?
the build menu behaviour doesn't change regardless of being set to reopen or not.(it just wont re-open)
might i suggest its behaviour is changed to "closes" or "stays open until closed/replaced"
Sounds like you encountered the Queue error I had problems with for some time (where the GUI got unresponsive if you shift clicked anything for queueing). It seems to be fixed in the latest Trunk versions, but I don't know what actually caused the error. It seems that we who encountered it were just a few of all the people testing.
Desktop: AMD Athlon X3 440 3.0ghz, 4GB RAM, Radeon HD4200, Windows 7 Professional 64-bit
Laptop: AMD Athlon X2 QL-64 2.1Ghz, 3GB RAM, Radeon HD3200, Windows Vista Home Basic 32-bit & Ubuntu 9.04 64-bit
Laptop: AMD Athlon X2 QL-64 2.1Ghz, 3GB RAM, Radeon HD3200, Windows Vista Home Basic 32-bit & Ubuntu 9.04 64-bit
- psychopompos
- Trained
- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
Re: PSY'S campaign test
yup, sounds bout right, though the gui didn't become unresponsive, just the queue wasnt forming, the rest of the menus seemed fine.fisk0 wrote:psychopompos wrote: mission one annoyances noticed.
unable to set multiple structures with shift key.
queue orders doesn't seem to be working at all actually.
could it be that i changed the key mapping?
the build menu behaviour doesn't change regardless of being set to reopen or not.(it just wont re-open)
might i suggest its behaviour is changed to "closes" or "stays open until closed/replaced"
Sounds like you encountered the Queue error I had problems with for some time (where the GUI got unresponsive if you shift clicked anything for queueing). It seems to be fixed in the latest Trunk versions, but I don't know what actually caused the error. It seems that we who encountered it were just a few of all the people testing.
like playing C&C redalert
strange hang bug happened again when alt-tabing
didnt completely hang this time, got some strange visual glitch though.
Re: PSY'S campaign test
I don't seem to be able to reproduce this (with trunk at least). Hmmm.psychopompos wrote:using the "Latest testing release / 2.1 Beta 5 / 2008-09-28" debug ver on windows xpsp3
mission one annoyances noticed.
unable to set multiple structures with shift key.
queue orders doesn't seem to be working at all actually.
could it be that i changed the key mapping?
As for key mappings, goto the options menu, and hit the trashcan icon a few times, and it will reset the keymap.
When you select something to build, it closes the build menu does it not?the build menu behaviour doesn't change regardless of being set to reopen or not.(it just wont re-open)
might i suggest its behaviour is changed to "closes" or "stays open until closed/replaced"
Compared to which version? Beta 4?path finding is feels more responsive, though seems dumber.
Will check this...after exiting game in windowed mode & restarting with normal shortcut, game resumes in windowed mode.
game wont start if you specify "--fullscreen"
have to change it back to fullscreen in video options.
specify that the game launches fullscreen unless specifically told not to?
*checked.
When you play window, and then exit out, and run game again with --fullscreen works here.
When you say the game won't start, what is the error message it gives?
Well, this is usually related to driver issues, but it could be a SDL bug.alt-tab caused a hang of some kind
game became unresponsive
curser changed in reaction to the edge of the task bar & the buttons(smils etc) on this page, yet visually the game did not exit.
ctrl+alt+del did not bring up task manager, at least not visually.
winkey + L / L to log off & log on again to get back to desktop, didnt work, winkey + U / U didnt work.
had to hard off the system.
though this might be due to ati.
I don't think anything has been changed in that regard, but, it might have been a side effect of something else.i also noticed the scavs seem to do slightly more damage compared to 2.0, or seem to due to new the hit system?
Last edited by Buginator on 11 Oct 2008, 19:49, edited 1 time in total.
Reason: updating
Reason: updating
- psychopompos
- Trained
- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
Re: PSY'S campaign test
closes yes, but i cant get it to reopen automatically.Buginator wrote:When you select something to build, it closes the build menu does it not?might i suggest its behaviour is changed to "closes" or "stays open until closed/replaced"
or have i misunderstood this function?
from 2.0Compared to which version? Beta 4?path finding is feels more responsive, though seems dumber.
i told several units to return to hq from just north of the 4th scav base in mission one
they moved without delay... right into a wall. i actually thought it was funny.
(see pic)
error : [screenInitialise] Error: Video mode 1150x800@32bpp is not supported!Will check this...after exiting game in windowed mode & restarting with normal shortcut, game resumes in windowed mode.
game wont start if you specify "--fullscreen"
have to change it back to fullscreen in video options.
specify that the game launches fullscreen unless specifically told not to?
*checked.
When you play window, and then exit out, and run game again with --fullscreen works here.
When you say the game won't start, what is the error message it gives?
my strange window dimensions:stare:
heres the rest of the errors iv had, meant to add them before, but forgot
warning : [openLoadFile] optional file sequenceaudio/BrfCom.txt could not be opened: File not found
warning : [openLoadFile] optional file sequenceaudio/cam1/CAM1bpow.txt could not be opened: File not found
warning : [seq_Play] Sequence display is currently disabled (sequences/BrfCom.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/BrfCom.rpl
warning : [seq_Play] Sequence display is currently disabled (sequences/cam1/CAM1bpow.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/cam1/CAM1bpow.rpl
warning : [openLoadFile] optional file sequenceaudio/BrfCom.txt could not be opened: File not found
warning : [openLoadFile] optional file sequenceaudio/cam1/CAM1bpow.txt could not be opened: File not found
warning : [seq_Play] Sequence display is currently disabled (sequences/BrfCom.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/BrfCom.rpl
warning : [seq_Play] Sequence display is currently disabled (sequences/cam1/CAM1bpow.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/cam1/CAM1bpow.rpl
(those warnings are all to do with no me having no fmv arent they)
-----------
just playing the first away mission & noticed that the rounds from twin mg appear to slow down near their targets/obsticles.
didnt notice with normal mg rounds cause the graphic used for them is too small to see clearly, but im noticing it with the scav mg fire now too.
some kind of issue with my hardware?
---------
screencap (F10) in window mode causes... exit.
no error message
had reset keymap, to check if changing that had anything to do with not being able to queue orders queue orders still didnt work.
after finishing alpha 3B i quickly saved to go restore my key prefs.
clicked exit & then had 2 tracks playing at the same time at the top menu.
1 menu track + 1 game track i think, couldnt find the default .wpl :-S
Re: PSY'S campaign test
It don't reopen automatically again. At least, I don't recall it doing that.psychopompos wrote: closes yes, but i cant get it to reopen automatically.
or have i misunderstood this function?
Yeah... they are pretty dumb sometimes.path finding is feels more responsive, though seems dumber.
from 2.0
i told several units to return to hq from just north of the 4th scav base in mission one
they moved without delay... right into a wall. i actually thought it was funny.
(see pic)
Yes, that is a strange res indeed.error : [screenInitialise] Error: Video mode 1150x800@32bpp is not supported!
my strange window dimensions:stare:
Yep... just spam.heres the rest of the errors iv had, meant to add them before, but forgot
warning : [openLoadFile] optional file sequenceaudio/BrfCom.txt could not be opened: File not found
warning : [openLoadFile] optional file sequenceaudio/cam1/CAM1bpow.txt could not be opened: File not found
warning : [seq_Play] Sequence display is currently disabled (sequences/BrfCom.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/BrfCom.rpl
warning : [seq_Play] Sequence display is currently disabled (sequences/cam1/CAM1bpow.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/cam1/CAM1bpow.rpl
warning : [openLoadFile] optional file sequenceaudio/BrfCom.txt could not be opened: File not found
warning : [openLoadFile] optional file sequenceaudio/cam1/CAM1bpow.txt could not be opened: File not found
warning : [seq_Play] Sequence display is currently disabled (sequences/BrfCom.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/BrfCom.rpl
warning : [seq_Play] Sequence display is currently disabled (sequences/cam1/CAM1bpow.rpl)
warning : [seq_StartFullScreenVideo] seq_StartFullScreenVideo: unable to initialise sequence sequences/cam1/CAM1bpow.rpl
(those warnings are all to do with no me having no fmv arent they)
-----------
What frame rates you getting?just playing the first away mission & noticed that the rounds from twin mg appear to slow down near their targets/obsticles.
didnt notice with normal mg rounds cause the graphic used for them is too small to see clearly, but im noticing it with the scav mg fire now too.
some kind of issue with my hardware?
In your config file change showFPS=0 to showFPS=1
Ack! This is sounding like a video driver issue...screencap (F10) in window mode causes... exit.
no error message
That should not happen. I don't play with music on usually, but I will check.had reset keymap, to check if changing that had anything to do with not being able to queue orders queue orders still didnt work.
after finishing alpha 3B i quickly saved to go restore my key prefs.
clicked exit & then had 2 tracks playing at the same time at the top menu.
1 menu track + 1 game track i think, couldnt find the default .wpl :-S
- psychopompos
- Trained
- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
Re: PSY'S campaign test
i thought it was a bug from original game, as changing it, didnt seem to change build menu behaviour most of the time.Buginator wrote:It don't reopen automatically again. At least, I don't recall it doing that.psychopompos wrote: closes yes, but i cant get it to reopen automatically.
or have i misunderstood this function?
that it said "build menu will reopen" led me to believe it should reopen after you finished setting the structure.
i recall it being very temperamental when queueing build orders with the shift key.
its the window dimensions i use for windowed play.Yes, that is a strange res indeed.error : [screenInitialise] Error: Video mode 1150x800@32bpp is not supported!
my strange window dimensions:stare:
i fixed it be putting --fullscreen --resolution 1280x1024 back in the shortcut
im pretty sure its stable, as the units kept moving the same speed.What frame rates you getting?just playing the first away mission & noticed that the rounds from twin mg appear to slow down near their targets/obsticles.
didnt notice with normal mg rounds cause the graphic used for them is too small to see clearly, but im noticing it with the scav mg fire now too.
some kind of issue with my hardware?
In your config file change showFPS=0 to showFPS=1
its just that rounds on screen where slowing when close to something.
anyway, il report back.
showFPS=1 set
damn ATIAck! This is sounding like a video driver issue...screencap (F10) in window mode causes... exit.
no error message
happened in 2.0 alsoThat should not happen. I don't play with music on usually, but I will check.had reset keymap, to check if changing that had anything to do with not being able to queue orders queue orders still didnt work.
after finishing alpha 3B i quickly saved to go restore my key prefs.
clicked exit & then had 2 tracks playing at the same time at the top menu.
1 menu track + 1 game track i think, couldnt find the default .wpl :-S
----------------
update
playing c1m4 now.
all unit bars in the transport unit select menu are maxed, but zero in the transport cargo bug?
the highlight for the transport button is offset.
same as low time clock flash.
(see pic)
checked the bullet slow down thing, fps is stable @ 11 the whole time.
F10 skips to next track (fullscreen)
are both of these more to do with my gfx card or are others getting it?
--------------------------
this any good to you?
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0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 77 61 72 ure war
0018: 7a 6f 6e 65 32 31 30 30 zone2100
0020: 2e 65 78 65 20 32 2e 30 .exe 2.0
0028: 2e 39 39 35 2e 30 20 69 .995.0 i
0030: 6e 20 77 61 72 7a 6f 6e n warzon
0038: 65 32 31 30 30 2e 65 78 e2100.ex
0040: 65 20 32 2e 30 2e 39 39 e 2.0.99
0048: 35 2e 30 20 61 74 20 6f 5.0 at o
0050: 66 66 73 65 74 20 30 30 ffset 00
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0040: 2e322065 39392e30 20302e35 6f207461
0050: 65736666 30302074 63376431 0a0d6562
from crash on exit
---------
"guard position" missing from key mapping options
command relay centre available on away mission cam1 mission5.
deliberate to allow commander research?
also have hardpoints been changed?
mortars & mgs seem to kill um faster then i remember.
also noticed the bunker slaughterage of the flamers.
clicked continue game to go to mission 6.
crash to windows
runtime error something.
error : [gridRemoveObject] gridRemoveObject: grid out of sync
error : [gridRemoveObject] Assert in Warzone: mapgrid.c:235 (false), last script event: 'N/A'
there is more about it in the .rpt
would you like it attached?
- psychopompos
- Trained
- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
Re: PSY'S campaign test
played half of mission 6 now.
noticed it can be hard to accurately select things with the riticule.(targeting selecting units)
though it is deffinatly better they the aim-above-to-select from the 2.0
the mortars seem to be rather powered up as well
seem to do more damage to tanks then the light cannon at this point in the game
would it be possible to get the new paradigm pod rocket bug template changed from wheels to half track?
and perhaps a pod rocket upgrade or 2?
im playing on hard and their current template is dog food even for 50cal & light cannon.
you've changed the light cannon havnt you!?
previously id have expected to lose more units simply due to not being able to really hurt the scorps at this stage.
after a bit of experimentation with the queue commands bug, it seems to only affect queuing move orders(will also stop truck build orders).
iv also noticed i have to wait a lil bit for the build menu, or i end up clicking the ground behind it.
noticed it can be hard to accurately select things with the riticule.(targeting selecting units)
though it is deffinatly better they the aim-above-to-select from the 2.0
the mortars seem to be rather powered up as well
seem to do more damage to tanks then the light cannon at this point in the game
would it be possible to get the new paradigm pod rocket bug template changed from wheels to half track?
and perhaps a pod rocket upgrade or 2?
im playing on hard and their current template is dog food even for 50cal & light cannon.
you've changed the light cannon havnt you!?
previously id have expected to lose more units simply due to not being able to really hurt the scorps at this stage.
after a bit of experimentation with the queue commands bug, it seems to only affect queuing move orders(will also stop truck build orders).
iv also noticed i have to wait a lil bit for the build menu, or i end up clicking the ground behind it.
Re: PSY'S campaign test
11 FPS? Lower your resolution.
It should be 60FPS (default).
For the other stuff, I will get back to you, I am zzzzzzzz right now.
It should be 60FPS (default).
For the other stuff, I will get back to you, I am zzzzzzzz right now.
Re: PSY'S campaign test
There've been a lot of changes, especially to mortars (3x as powerful as 1.10), but only to multiplayer - campaign should stay the same.psychopompos wrote:played half of mission 6 now.
noticed it can be hard to accurately select things with the riticule.(targeting selecting units)
though it is deffinatly better they the aim-above-to-select from the 2.0
the mortars seem to be rather powered up as well
seem to do more damage to tanks then the light cannon at this point in the game
would it be possible to get the new paradigm pod rocket bug template changed from wheels to half track?
and perhaps a pod rocket upgrade or 2?
im playing on hard and their current template is dog food even for 50cal & light cannon.
you've changed the light cannon havnt you!?
Re: PSY'S campaign test
Can you add --debug all on the shortcut, and then start a new campaign game, and hit F10.psychopompos wrote: screencap (F10) in window mode causes... exit.
no error message
Then attach the logs.
Re: PSY'S campaign test
Yeah, the gfx for time clock/transport is known. Nobody has gotten around to editing the file, and make the images a bit bigger.psychopompos wrote:update
playing c1m4 now.
all unit bars in the transport unit select menu are maxed, but zero in the transport cargo bug?
the highlight for the transport button is offset.
same as low time clock flash.
(see pic)
I am guessing yes for the fps, no for F10, since that should be screenshot key.checked the bullet slow down thing, fps is stable @ 11 the whole time.
F10 skips to next track (fullscreen)
are both of these more to do with my gfx card or are others getting it?
Nope. Useless.this any good to you?
0000: 41 70 70 6c 69 63 61 74 Applicat
...
0050: 65736666 30302074 63376431 0a0d6562
from crash on exit
Attach that savegame if you can."guard position" missing from key mapping options
command relay centre available on away mission cam1 mission5.
deliberate to allow commander research?
Nothing at all should have been changed for the SP game. All the changes were for the MP stuff.also have hardpoints been changed?
mortars & mgs seem to kill um faster then i remember.
also noticed the bunker slaughterage of the flamers.
Yeah, attach the .rpt file, and the savegame that this occurs in.clicked continue game to go to mission 6.
crash to windows
runtime error something.
error : [gridRemoveObject] gridRemoveObject: grid out of sync
error : [gridRemoveObject] Assert in Warzone: mapgrid.c:235 (false), last script event: 'N/A'
there is more about it in the .rpt
would you like it attached?
Thanks!
Re: PSY'S campaign test
I am guessing this has to do with your low FPS.psychopompos wrote:played half of mission 6 now.
noticed it can be hard to accurately select things with the riticule.(targeting selecting units)
though it is deffinatly better they the aim-above-to-select from the 2.0
No, nothing should have been changed for the SP game.the mortars seem to be rather powered up as well
seem to do more damage to tanks then the light cannon at this point in the game
would it be possible to get the new paradigm pod rocket bug template changed from wheels to half track?
and perhaps a pod rocket upgrade or 2?
im playing on hard and their current template is dog food even for 50cal & light cannon.
you've changed the light cannon havnt you!?
previously id have expected to lose more units simply due to not being able to really hurt the scorps at this stage.
Hmm.....after a bit of experimentation with the queue commands bug, it seems to only affect queuing move orders(will also stop truck build orders).
[/quote]iv also noticed i have to wait a lil bit for the build menu, or i end up clicking the ground behind it.
Sounds like another symptom of low FPS.
- psychopompos
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Re: PSY'S campaign test
set the res to 800x600
getting 55fps now
bullet speed thing seems to have been fixed too.
rpt & save files attached
could there be a problem with the difficulty settings making it so easy to kill stuff?
cause it feels like im playing an easier game.
getting 55fps now
bullet speed thing seems to have been fixed too.
rpt & save files attached
could there be a problem with the difficulty settings making it so easy to kill stuff?
cause it feels like im playing an easier game.
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- psychopompos
- Trained
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Re: PSY'S campaign test
your gonna have to come up with a minimum & recommended specs list. and include it with the download.
i now have the settings as low as warfront: turning point & the fps still drops below 10.
need to find a work around for mission 7 (establish foward base) or at least clearer instruction as to how to trigger mission complete.
its hard to tell where the game wants structures & defences put to progress to next level & i cant remember how i did it before.
(cheated this time ¬_¬)
hijack the transport button to this purpose once relay centre is built in the base area?
esc to exit design & intel display screens doesnt seem to work.
------------------------------------------------
enemy escaped, failed mission, chose quit to menu
----------------------------------------------
error : [intGetObject] intGetObject: invalid button ID
error : [intGetObject] Assert in Warzone: hci.c:5294 (( (SDWORD)id - IDOBJ_OBJSTART >= 0 ) && ( (SDWORD)id - IDOBJ_OBJSTART < numObjects )), last script event: 'changeFog'
.rpt attached
selected truck,
half demolished repair facility by accident,
told truck to move away,
tried to rebuild repair facility
windows makes 'doonk' noise
i now have the settings as low as warfront: turning point & the fps still drops below 10.
need to find a work around for mission 7 (establish foward base) or at least clearer instruction as to how to trigger mission complete.
its hard to tell where the game wants structures & defences put to progress to next level & i cant remember how i did it before.
(cheated this time ¬_¬)
hijack the transport button to this purpose once relay centre is built in the base area?
esc to exit design & intel display screens doesnt seem to work.
------------------------------------------------
Code: Select all
Error occured on Sunday, October 19, 2008 at 09:27:33.
Program: C:\Program Files\Warzone 2100\warzone2100.exe(warzone2100)
Command line: "C:\Program Files\Warzone 2100\warzone2100.exe" "--fullscreen" "--resolution" "800x600" "--debug" "all"
Version: Version 2.1_beta5 - DEBUG
Distributor:
Compiled on: Sep 28 2008 16:33:27
Compiled by: GCC 3.4.5 (mingw special)
Executed on: Sun Oct 19 08:48:22 2008
Pointers: 32bit
Compiled against PhysicsFS version: 1.0.1
Running with PhysicsFS version: 1.0.1
C:\Program Files\Warzone 2100\warzone2100.exe caused a Breakpoint at location 77c35b61 in module C:\WINDOWS\system32\msvcrt.dll.
Log message: wz : [scriptFreeCode] Unloading script data
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: prox1-7.txt(45d4d64) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: brief1-7.txt(880e044) not used
Log message: message : [removeMessage] removeMessage: removing message for player 0
Log message: never : [resReleaseBlockData] resReleaseBlockData: TEXPAGE resource: page-7-barbarians-kevlar.png(d2ff167) not used
Log message: wz : [stageTwoShutDown] == stageTwoShutDown ==
Log message: never : [resReleaseBlockData] resReleaseBlockData: STR_RES resource: names.txt(1a66bb4) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: resmessagesall.txt(9120204) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: resmessages3.txt(bc926e4) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: resmessages23.txt(c85ca64) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: resmessages2.txt(bca26e4) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: resmessages12.txt(c96ca64) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: resmessages1.txt(bcf26e4) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SMSG resource: messages.txt(ec0be84) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SFUNC resource: functions.txt(998b174) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SFEAT resource: features.txt(20d5074) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: SSTRUCT resource: structures.txt(fddb5f4) not used
Log message: never : [resReleaseBlockData] resReleaseBlockData: STEMPL resource: templates.txt(869e4) not used
Log message: error : [droidTemplateShutDown] We'll soon be getting a double free()!!!
Log message: error : [droidTemplateShutDown] Assert in Warzone: droid.c:2549 (sDefaultDesignTemplate.pName != pTemplate->pName), last script event: 'enm1DeadTrig (CODE)'
Registers:
eax=00000004 ebx=00000003 ecx=7c91003d edx=00500000 esi=77c12d25 edi=000009f5
eip=77c35b61 esp=0022f598 ebp=0022f8d8 iopl=0 nv up ei pl zr na po nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00200246
Call stack:
77C35B61 C:\WINDOWS\system32\msvcrt.dll:77C35B61 _assert
0042A7BD C:\Program Files\Warzone 2100\warzone2100.exe:0042A7BD droidTemplateShutDown droid.c:2549
005917A3 C:\Program Files\Warzone 2100\warzone2100.exe:005917A3 resReleaseBlockData frameresource.c:782
00469A01 C:\Program Files\Warzone 2100\warzone2100.exe:00469A01 levReleaseAll levels.c:514
0046FC4C C:\Program Files\Warzone 2100\warzone2100.exe:0046FC4C stopGameLoop main.c:599
0046FFB7 C:\Program Files\Warzone 2100\warzone2100.exe:0046FFB7 mainLoop main.c:652
00470868 C:\Program Files\Warzone 2100\warzone2100.exe:00470868 SDL_main main.c:963
005A026A C:\Program Files\Warzone 2100\warzone2100.exe:005A026A
005A0452 C:\Program Files\Warzone 2100\warzone2100.exe:005A0452
0059FF09 C:\Program Files\Warzone 2100\warzone2100.exe:0059FF09
004010A7 C:\Program Files\Warzone 2100\warzone2100.exe:004010A7 __mingw_CRTStartup /home/ron/devel/debian/mingw32-runtime/mingw32-runtime-3.13/build_dir/src/mingw-runtime-3.13-20070825-1/crt1.c:237
00401123 C:\Program Files\Warzone 2100\warzone2100.exe:00401123
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error : [intGetObject] intGetObject: invalid button ID
error : [intGetObject] Assert in Warzone: hci.c:5294 (( (SDWORD)id - IDOBJ_OBJSTART >= 0 ) && ( (SDWORD)id - IDOBJ_OBJSTART < numObjects )), last script event: 'changeFog'
.rpt attached
selected truck,
half demolished repair facility by accident,
told truck to move away,
tried to rebuild repair facility
windows makes 'doonk' noise
- Attachments
-
- rpt.zip
- (1.32 KiB) Downloaded 396 times