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Help!! Strange Problem!!
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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Jan 12, 2010 3:44 pm    Post subject:  Help!! Strange Problem!! Reply with quote  Mark this post and the followings unread

First let's see what happened if you do like this:

Choose Single Player in the Main Menu, then click Skirmish, UNCHECK the Super Weapons checkbox, return to Single Player menu, then click New Game, choose a side and start solo play missions. Then, you see, after these actions we sucessfully disable all the super weapons in missions.

Then I come up with an idea to solve the problem: add DisableableFromShell=no to all the super weapons that may be disabled by that checkbox in each map.
That is to say, add these lines at the end of each map file (opened in notepad):

[ChronoSphereSpecial]
DisableableFromShell=no

[ChronoWarpSpecial]
DisableableFromShell=no

[ForceShieldSpecial]
DisableableFromShell=no

[GeneticConverterSpecial]
DisableableFromShell=no

[IronCurtainSpecial]
DisableableFromShell=no

[LightningStormSpecial]
DisableableFromShell=no

[NukeSpecial]
DisableableFromShell=no

[PsychicDominatorSpecial]
DisableableFromShell=no

In the original 1.001 version it worked quite well. However in NP version (no matter it is AE or SE) an IE occured before loading had finished. My tests showed that it was [LightningStormSpecial] that led to this problem. I have no idea why the IE only occurs with this one. Removing LightningStormSpecial] but keeping the others can prevent the IE from happening. Is there someone that can help me?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Jan 12, 2010 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Long known... fixed in UMP. If your looking for a fix, you best bet is implementing Marshall's UMP into you mod via the development kit. I really can't tell you anything about NP, it's so unstable sometimes it just crashes for no reason.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jan 13, 2010 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
Long known... fixed in UMP. If your looking for a fix, you best bet is implementing Marshall's UMP into you mod via the development kit. I really can't tell you anything about NP, it's so unstable sometimes it just crashes for no reason.

In the About UMP section it wrote:
It is designed for those who want some bug fixes but are not interested in game modifications.

I don't think so. My object is to both fix as many bugs as I can & do some modifications. UMP? Never heard before. I don't know whether it is compatible with NP.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jan 13, 2010 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Meh. Best applied to game modes instead of maps. Less work.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Jan 13, 2010 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

If you implement the fixes in your mod via the developers kit (basically gives you tags for putting in your own inis) it would be just about as compadiable as any other regular YR mod. It fixes that problem by changing the rules to make them not disableable then adds to every single gamemode the tags to make them disableable. Personally I never cared too much, just keep supers on unless you want to play a no supers skirmish, then turn 'em back on later.

In relation to UMP, most mods hosted I would assume, implement the changes. You probably didn't get the memo because no one really mentions it.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jan 13, 2010 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

The simple fix would be to "CHECK" the Super Weapons box before you play the missions... :/

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jan 13, 2010 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

That's quite a 'good' idea, I must say...

To fix this bug, or not to fix, that's not a problem...

All I want to know is why it IEs in NP but not in original version, thanks!!

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Fusion Reactor upgrade is complete.

We will prevail!!!

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Jan 13, 2010 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

probally one of thoes random IE's people seem to get (unlike the other lucky people. There must be a tag that triggers them or something Wink )

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jan 13, 2010 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

except.txt wrote:
Error code: EXCEPTION_ACCESS_VIOLATION

Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:0000000E was read from.
Exception occurred at 005257E0

Version NPatch Autumn Edition
Internal Version NPAE
ErrorCode 00000000 at 00000000
Revision #0011

I say it's not a 'random' IE. The IE box jumps out every time I tried with NP.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jan 13, 2010 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to post more than that. Just the EIP is not enough to read an except.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jan 13, 2010 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, but I've changed my mind. I decided to discard these entries and avoid this bug.

Fixing a small bug led to a BIG BUG... My God >_<!!

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We will prevail!!!

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