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Bug with obelisk laser
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Mar 11, 2007 3:38 pm    Post subject:  Bug with obelisk laser
Subject description: atleast, it seems like it is
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I have a problem with the obelisk laser beam. Sometimes when it kills a unit, the whole game freezes Mad 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 Mad

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

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Mar 11, 2007 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

never had this problem have you tried patching TS? Also check your direct X version

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Mar 12, 2007 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Mar 12, 2007 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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ORCACommander
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Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Mar 12, 2007 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is always the slight possibility that you bought a defective copy of the game.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 12, 2007 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps it's not the obelisk, but a setting in your rules.ini?

I'm sorry that this is not much help, but i've never seen / heard of this bug before. Confused

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Mar 12, 2007 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Mar 12, 2007 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

That all I got....

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Mar 12, 2007 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

were you using a mod map?

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Allen
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Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Mar 12, 2007 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCA you may have found it. The one I had a lock up with no IE was with a map I made FinalSun.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Mar 13, 2007 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

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! Confused

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! Very Happy

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! Mad

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.

This was all, thank you for reading Razz

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Mar 13, 2007 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

animation overloads can be fixed by lowering your detail level in the options menu.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Mar 13, 2007 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you try what I suggested for Red Alert 2?

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Creagor
Cyborg Soldier


Joined: 05 Nov 2005
Location: Wales, UK

PostPosted: Tue Mar 13, 2007 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Razz

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