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sightreader

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  1. Howdy there! Yes indeed, yet another fun one. We got down the first road and turned a right when our client-server crashed. Once again, being the only folks running this configuration, we seem to get crashes no one else experiences... Crash in application version: 30899.3048 data\lib\managers\instancedescriptionmanager.dsf(-1): cant find member: clear_all_weapon_slots_except in type <void> SCRIPT STACK: data\lib\managers\instancedescriptionmanager.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) Renderer: threaded Physics : threaded
  2. Well, we're probably the only people that play this with a client-server: that is, a server who is also playing. I don't know for sure...
  3. I tell ya, this is one of the FUNNEST levels... something about the pacing and timing of the counter charges; intensity and difficulty without being tedious. Unfortunately, we weren't able to finish due to server crashes. Once again, we were playing client-server matches. The first crash happened after clearing the Hummram and pushing our way back into the village. Crash in application version: 30899.3048 data\lib\managers\instancedescriptionmanager.dsf(-1): cant find member: clear_all_weapon_slots_except in type <void> SCRIPT STACK: data\lib\managers\instancedescriptionmanager.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) Renderer: threaded Physics : threaded The second crash happened when, as my partner worked Humramm, I flanked very wide back to the start zone and pushed into the village: Crash in application version: 30899.3048 data\lib\managers\instancedescriptionmanager.dsf(-1): cant find member: clear_all_weapon_slots_except in type <void> SCRIPT STACK: data\lib\managers\instancedescriptionmanager.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) Renderer: threaded Physics : threaded
  4. Howdy there! We absolutely LOVED the placement of bad guys! Such an art... without blowing the frame rate. I also liked all the secret objectives and all the little gas cans! Woot! We made ALMOST all the way to the end of the level, but after blowing the roadblock and as we pushed our way into the extraction, we got the following crash: As usual, we were using a client server.
  5. Hey, we had a great time with this one... I especially liked some of the .50 cal placement at the beginning. Unfortunately, our server was having serious connection problems (we're not quite sure what's going on... his router may have gotten fried or something).
  6. Howdy there! We had a crash (stack trace lost) when the server C4'd the door leading the heli extraction part of the maze. Anyway, this was definitely a more intense level than normal! On the other hand, it was the first time we tried throwing the "Multiplayer" switch. What does that switch do, exactly?
  7. We tried it, as always, on a client server (that is, the server's machine was playing too). The server reported the game was simply unplayable at its outset, although I, as a pure client, was able to play without a problem. The server postulated that this level may be more suitable to dedicated servers only and we aborted the game before going further. Sorry I don't have any better info for you. We ran the MexBob level after this one, and it ran OK, but wasn't as challenging as your levels normally are.
  8. Great map, Bogie, but we've been getting crashes trying to create a server, and when we remove the Bogie_Bear level we are able to create the server properly. This didn't happen earlier when it first came out - there may be a conflict with some of the newer levels. Has anyone else seen this? If you want, I can enclose an image of all the files in my custom_levels directory.
  9. This is probably one of those client-server crashes, but just in case it isn't, here's the crash: Crash in application version: 30899.3048 data\lib\managers\instancedescriptionmanager.dsf(-1): cant find member: clear_all_weapon_slots_except in type <void> SCRIPT STACK: data\lib\managers\instancedescriptionmanager.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) data\lib\units\extensions\groupunit.dsf(0) Renderer: threaded Physics : threaded[u] Looked like a real fun level, though!
  10. Unbelievably fun. I don't get to play as much nowadays as I just took a job that starts at 5am, and these levels take a long time! Nevertheless, the sniper positions were brilliant, and the difficulty level was beautifully choreographed towards the extract.
  11. Woot! We got a chance to play this one, and it was really intense! A lot of fun. I didn't memorize the names of the checkpoints. However, we had problems after "falling back" to a rally point that was on an elevated platform. The platform had two 50s and a heli attacking us as the AI rushed. What happened was the middle of the platform was blown out, and you couldn't cross to the other side of the platform without falling through the hole. Once in that hole, you were stuck and couldn't climb out. At that point, I had to have the client-server shoot me so I could respawn. The objective before the extract is some sort of building which the AI rushes. Shortly after completing that, we started pushing towards the extract, when I got the following crash: Crash in application version: 30899.3048 Unhandled exception - access violation C STACK: graw2 (???) : ??? graw2 (???) : ??? ??? (???) : ??? graw2 (???) : ??? ??? (???) : ??? ??? (???) : ??? ??? (???) : ??? graw2 (???) : ??? Renderer: threaded Physics : threaded Fortunately the client server kept running. When I got back in, there was some pretty intense lag - it was hard to turn and face one way or another due to a drop in frame rate, but not impossible. It seemed to get better as I worked my way towards the extract. Sweet level! We had a blast.
  12. Hm... I don't know, but it seems unlikely. In an effort to get it to work, I purged about 4 or five other levels, then tried alternately adding and removing the levels in my recent addition list (see above). The first one that caused crashes starting a client server was Alianza, but I list the others because it might be some sort of incompatibility with one of those other levels - maybe a certain combination can't co-exist?
  13. ACK! Bug alert! When I install Alianza v2 along with all the current betas, GRAW2 crashes when I try to start a client server with the following: Crash in application version: 30899.3048 Unhandled exception - access violation C STACK: graw2 (???) : ??? Renderer: threaded Physics : threaded Note: this is NOT while playing the level - it crashes simply trying to "Create Server". The most recent entries into my "custom_levels" directory are the following: coop_tc02_operation_manosos_v1.bundle coop_tc02_operation_alianza_v2.bundle coop_bogie_hcb_v1_3b.bundle coop_bogie_swarm_v1_1b.bundle coop_bogie_levantamiento_v2.bundle Removing Alianza prevents the client server crash from occurring.
  14. OK, played Sanchez City. It was a lot of fun, although the difficulty level was pretty close to the original Sanchez City. After clearing the initial area, we C4'd that door and were pushing into the General's compound. Right after shooting a guy, our client server crashed. Crash in application version: 30899.3048 data\lib\units\types\weapons\bulletweapon.dsf(-1): cant find member: human_data in type <void> SCRIPT STACK: data\lib\units\types\weapons\bulletweapon.dsf(0) data\lib\units\types\weapons\bulletweapon.dsf(0) Renderer: threaded Physics : threaded
  15. So, we got to play "Forest Encampment" and had a great time. The snow and creaking, cold trees were a welcome respite from the arid and dusty Mexican landscape. We had killed the first Havoc, one of us was clearing Camp A while the other was clawing his way towards Camp C and the Rebel Commander when the client-server crashed with the following: Crash in application version: 30899.3048 Unhandled exception - access violation C STACK: ??? (???) : ??? graw2 (???) : ??? graw2 (???) : ??? SCRIPT STACK: data\lib\units\ai\soldier\smovelogics.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded
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