Buginator wrote:psychopompos wrote:
closes yes, but i cant get it to reopen automatically.
or have i misunderstood this function?
It don't reopen automatically again. At least, I don't recall it doing that.
i thought it was a bug from original game, as changing it, didnt seem to change build menu behaviour most of the time.
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.
error : [screenInitialise] Error: Video mode 1150x800@32bpp is not supported!
my strange window dimensions:stare:
Yes, that is a strange res indeed.
its the window dimensions i use for windowed play.
i fixed it be putting --fullscreen
--resolution 1280x1024 back in the shortcut
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?
What frame rates you getting?
In your config file change showFPS=0 to showFPS=1
im pretty sure its stable, as the units kept moving the same speed.
its just that rounds on screen where slowing when close to something.
anyway, il report back.
showFPS=1 set
screencap (F10) in window mode causes... exit.
no error message
Ack! This is sounding like a video driver issue...
damn ATI
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
That should not happen. I don't play with music on usually, but I will check.
happened in 2.0 also
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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?
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this any good to you?
0000: 41 70 70 6c 69 63 61 74 Applicat
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
0058: 31 64 37 63 62 65 0d 0a 1d7cbe..
0000: 6c707041 74616369 206e6f69 6c696146
0010: 20657275 72617720 656e6f7a 30303132
0020: 6578652e 302e3220 3539392e 6920302e
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0040: 2e322065 39392e30 20302e35 6f207461
0050: 65736666 30302074 63376431 0a0d6562
from crash on exit
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"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?
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