Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Mar 11, 2007 3:38 pm Post subject:
Bug with obelisk laser
Subject description: atleast, it seems like it is
I have a problem with the obelisk laser beam. Sometimes when it kills a unit, the whole game freezes I even noticed this bug in the normal unedited TS, but then it doesnt happen much, mostly once in 50 skirmish games or so. But with my mod, in which i have decreased the obelisk's ROF, it has happened nearly any game when i have obelisks
So i have 2 questions:
1. Does anyone else noticed this bug?
2. Is it fixable, and if yes, how?
PS: this bug freezes the game, it doesnt give an IE QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Mar 12, 2007 6:17 am Post subject:
Hum... I'd think maybe a Animation overload, Still I've played alot of Animation to the point of having the game slow down to a craw.
There was time that I recall when some how the AI had 3 Construction Yard and 3 baces to go with them and maybe 1 1/2 hours of playing the game lock up, NO IE as well.
If your obelisk Art is not changed. I don't think the obelisk is cosing the lock up.
Still I'm no help to you... Sorry! _________________
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Mar 12, 2007 2:38 pm Post subject:
Hmm, maybe the animation overload can be it, because you have a few anims at the same time: the charging anim, the laser, and the shocking infantry.
But still, why does it only happen to the obelisk, and not to the cluster missile or the firestorm defence wall, because they have much anims at the same time too...
BTW, i have TS fully patched up to 2.03, and my direct x is version 9c
EDIT: the problem isnt for the obelisks only, it happens to the 'normal' nod laser cannons too. Im thinking that the error is in the laser code now... QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Mar 12, 2007 4:37 pm Post subject:
Curiosity..does this happen in Red Alert 2 with the Laser weapons? like giving a GTNK the Obelisk weapon? Yes this sounds odd, but if you get no error in RA2 then its Tiberian Sun failing as usual. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Mar 12, 2007 6:37 pm Post subject:
The Obelisk has LaserFire as it Primary, Nod laser LaserFire2 as it Primary. If you haven't changed LaserFire2 in Weapon Statistics *Nod laser Weapon* I would say that it's not LaserFire or LaserFire2. Maybe the AI is make something it should not make cosing the lock up.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Mar 13, 2007 3:44 pm Post subject:
Quote:
there is always the slight possibility that you bought a defective copy of the game.
That would be very odd, because it happens with the original TS, and with the TS from TFD.
Quote:
were you using a mod map?
Nope, it happens with all maps, including WW's ones.
Let me explain it again: in (my) unedited TS (both original and TFD version) the game sometimes frooze, and that is mostly with the obelisk when it is firing. Normally, it doesnt happen that much. TBH, it is very rare, but it is still quiet frustrating when it happens.
I didnt bother to find the error, because it was a WW error, and it didnt happen that much.
But recently i have began creating a privat mod for TS again, in which i have lowered the ROF of the obelisk. Since then, the bug happens nearly every game, and for some odd reason, it happens with the small lasers too. The most odd thing is, that i didnt changed the small lasers at all!
I have tried to change some thing both lasers share, and that is that their weapons's warhead has a tag called Sparky=yes. I thought by myself: "Does an obelisk creates fires when it attacks? No!". So i deleted this line, and the results where very good. The laser weapons didnt frooze the game anymore!
But in the next game, i had much artillaries (12 to be exactly) firing at the enemy. And then the game frooze again, even without a laser weapon firing!
Then i remembered that someone had said something about Animation Overload...:
Quote:
Hum... I'd think maybe a Animation overload
Im thinking that is the error. So if anyone is so kind enough to explain what this is and how to solve this, so i can finally get rid of this damn bug, and continue modding.
Without being horrible, what on earth is this "animation overload" that I'm hearing about? The nearest thing I have ever had to an animation overload allready has a name - Lag. I doubt thats it, as it would be obviously noticible. Alternativley, the reconnection error, but that isn't what we have here.
Comapring RA2 and TS is not helpful really, although RA2 uses a modified version of the TS engine, that does not mean you can compare the two.
Also, for the record, TS uses DirectX 6 (or maybe 7, cant remember. Either 6 or 7 though), so no worries really there.
Quote:
But in the next game, i had much artillaries (12 to be exactly) firing at the enemy. And then the game frooze again, even without a laser weapon firing!
Then it's not just the laser's that are causing the error. Or a laser fired off-screen _________________ QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum