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[v3.1] Back to Basics for v2.602 - New version release! (2013-03-24)

  1. #1151
    Well, I take back anything negative I may have implied about the AI considering I've had my ass handed back to me a few more times then I'd like to admit. The use of AI artillery is down right devastating toward mid/late game. And I've even had a few games where a sort of front-line effect was going on. An invisible line on the map I could barely cross. Build up a rush force, advance to that invisible line, try and sneak in a defensive emplacement, and then get obliterated by artillery. Ouch!. Been a while since I had any fear of losing against the AI. Good job, and no doubt you'll make it better.

    I did notice how you handled the call-in units. I'm shocked I hadn't noticed that the paradrop callins are the only thing that works properly from the AI script side of things. This further proves the reinforcement action in the call-in abilities is absolutely broken in COH. I checked in my AI mod and sure enough, the paratroopers call-in was called three times and each time was recorded in the debug output. Not so with anything else. Hopefully you guys won't mind me trying to incorporate something like what you did in my tiny AI mod? I'm convinced the broken reinforcement action is having an unseen effect on the AI economy and that just isn't a good thing.

    The one thing in your mod I don't agree with is adding health bonus to the AI. That goes too far. If you want the AI stronger, better to make them use stronger unit types instead (and/or more of them). Anyway, looking forward to an update.

  2. #1152
    <3 Philadelphia mandead's Avatar
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    Have any of these (seemingly major) AI issues been reported to Relic for 2.07?
    "Pink Floyd and Keith Floyd made me who I am today."

  3. #1153
    Hey Nurbsico. Thanks for the reply!

    Yep, feel free to use any of the AI features. I always tell that whatever I do is free to use for everybody. Not sure about attribs and art, that's celestial's thing I only work on actual stats rather than any creativity.

    Anyways, you're right about the paradrop action. I've used my platoon script to be able to quickly update the files, if you want to know how, I can show you.

    About the health buff - yeah, like I said, that 1.25 buff was an experimental thing I did once and forgot to revert. Before it was only 1.125 and that was fine. You know that AI is pretty stupid with its units that's why it needs the buff. Besides, vcoh has it buffed all the way to 1.35 for expert. But at the moment there's absolutely no health buff for any difficulty. We're hoping to release it this way!

    Small note about artillery: Harder difficulty AI has a huge munition income buff with current release as well. It pretty much allows it to spam almost all of the squad abilities AND have artillery. We're lowering it this time, it won't be that drastic. It did provide for some really hard opposition from AI but it was too much if for instance you have one human on the AI team as well. As the human could successfully prevent any advancement from other players while AI could slowly push up with all the abilities it has pretty much unlimited access to. Now that we've lowered it, however, it's going to be a difficult task of balancing out when it should use squad abilities and when it should use player abilities (such as off-map artillery). As always, a bit of a tedious process but the end result is worth it, hehe.

    By the way, if you're interested, I can also give you this script I've created which works only for single player. I've been thinking of releasing a separate SGA set with a separate little .module for this. It's the british hq control through scar. Unfortunately, there's no way to control individual units from AI files (aside from tactics files, which don't normally run unless the unit is in combat), therefore I am forced to use scar 'Command_' functions which in term cause sync errors... I've worked on that script for weeks only to find out that ALL of AI has to be completely disabled for the sync not to happen. Relic has an interesting philosophy of allowing players to take control of other player's units but not of AI's. Or, well, you can take control of it, just not through script. lol... Really frustrating. But yeah, that script makes HQs really smart, or not nearly as dumb as default british hq control. Fixes british army, more or less. Tell me if you're interested.

    And as always, thanks for the interest in the mod

    @mandead: We've been trying to reach a community manager with these issues and I'm sure they're even aware of it. The first time we reported the reinforcement action bug he did reply, saying that it is unlikely they would change any core features of the game (such as ability core functions, being reinforcement_action). This time we've been trying to reach them about the sync error I've been talking about above and we didn't even get a reply at all
    Maybe we should create a post about it on the forums somewhere though. But it's always almost work to keep the thread alive and updated, replying to people. I'm not really willing to do that, maybe I'll talk to Celestial about it.

  4. #1154
    Member Hopit's Avatar
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    Finland. Status: In the corner crying.
    all bugs I've noticed is a lot of pink icons that allies have
    can't remember what they were, just had a quick check tho

  5. #1155
    AGameAnx,

    Anyways, you're right about the paradrop action. I've used my platoon script to be able to quickly update the files, if you want to know how, I can show you.
    Yep, I'm interested for sure, because it looks like you guys solved a long standing problem relic should have fixed a long time ago. This is a big deal cuz it finally stops the errant resource snagging that goes on continually and unseen by the AI scripts. Also, the demand system for the call-ins actually works now. Demand_Neverbuild is truly honored, and a dynamic anti-spam equation can be used instead of hard capping the callins like what I'm used to doing. With the broken reinforcement action, the AI scripts had no control after the initial call-in ability was cast. In the end, this DOES help the AI better use its manpower resource. Another plus for me, if I can get this all working, is I can finally get rid of some cheesy SCAR based call-in capping code cuz I won't need it anymore.

    At the moment I'm trying to get at least the stormtroopers and the stugH callins to operate under your method, but I keep getting an "unable to perform action" error on those two abilities. No doubt you've run into this so any suggestions on what I'm missing would be nice. Actually, any help at all would be GREATLY appreciated. Shoot me a PM when you can.

    About the health buff - yeah, like I said, that 1.25 buff was an experimental thing I did once and forgot to revert. Before it was only 1.125 and that was fine. You know that AI is pretty stupid with its units that's why it needs the buff. Besides, vcoh has it buffed all the way to 1.35 for expert. But at the moment there's absolutely no health buff for any difficulty. We're hoping to release it this way!
    Well, you should know I tested your mod already with no health bonus and it really doesn't matter all that much. However, if you just need to give the AI a bit more bite, then adding a 5-10 percent health buff would be just fine. Yep, I tested with that and it was hardly noticeable. I'm kinda considering doing the same with my tiny AI mod as well.

    Small note about artillery: Harder difficulty AI has a huge munition income buff with current release as well. It pretty much allows it to spam almost all of the squad abilities AND have artillery. We're lowering it this time, it won't be that drastic. It did provide for some really hard opposition from AI but it was too much if for instance you have one...
    I hope you don't drop it down too far, cuz I actually enjoyed being affraid of the allied artillery. Maybe its just a map thing, but one of those included maps (The one with the rail station?), has the tendency to create that invisible front-line effect when allied AI sets itself up properly. I've had the best dam skirmish games yet. And one game in particular that lasted almost 3 hours with me losing by 10 stupid victory points. Man that was a good one. Frustrating as hell too. But thats the kind of thing a good mod should provide!

    By the way, if you're interested, I can also give you this script I've created which works only for single player. I've been thinking of releasing a separate SGA set with a separate little .module for this. It's the british hq control through scar. Unfortunately, there's no way to control individual units from AI files (aside from tactics files, which...
    I remember you posting about this a while back and I never got around to trying to make it work on my end. If its called "aicontrol.scar" you have the script in your mod, but I guess it wasn't implemented. So yes, I'm interested. And I'd assume anyone else who wants an already decent AI in an already decent mod would want it as well even if just for single player. So I guess you guys actually fixed "two" long standing screw ups relic never thought important enough to do themselves.

    --

    Now some people might think otherwise, but getting this call-in bullpucky (broken reinforcement action) under wraps is a big deal. I've said it before, I have proof positive that the AI economy is getting short changed by this bug, but I can't really explain how its happening. Just that it is. Huge amounts of manpower and wait times are being used by an unseen background ability when clearly that should not be happening. AGameAnx method of handling the callins proves this even more so.

  6. #1156
    Member Twitchy's Avatar
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    @Celestial - I've taken a try to your mod, but I have a question. I know that the Stuart's Canister shot is 75 Munitions because it's supposed to balance out how good it is, but I find if the British player just builds more then one (So two or three) You can easily drive one up, use the ability and drive it back while you drive your second one up, then all you do is rinse and repeat until the enemy infantry is completely destroyed. I also noticed that the Axis team has quite the time fighting them as they can take more then one Faust and can easily drive out of range with their speed.

    Just thought I'd let you know since I've already made one of my friends hate it so much that he won't play the mod anymore. I'd personnally like to see your opinions on it.

    Thanks,

    ~Twitchy
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  7. Modding Senior Member Company of Heroes Senior Member  #1157
    Celéstial by heart Celution's Avatar
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    Thanks for your feedback Twitchy, even though I play the Commonwealth pretty often, I barely make Stuarts myself, and actually never use the Canister Shot. We'll look into the Stuart asap, as we barely touched it for a long time. I'll keep you posted.

  8. #1158
    Member Jagdpanther's Avatar
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    Hi @Cel, I tried your mod yesterday and have found some "No Range" strings, two of them are even logged in the "localizer.log". Both logged once comes from the "zannihilate_atc_local.lua", the other I can't remember (it's not logged), but it was a unit or upgrade for the panzerelite (maybe a tooltip).

    Code:
    Requested string range doesn't exists '18173655'
    Requested string range doesn't exists '18173656'

  9. Modding Senior Member Company of Heroes Senior Member  #1159
    Celéstial by heart Celution's Avatar
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    JP, do you run a German version of CoH? Cos the German and Polish .ucs files are horribely outdated, i'll fix that soon (so they just use the english one).

  10. #1160
    Member Jagdpanther's Avatar
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    Yepp, shame on me.

  11. #1161
    Member Lukey94's Avatar
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    I'd like to report that the launcher works on Vista 32bit
    Also, just a query does it work as a torrent or does it provide a direct download to the server??
    thanks!

  12. #1162
    @Lukey94 - thanks for confirming the OS. I'm unsure as to what you mean in your second line though. The launcher is simply an interface, and barely has any dynamic features right now (it's something I'm looking at though).

    James

  13. #1163
    AGameAnx/Celéstial

    I know I read it somewhere, but you guys were going to fix some of the squadai files right?. Well, I have a suggestion for the snipers. Mostly, this aids a human player with many snipers and not much skill at mirco-managing them all. Mainly when the sniper isn't exactly in good cover if any cover at all. Not only that, but I think it makes more sense to do it this way. Create a separate 'sniper-idle-plan' and add a precise time delay (1.5-2.5 seconds) before the sniper is told to jump for cover. Basically, the sniper can crack off a shot before diving for cover (Usually toward the enemy) and getting killed in the process. Try out some stuff here. I think I used default-plan.ai as a base for the sniper-idle-plan that sits in the squad_ai_retaliation_file slot. Add an initial delay and see.

    Also...

    I can see you value reinforcement before almost anything else. Have you considered bypassing the demand system completely?. One of the big advantages of doing it this way is that the AI will always reinforce a squad at any/all opportunities. An example is if a squad runs past a healing half track or medical structure, the AI will attempt to reinforce said squad. Sure, the squad may not be completely reinforced when it does this, but the reinforcement cost will already be bought and paid for when it actually arrives at something like an HQ that can truly reinforce the unit given its rally timeout. The overall effect is that large amounts of sqauds can be reinforced without restrictions. This also includes allies running past an HQ as well.

    One catch is that it can sap manpower (Not really that much of a problem for hard or hardest AI). The next catch is it can make the AI in your mod almost impossible to deal with cuz almost all of its squads will be completely reinforced before moving out to attack/defend/capture territory. The last catch is that it totally overrides the building of new units. Reinforce infantry first, then build new squads either infantry or vehicles. My method also kills off any other unit production once the reinforcement task is populated with squads needing reinforcement on any particular frame.

    I've tried it and dare I say it? Ouch!!!. No more half squads unless you've beaten down the AI to the point it can't even support reinforcement.

    Anywho, just some suggestions...

  14. #1164
    Sorry for the belated reply. I'm really drowning in homework, I'll get back to your PM in a week or so when I'm done with it and the year is over (only exams and coursework left).

    We've been trying to fix squadai - trying to stop squads from randomly jumping out of cover but it didn't help. I believe celestial has tried using files from an old AI mod (sorry that I can't recall the name now) which might have helped. I'm not sure, I didn't play for a long time. And sniper file - well that's fixed in the new patch, I don't think we're gonna be worrying about it too much. Great idea though.

    It's a good idea with reinforcements. To be honest, I'm still not sure why AI is floating resources even though it has improved drastically. And I'm not sure why it's not instantly reinforcing stuff because it should. Maybe that's related to the actual purchases which are made before the money is available so it's waiting for the missing ones. Avoiding the demand system completely might be a bad idea but it should be a sufficient temporary solution which I'm definitely going to look into. While I'm there, I'll just check and see if I can simply make it buy certain things regardless of the resource prerequisite. Or maybe it would be a good idea to increase the demand of the pre-purchased object drastically instead of forcing the wait for the resources. Since reinforcements are almost always a better choice it would switch to that anyway. And other better choices which could possibly occur during the wait time could still be made as well.

    Thanks for sharing your ideas man it's greatly appreciated. You really couldn't have caught me in a worse time though, really tough days for me. Every Monday I don't sleep at all, maybe 4 weeks in a row now, I get one day of rest per week and other days are like 5h of sleep. Freakin' homework and work, but not so much work, cos I can just tell boss I'm busy and he's cool with it (cool boss! ). But yeah, I'm looking forward to checking out what I can do with that, it hasn't really crossed my mind to figure it out completely cos there's always plenty of other things to worry about. I did know about the problem but I was lazy. But now that you've mentioned an easy solution and stuff, it's already inspiring to work on it lol. And yeah, I'll get back to your PM, it's probably gonna end up being quite a lengthy answer so sorry if I do take my time. I have quite a bit of PMs on another website which I didn't answer for ages now too

    Anyways, cheers! Once again, really glad you're enjoying it

  15. #1165
    To be honest , this is my favourite Company Of Heroes mod .

    Keep it up !

  16. #1166
    Mod doesn't seem to be working for me, can open the launcher fine but when I try to launch the game it gives a relic crash report...

    Not sure if it's because of the new patch, did try re-installing everything but it didn't seem to work...

  17. Modding Senior Member Company of Heroes Senior Member  #1167
    Celéstial by heart Celution's Avatar
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    It's strange, since the mod works fine on my end, and I didn't change the module. Try creating a shortcut from the normal relicCOH.ext, go to properties and add -mod Improved -dev to it.

    make sure there is a space between " and -

  18. #1168
    I also have had a report via our Facebook page of the mod not working since the latest patch. Anonymous7246 - could you post your warnings.log file on here (or send via PM to me or Celéstial) and I'll compare it to the other one I have had sent in.

    You can find it in My Documents/My Games/Company of Heroes/warnings.log

    Thanks

  19. #1169
    Tried what Celestial said but still didn't work so here is my warning.log file

    Code:
    RELICCOH started at 2011-05-30 22:19
    OS NT 6.1 (sp0.0) x64, 3002MB Physical Memory, 1229 Physical Available, 3976 Virtual Available
    RUN-OPTIONS -mod Improved -dev 
    WORKING-DIR C:\Program Files (x86)\THQ\Company of Heroes
    USER Armando
    
    22:19:45.43   2 Logical Processors detected
    22:19:45.43   Multithreading Enabled
    22:19:45.43   THREAD: Hyper-Threading Technology Processors are not detected.
    22:19:45.43   XTHREAD: Detected 2 core(s) with 2 hardware thread(s)
    22:19:45.43   XTHREAD: Main thread now used as XThread 0
    22:19:45.43   XTHREAD: Spawned thread on processor 1
    22:19:45.43   MATHBOX -- Version=6, Cpu=Intel Pentium III:f=6,m=7, Mode=SSE
    22:19:45.43   GAME -- Company Of Heroes, 2.602.0, Build live.2.602.0, Type live, Language English
    22:19:45.45   MOD -- Mounting RelicDLC1(BtB), 1.0
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'DLC1\Data\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\Data\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataArtLow\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\DataArtLow\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataSoundEnglish\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\DataSoundEnglish\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\Movies\'
    22:19:45.45   MOD -- Mounting RelicDLC2(BtB), 1.0
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'DLC2\Data\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\Data\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataArtLow\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\DataArtLow\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataSoundEnglish\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\DataSoundEnglish\'
    22:19:45.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\Movies\'
    22:19:45.45   MOD -- Mounting RelicDLC3(BtB), 1.0
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'DLC3\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataArtLow\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\DataArtLow\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataSoundEnglish\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\DataSoundEnglish\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\Movies\'
    22:19:45.46   MOD -- Mounting RelicOps(BtB), 1.0
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'CoH\Ops\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\Ops\Data\'
    22:19:45.46   MOD -- Mounting Improved, 1.13
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'RelicOnline\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\RelicOnline\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'CoH\Engine\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\Engine\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\Data\'
    22:19:45.46   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\Data\'
    22:19:45.48   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataArtLow\'
    22:19:45.48   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\DataArtLow\'
    22:19:45.48   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\DataSoundHigh\'
    22:19:45.48   FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\English\Data\'
    22:19:45.48   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Engine\Locale\English\Data\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundEnglish\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\DataSoundEnglish\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'CoH\Locale\English\Data\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\Locale\English\Data\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\DataAttrib\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\Movies\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\Movies\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\Movies\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Engine\Movies\'
    22:19:45.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\WW2\Movies\'
    22:19:45.57   GAME -- Resetting fp control word.
    PBGM -- Group 'abilities\.7943acc3-1125-4acd-bfb0-4ae72d999dc4.ally_air_strike_ability_strafe', was requested to load, but load fialed.  Corrupted file?
    -- FATAL EXIT --
    propertybaggroupmanager.c/606:!
    --stack trace--
    0x69600423: PropertyBagGroupManager::GetGroupInternal         (C:\Program Files (x86)\THQ\Company of Heroes\SimEngine.dll)
    0x76FF14D1: HeapFree                                    (C:\Windows\syswow64\kernel32.dll)
    0x73A74C39: free                                        (C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.5592_none_d09196c24426e2d4\MSVCR80.dll)
    0x6960FC0A: BuildingDynamics::OnConstructed             (C:\Program Files (x86)\THQ\Company of Heroes\SimEngine.dll)
    0x6960FD11: BuildingDynamics::OnConstructed             (C:\Program Files (x86)\THQ\Company of Heroes\SimEngine.dll)
    Last edited by Kapp'n; 31st May 11 at 8:01 AM. Reason: added "code" tags

  20. #1170
    Heya, i just got this mod and its just amazing, add's soo much new stuff while still being balanced. BUT i am haveing great troble playing multiplayer, is it even possible to play this mod multiplayer? And if soo how?? Possible or not, thank you for a great mod (:

  21. #1171
    Member
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    Hi, just wanted to help a few guys here,

    @ Anonymous7246 :
    Just trying to help here, try deleting the file Company of Heroes\Improved\DataAttrib\attrib\abilities\ally_air_strike_ability_strafe and play.

    @ Mikkeldk802 :
    It is possible playing the mod multiplayer. Just make sure everyone has got the same entry behind the CoH mod shortcut which is (example) "G:\Company of Heroes" -mod Improved -dev or using the provided launcher from installer, same patch for CoH and same mod version. Playing mutli is just the same as normal, but people have got to have the same things (mentioned before) to be able to play with you.

  22. Modding Senior Member Company of Heroes Senior Member  #1172
    Celéstial by heart Celution's Avatar
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    Sweden
    I'll release a new version soon, planned to do it weeks ago, but had a busy life, CoH patch and several other things came in between. You can play any mod online, the thing is that other players need the exact same version of the mod launched to be able to join your games.

  23. #1173
    @ CohModderSolo

    Just tried it but still doesn't work...

  24. #1174
    Anonymous7246, from the log it looks like the game is actually trying to access the files inside your documents folder rather than the actual game folder. I'm not sure why. But make sure you have all the exe files in your game root directory and go from there. I could guess it may be something with installer or something but I'm absolutely not sure.

  25. #1175
    Thanks alot guys! I'll try it soon, i think it was becouse my other friend had an other mod on the game aswell, soo when he got Back to basic he just installed it over the old mod, i bet that messed the game up, we have both re -installed the game now, soo i guess it will work now (: thanks again for the help.

  26. #1176
    Member doom44's Avatar
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    I just played a match in Back to Basics with CoH v2.602. Everything worked fine for me. So it looks like it works with the new patch.
    (\__/)
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  27. #1177
    Finally got BtB to work had to completely reinstall CoH and then install BtB before any other mod, thanks for the help guys!

    EDIT: Hmm spoke too soon now it crashes when i try to enter the game from the loading screen

    Anyway here is the crash report

    Code:
    RELICCOH started at 2011-06-03 20:14
    OS NT 6.1 (sp0.0) x64, 3002MB Physical Memory, 1666 Physical Available, 3975 Virtual Available
    RUN-OPTIONS -mod Improved -dev 
    WORKING-DIR C:\Program Files (x86)\THQ\Company of Heroes
    USER Armando
    
    20:14:28.47   2 Logical Processors detected
    20:14:28.47   Multithreading Enabled
    20:14:28.47   THREAD: Hyper-Threading Technology Processors are not detected.
    20:14:28.47   XTHREAD: Detected 2 core(s) with 2 hardware thread(s)
    20:14:28.47   XTHREAD: Main thread now used as XThread 0
    20:14:28.47   XTHREAD: Spawned thread on processor 1
    20:14:28.47   MATHBOX -- Version=6, Cpu=Intel Pentium III:f=6,m=7, Mode=SSE
    20:14:28.55   GAME -- Company Of Heroes, 2.602.0, Build live.2.602.0, Type live, Language English
    20:14:29.17   MOD -- Mounting RelicDLC1(BtB), 1.0
    20:14:29.17   FILESYSTEM -- filepath failure, path does not exist 'DLC1\Data\'
    20:14:29.17   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\Data\'
    20:14:29.20   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataArtLow\'
    20:14:29.20   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\DataArtLow\'
    20:14:29.25   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataSoundEnglish\'
    20:14:29.25   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\DataSoundEnglish\'
    20:14:29.25   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\Movies\'
    20:14:29.25   MOD -- Mounting RelicDLC2(BtB), 1.0
    20:14:29.25   FILESYSTEM -- filepath failure, path does not exist 'DLC2\Data\'
    20:14:29.25   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\Data\'
    20:14:29.26   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataArtLow\'
    20:14:29.26   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\DataArtLow\'
    20:14:29.33   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataSoundEnglish\'
    20:14:29.33   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\DataSoundEnglish\'
    20:14:29.33   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\Movies\'
    20:14:29.33   MOD -- Mounting RelicDLC3(BtB), 1.0
    20:14:29.37   FILESYSTEM -- filepath failure, path does not exist 'DLC3\Data\'
    20:14:29.37   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\Data\'
    20:14:29.40   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataArtLow\'
    20:14:29.40   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\DataArtLow\'
    20:14:29.45   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataSoundEnglish\'
    20:14:29.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\DataSoundEnglish\'
    20:14:29.45   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\Movies\'
    20:14:29.45   MOD -- Mounting RelicOps(BtB), 1.0
    20:14:29.47   FILESYSTEM -- filepath failure, path does not exist 'CoH\Ops\Data\'
    20:14:29.47   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\Ops\Data\'
    20:14:29.47   MOD -- Mounting Improved, 1.13
    20:14:29.47   FILESYSTEM -- filepath failure, path does not exist 'RelicOnline\Data\'
    20:14:29.47   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\RelicOnline\Data\'
    20:14:29.48   FILESYSTEM -- filepath failure, path does not exist 'CoH\Engine\Data\'
    20:14:29.48   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\Engine\Data\'
    20:14:29.48   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\Data\'
    20:14:29.48   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\Data\'
    20:14:29.61   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataArtLow\'
    20:14:29.61   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\DataArtLow\'
    20:14:29.73   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\DataSoundHigh\'
    20:14:29.73   FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\English\Data\'
    20:14:29.73   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Engine\Locale\English\Data\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundEnglish\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\DataSoundEnglish\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'CoH\Locale\English\Data\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\CoH\Locale\English\Data\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Improved\DataAttrib\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC3\Movies\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC2\Movies\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\DLC1\Movies\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\Engine\Movies\'
    20:14:29.79   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Armando\Documents\My Games\Company of Heroes\WW2\Movies\'
    20:14:30.07   GAME -- Resetting fp control word.
    20:14:53.86   WW2Mod -- PropertyBagManager Loaded in 23.790001s
    20:14:54.05   NetworkManager::Create - creating network manager
    20:14:54.08   Read 500 bytes from network datastore login_cache.bin
    20:14:54.11   Read 114392 bytes from network datastore global_cache.bin
    20:14:54.14   Read 352 bytes from network datastore ping_cache.bin
    20:14:54.14   QuazalInitializer - static initializing Quazal library
    20:14:54.14   PingCache - populating cache with 18 pings
    20:14:54.18   Transport - Header Size = 4 bytes + 4 byte nonce + 2 byte consolidation header
    20:14:54.18   WinTransport - CreateSocket exclusive broadcast socket was available.
    20:14:54.18   WinTransport - CreateSocket listening for broadcasts on default port
    20:14:54.18   WinTransport - Host Name: Armando-HP, aliases: , type=AF_INET, len=4
    20:14:54.18   WinTransport - Host IP Address #0: 192.168.0.139
    20:14:54.18   WinTransport - Interface #0: ip:192.168.0.139, broadcast:192.168.0.139, flags=IFF_UP IFF_BROADCAST IFF_MULTICAST
    20:14:54.18   WinTransport - Interface #1: ip:127.0.0.1, broadcast:127.0.0.1, flags=IFF_UP IFF_LOOPBACK IFF_MULTICAST
    20:14:54.18   Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
    20:14:54.18   WinTransport - Quazal address string = udp:/address=192.168.0.139;port=6112
    20:14:54.18   SessionManager - Peer Header Size = 16 bytes
    20:14:54.18   SessionManager - Game Data overhead = 7 bytes
    20:14:54.18   SessionManager - Proxy overhead = 7 bytes
    20:14:54.18   MessageInternal::CreateChannel: Created channel 47535450
    20:14:54.18   Session::Initialize - info, initializing session object, using threads.
    20:14:54.18   SessionManager::RegisterSession - Registering new session 0c637630
    20:14:54.18   Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
    20:14:54.18   AutomatchInternal: Instantiating
    20:14:54.18   PartyInternal: Instantiating
    20:14:54.18   MessageInternal::CreateChannel: Created channel 50525459
    20:14:54.18   MessageInternal::CreateChannel: Created channel 51434b4d
    20:14:54.18   Net::ThreadFunction - Entering network thread function...
    20:14:54.24   Transport - Largest received is now 19
    20:14:54.24   Transport::OpenInternal request to WINaddr:192.168.0.139:6112;
    20:14:54.25   Session::GetState - info, session's state changed to [1:STATE_DISCONNECTED].
    20:14:54.25   MessageInternal::CreateChannel: Created channel 534d5347
    20:14:54.25   MessageInternal::CreateChannel: Created channel 474d4343
    20:14:54.25   MessageInternal::CreateChannel: Created channel 474f424a
    20:14:54.25   MessageInternal::CreateChannel: Created channel 4d4f444d
    20:14:54.25   MessageInternal::CreateChannel: Created channel 53594e43
    20:14:54.25   MessageInternal::DestroyChannel: Destroyed channel 534d5347
    20:14:54.25   MessageInternal::DestroyChannel: Destroyed channel 474d4343
    20:14:54.25   MessageInternal::DestroyChannel: Destroyed channel 474f424a
    20:14:54.25   MessageInternal::DestroyChannel: Destroyed channel 4d4f444d
    20:14:54.25   MessageInternal::DestroyChannel: Destroyed channel 53594e43
    20:14:54.27   GAME -- Available memory: 3002MB Physical RAM, 3001MB Pagefile, 4095 Virtual Address Space
    20:14:55.49   DLLDriverLinker -- Adding driver 'spDx10.dll'.
    20:14:55.61   DLLDriverLinker -- Adding driver 'spDx9.dll'.
    20:14:55.61   DLLDriverLinker -- 2 DLL drivers found.
    20:14:55.74   SPDx10 -- Adapter [Mobile Intel(R) 4 Series Express Chipset Family]: 64MB dedicated video memory, 0MB dedicated system memory and 1245MB shared system memory.
    20:14:58.11   DLLDriverLinker -- 2 DLL drivers found.
    20:14:58.17   SPOOGE - Driver[DirectX10 Rendering Device] version[4,36]
    20:14:58.17   GAME -- Resolution set to 1360x768 (fullscreen).
    20:14:58.20   SPDx10 -- Adapter Description = Mobile Intel(R) 4 Series Express Chipset Family
    20:14:58.20   SPDx10 -- Driver Vendor = 0x00008086  Device = 0x00002a42  SubSys = 0x1605103c  Rev = 0x00000007
    20:14:58.20   SPDx10 -- Driver Version  Product = 0x0008  Version = 0x000f  SubVersion = 0x00  Build = 23.02
    20:14:58.20   SPDx10 -- Driver LUID = 0x00000000-0x00009378
    20:14:58.20   SPDx10 -- 64MB dedicated video memory, 0MB dedicated system memory and 1245MB shared system memory available.
    20:14:58.20   SPDx10 -- Unknown video driver, assuming [1] GPUs.
    20:14:58.20   ShaderDatabase: using shader profile [ps40]
    20:15:01.16   SPDx10 -- Gamma Caps - Scale/Offset supported: no, Max: 1.00, Min: 0.00, Number of Control Points: 256.
    20:15:01.55   SPDx10 -- Gamma Caps - Scale/Offset supported: no, Max: 1.00, Min: 0.00, Number of Control Points: 256.
    20:15:01.55   FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua'
    20:15:01.96   GameObjLoader 039f4e00 - resetting counters
    20:15:01.96   GameObjLoader 039f4e00 - Created loader
    20:15:01.96   GameObjLoader 039f4f60 - resetting counters
    20:15:01.96   GameObjLoader 039f4f60 - Created loader
    20:15:02.97   GAME -- Beginning FE
    20:15:02.97   Sent message game CompanyOfHeroes started 6768 602 allowtraffic
    20:15:02.97   RemoteDLManager - Connection Restored.
    20:15:02.97   UIFrontEnd - Loading Front End
    20:15:02.97   THREAD: Hyper-Threading Technology Processors are not detected.
    20:15:03.11   SOUND -- Initializing ...
    20:15:03.16   INNIMapDCA Key not found: sp_speechducker::time
    20:15:03.43   SOUND -- Initialization completed!
    20:15:03.43   UIFrontEnd - Initializing Forms
    20:15:04.76   CampaignFilter::BindFilterSpecificWidgets()
    20:15:04.88   Activating screen: MovieScreen
    20:15:04.88   Got dlman msg [dlmanager version 1.0 peertraffic 1 uploadlimit 2147483647 seedratio 3]
    20:15:09.48   Activating screen: AppLoadingForm
    20:15:09.48   SetupProductLoadingArt - choosing bgArt = 0 (gold=0)
    20:15:09.89   GAME -- Loaded campaign 'Invasion of Normandy' (DATA:SCENARIOS\SP\COH.CAMP) with 15 missions, [coh]
    20:15:09.89   GAME -- Loaded campaign 'Liberation of Caen' (DATA:SCENARIOS\SP\CXP1.CAMP) with 9 missions, [cxp1]
    20:15:09.90   GAME -- Loaded campaign 'Operation Market Garden' (DATA:SCENARIOS\SP\CXP2.CAMP) with 8 missions, [cxp2]
    20:15:09.90   GAME -- Loaded campaign 'Falaise Pocket' (DATA:SCENARIOS\SP\DLC3.CAMP) with 3 missions, [dlc3]
    20:15:09.90   GAME -- Loaded campaign 'Causeway' (DATA:SCENARIOS\SP\DLC2.CAMP) with 3 missions, [dlc2]
    20:15:09.90   GAME -- Loaded campaign 'Tiger Ace' (DATA:SCENARIOS\SP\DLC1.CAMP) with 3 missions, [dlc1]
    20:15:10.24   GAME -- Using player profile ARMANDO-HP
    20:15:55.01   Transport - median kBPS [hi/cur] sent = 0.0/0.0, recvd = 0.0/0.0, #p/sec[s/r] = 0.0/0.2, max unsent 0, version err 0, merge 0
    20:16:08.86   Dx10Program : Unable to find shader script for 'fxshader_multiply' in the ShaderDatabase.
    20:16:21.06   Dx10Program : Unable to find shader script for 'fxshader_depthadditive' in the ShaderDatabase.
    20:16:40.62   QuazalLoginService - *** Connecting to server: reliclive.quazal.net:30260
    20:16:40.62   RendezvousManager: CreateSession - starting profile=Guest login
    20:16:41.21   RendezvousManager: Login complete and successfull
    20:16:41.23   RendezvousManager initialized
    20:16:41.31   Current server English:live version is 602.0, client is 602.0
    20:16:41.32   OnConnect: successful connection established, enabling reconnect
    20:16:41.32   OnConnect: this wasnt a reconnect, no need for autologin
    20:16:41.34   Logging in Anonymous7246 on controller:0
    20:16:41.58   Login completed: ACCOUNT_VALIDATED
    20:16:41.58   Found 1 profiles for account Anonymous7246
    20:16:41.58   Found profile: Anonymous7246
    20:16:41.58   installed_products = ( COH CXP1 )
    20:16:41.58   OnLogin: no previous login, auto selecting profile not required
    20:16:41.61   SetupProductLoadingArt - choosing bgArt = 1 (gold=1)
    20:16:41.62   CRC & Version Info : 0000025a:917ebc49:ec3c9e0d improved:602:ww2mod.dll 1
    20:16:41.62   Activating screen: FEMovie
    20:16:41.62   Activating screen: OnlineWidget
    20:16:41.62   Activating screen: RelicOnlineProfileSelect
    20:16:41.71   SetupProductLoadingArt - choosing bgArt = 1 (gold=1)
    20:16:41.71   Activating screen: RelicOnlineWait
    20:16:41.71   RendezvousManager - destroying chat handler
    20:16:41.71   RendezvousManager: CreateSession - starting logout profile = 100:Guest
    20:16:41.96   RendezvousManager: Logout complete
    20:16:41.96   RendezvousManager - terminating all server calls in progress
    20:16:41.96   CallManager - terminating all server calls in progress (1 in progress)
    20:16:41.96   RendezvousManager: OnCredentialsEvent - starting profile login
    20:16:42.68   RendezvousManager: Login complete and successfull
    20:16:42.68   RendezvousManager - creating chat handler
    20:16:42.69   RendezvousManager::CreateNATTraversalClient - NAT traversal available.
    20:16:42.92   QuazalSelectProfileAsync - Got UserID
    20:16:42.97   Transport - Largest sent is now 16
    20:16:43.04   Transport - Largest received is now 43
    20:16:43.09   GetUserStats requested stats for PIDs ( 3425867 ) (best:0, full:1)
    20:16:43.23   SelectProfileAsync - RegisterLocalURLs public [udp:/address=216.59.247.225;port=6112;PID=3425867;RVCID=45788711], private [udp:/address=192.168.0.139;port=6112;PID=3425867]
    20:16:43.30   QuazalSelectProfileAsync - Got Full Stats
    20:16:43.46   GetAutomatchMaps: Got [35] maps
    20:16:43.49   PopulateArmyListBox - skipping race 2
    20:16:43.49   PopulateArmyListBox - skipping race 0
    20:16:43.49   PopulateArmyListBox - skipping race 1
    20:16:43.49   PopulateArmyListBox - skipping race 3
    20:16:43.49   AutoMatchForm::OnArmySelectionChanged - sending request info
    20:16:43.49   GetMaxFrameTimeFromProfile: players=2 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:16:43.49   AutoMatchForm::OnMatchTypeSelectionChanged - sending team info
    20:16:43.51   QuazalSelectProfileAsync - Got Automatch maps
    20:16:44.16   QuazalSelectProfileAsync - GetFriends result - CacheState = 1
    20:16:44.30   Profile [00000000:0034464b] selected on controller#0
    20:16:44.30   Activating screen: FEMovie
    20:16:44.30   Activating screen: OnlineWidget
    20:16:44.30   Activating screen: FE_mm_01
    20:16:44.30   Activating screen: RelicOnlineWait
    20:16:44.33   GAME -- Setting campaign state to 'coh'
    20:16:44.33   GAME -- Closing state 'coh'
    20:16:44.35   GAME -- Setting campaign state to 'cxp2'
    20:16:44.35   GAME -- Closing state 'cxp2'
    20:16:44.35   GAME -- Setting campaign state to 'cxp1'
    20:16:44.35   GAME -- Closing state 'cxp1'
    20:16:48.19   Activating screen: OptionsMenu
    20:16:48.19   THREAD: Hyper-Threading Technology Processors are not detected.
    20:16:48.22   THREAD: Hyper-Threading Technology Processors are not detected.
    20:16:56.01   Transport - median kBPS [hi/cur] sent = 0.0/0.0, recvd = 0.0/0.0, #p/sec[s/r] = 0.0/0.3, max unsent 0, version err 0, merge 0
    20:17:08.65   Activating screen: FE_mm_01
    20:17:08.66   GAME -- Setting campaign state to 'coh'
    20:17:08.66   GAME -- Closing state 'coh'
    20:17:08.66   GAME -- Setting campaign state to 'cxp2'
    20:17:08.66   GAME -- Closing state 'cxp2'
    20:17:08.66   GAME -- Setting campaign state to 'cxp1'
    20:17:08.66   GAME -- Closing state 'cxp1'
    20:17:09.67   Activating screen: MessageBoxPopup
    20:17:09.67   Created Matchinfo
    20:17:09.67   Session::Reset with reason 999 and AdvertisementInternal::ResetSession()
    20:17:09.67   starting online hosting
    20:17:09.73   OnlineHostAsync: initiating CallCreateMatch
    20:17:09.83   OnlineHostAsync: created gid=182948970
    20:17:09.83   RendezvousNotifier - Received Participate ParticipationEvent.
    20:17:09.84   Transport - Largest sent is now 80
    20:17:09.91   Transport - Largest received is now 107
    20:17:10.11   OnlineHostAsync - RegisterLocalURLs public [udp:/address=216.59.247.225;port=6112;PID=3425867;RVCID=45788711], private [udp:/address=192.168.0.139;port=6112;PID=3425867]
    20:17:10.19   OnlineHostAsync: initiating UpdateSessionURL [gid=182948970, url=udp:/address=216.59.247.225;port=6112;PID=3425867;RVCID=45788711]
    20:17:10.35   OnJoinAdvertisementSuccess - joined online match, server leave notification required
    20:17:10.35   starting local hosting
    20:17:10.35   Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
    20:17:10.35   Allocated route ID=0 for PeerID 1 at WINaddr:192.168.0.139:6112;
    20:17:10.35   Transport::OpenInternal request to WINaddr:192.168.0.139:6112;
    20:17:10.35   Session::Host sid = AE7946A, hostURL = , local addresses = WINaddr:192.168.0.139:6112;
    20:17:10.35   ValidateCustomData: called with 378 bytes of custom data
    20:17:10.35   Host accepted Peer 1 into the match at address list=WINaddr:192.168.0.139:6112;, routes=WINaddr:192.168.0.139:6112;
    20:17:10.35   AdvertisementInternal::Process - EVENT_NEWPEER
    20:17:10.35   Session::GetState - info, session's state changed to [2:STATE_CONNECTING].
    20:17:10.39   local host PeerID 1 CONN ack=  0 (  0ms~0) unack=  0, retry=  0, highwaterOOS=0 @WINaddr:192.168.0.139:6112; (ping=0ms) 100.00%, pending=0, dead=0
    20:17:10.39   MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=0/0, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=0/0, frag=0/0, Errors=0/0
    20:17:10.39   Session::GetState - info, session's state changed to [3:STATE_CONNECTED].
    20:17:10.39   hosting - Session is connected
    20:17:10.39   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:10.43   hosting completed successfully
    20:17:10.43   HostAsync - completed with HostResult = 0
    20:17:10.43   UIFrontEnd::StartRelicOnlineTabs deactivating FE_mm_01
    20:17:10.43   Activating screen: OnlineGameSetup
    20:17:10.43   MessageInternal::CreateChannel: Created channel 534d5347
    20:17:10.43   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:10.43   MatchInternal::SetMatchType - new type 14 - updating server
    20:17:10.44   SetVisible called while !IsConnected
    20:17:10.44   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:10.46   Activating screen: RelicOnlineChat
    20:17:10.46   Activating screen: RelicOnlineNewsScreen
    20:17:10.54   Activating screen: RelicOnlineStatsScreen
    20:17:10.54   Activating screen: Achievements
    20:17:10.54   GAME -- Setting campaign state to 'coh'
    20:17:10.54   GAME -- Closing state 'coh'
    20:17:10.55   GAME -- Setting campaign state to 'cxp2'
    20:17:10.55   GAME -- Closing state 'cxp2'
    20:17:10.55   GAME -- Setting campaign state to 'cxp1'
    20:17:10.55   GAME -- Closing state 'cxp1'
    20:17:10.56   Activating screen: GameHistory
    20:17:10.56   GAME -- Setting campaign state to 'coh'
    20:17:10.56   GAME -- Closing state 'coh'
    20:17:10.57   GAME -- Setting campaign state to 'cxp2'
    20:17:10.57   GAME -- Closing state 'cxp2'
    20:17:10.57   GAME -- Setting campaign state to 'cxp1'
    20:17:10.57   GAME -- Closing state 'cxp1'
    20:17:10.57   Activating screen: OnlineGameSetup
    20:17:10.57   Activating screen: RelicOnlineTabs
    20:17:10.57   AutomatchInternal::OnHostComplete - Completed Host with success=1
    20:17:10.57   AutomatchInternal::OnHostComplete - automatcher is no longer active - ignoring
    20:17:10.57   QuickMatchInternal::OnHostComplete - Quickmatch not in host state.
    20:17:10.57   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:10.57   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:10.58   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:10.74   TGAIO -- TGA file 'Data:scenarios\mp\bieville-orne_map_base.tga' is RLE compressed. For optimal speed, please re-save uncompressed.
    20:17:11.61   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:11.62   GAME -- Setting campaign state to 'coh'
    20:17:11.62   GAME -- Closing state 'coh'
    20:17:11.62   GAME -- Setting campaign state to 'cxp2'
    20:17:11.62   GAME -- Closing state 'cxp2'
    20:17:11.62   GAME -- Setting campaign state to 'cxp1'
    20:17:11.62   GAME -- Closing state 'cxp1'
    20:17:11.63   UpdateMatch: Call to UpdateGathering started, matchTypeID = 14.
    20:17:11.74   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:12.43   Requesting Relic Downloader soft throttle call [GetAdvertisementsAsync] has time 802
    20:17:12.43   Sent message game CompanyOfHeroes softthrottle
    20:17:12.48   Got dlman msg [ack game CompanyOfHeroes softthrottle]
    20:17:12.62   QueryMatches: Got [38] maps, [76] ids, [17] advertisements, startID [1]
    20:17:12.62   QuazalGetAdvertisementsAsync: Queuing refresh to obtain unknown 59 matches
    20:17:14.77   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:14.77   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:14.77   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:14.88   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:14.89   UpdateMatch: Call to UpdateGathering started, matchTypeID = 14.
    20:17:14.94   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:15.45   QueryMatches: Got [39] maps, [76] ids, [17] advertisements, startID [182947972]
    20:17:15.45   QuazalGetAdvertisementsAsync: Queuing refresh to obtain unknown 42 matches
    20:17:18.60   Activating screen: RaceSelectionPopup
    20:17:19.61   Activating screen: DynamicPopupMenu
    20:17:20.48   QueryMatches: Got [42] maps, [78] ids, [17] advertisements, startID [182948608]
    20:17:20.48   QuazalGetAdvertisementsAsync: Queuing refresh to obtain unknown 29 matches
    20:17:20.83   GameSetupForm - UpdateMatchType: Setting match type to 0: BASIC_MATCH
    20:17:20.83   MatchInternal::SetMatchType - new type 0 - updating server
    20:17:20.83   GameSetupForm - UpdateMatchType: Setting match type to 0: BASIC_MATCH
    20:17:20.83   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:20.83   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:20.83   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:20.88   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:20.89   UpdateMatch: Call to UpdateGathering started, matchTypeID = 0.
    20:17:20.90   GameSetupForm - UpdateMatchType: Setting match type to 0: BASIC_MATCH
    20:17:20.90   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:20.90   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:20.96   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:21.01   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:21.37   Transport - Largest sent is now 81
    20:17:21.91   Activating screen: RaceSelectionPopup
    20:17:22.82   GameSetupForm - UpdateMatchType: Setting match type to 0: BASIC_MATCH
    20:17:22.82   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:22.82   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:22.87   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:22.88   UpdateMatch: Call to UpdateGathering started, matchTypeID = 0.
    20:17:22.92   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:23.52   Activating screen: RaceSelectionPopup
    20:17:24.28   GameSetupForm - UpdateMatchType: Setting match type to 0: BASIC_MATCH
    20:17:24.28   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:24.28   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:24.32   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:24.33   UpdateMatch: Call to UpdateGathering started, matchTypeID = 0.
    20:17:24.38   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:24.66   Activating screen: DynamicPopupMenu
    20:17:25.44   QueryMatches: Got [42] maps, [80] ids, [17] advertisements, startID [182948801]
    20:17:25.44   QuazalGetAdvertisementsAsync: Queuing refresh to obtain unknown 14 matches
    20:17:26.80   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:26.80   MatchInternal::SetMatchType - new type 14 - updating server
    20:17:26.80   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:26.80   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:26.80   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:26.80   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:26.84   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:26.85   UpdateMatch: Call to UpdateGathering started, matchTypeID = 14.
    20:17:26.86   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:26.86   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:26.86   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:26.90   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:26.95   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:27.88   Activating screen: DynamicPopupMenu
    20:17:29.14   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:29.14   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:29.14   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:29.17   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:29.19   UpdateMatch: Call to UpdateGathering started, matchTypeID = 14.
    20:17:29.24   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:30.35   QueryMatches: Got [39] maps, [80] ids, [17] advertisements, startID [182948931]
    20:17:32.56   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:32.56   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:32.56   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:32.60   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:32.66   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:34.43   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:34.43   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:34.43   GetMaxFrameTimeFromProfile: players=4 expected FPS=100.000000, bars=5, max avg=0.000, sd=0.000, 0 samples =
    20:17:34.49   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:34.55   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:36.32   RNT_ReportPing: user 2845058:EntireTeamIsDemoman CANNOT connect pingMS=65535
    20:17:36.72   GameSetupForm - UpdateMatchType: Setting match type to 14: CLASSIC_COOP_SKIRMISH
    20:17:36.72   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:36.72   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:36.72   MatchInternal::SetMatchState - state 1 - updating server
    20:17:36.72   Net::Session::SetVisible - session is set to INVISIBLE.
    20:17:36.72   MatchSetup: Sending start game message!
    20:17:36.72   GameSetupForm - Starting game
    20:17:36.72   GameInfo::ResetInfo - SyncLevel set to 0 on reset
    20:17:36.73   PopulateGameInfo - random seed:[1307146656], guid:[{302b84e7-be51-4002-9ad3-01f97705bbab}], sync level:[0]
    20:17:36.73   Error loading [DATA:levelingCurve.lua]
    20:17:36.73   Error loading [DATA:levelingCurve.lua]
    20:17:36.73   Error loading [DATA:levelingCurve.lua]
    20:17:36.73   Error loading [DATA:levelingCurve.lua]
    20:17:36.73   MOD - Setting player (0) race to: allies
    20:17:36.73   MOD - Setting player (0) race to: 1
    20:17:36.73   MOD - Setting player (1) race to: allies
    20:17:36.73   MOD - Setting player (1) race to: 1
    20:17:36.73   MOD - Setting player (2) race to: axis
    20:17:36.73   MOD - Setting player (2) race to: 2
    20:17:36.73   MOD - Setting player (3) race to: axis
    20:17:36.73   MOD - Setting player (3) race to: 2
    20:17:36.74   OnlineUpdateStateAsync: initiating state change, id = 182948970, state=2
    20:17:36.79   APP -- Game Start
    20:17:36.79   Sent message game CompanyOfHeroes allowtraffic
    20:17:36.79   GAME -- Setting campaign state to 'coh'
    20:17:36.79   GAME -- Closing state 'coh'
    20:17:36.79   GAME -- Setting campaign state to 'cxp2'
    20:17:36.79   GAME -- Closing state 'cxp2'
    20:17:36.79   GAME -- Setting campaign state to 'cxp1'
    20:17:36.79   GAME -- Closing state 'cxp1'
    20:17:36.80   MessageInternal::DestroyChannel: Destroyed channel 534d5347
    20:17:36.82   GAME -- Ending FE
    20:17:36.82   UIFrontEnd - Unloading Front End
    20:17:36.84   SOUND -- Shutting down ...
    20:17:36.92   SOUND -- Shutdown completed!
    20:17:36.98
    20:17:36.98   GAME -- *** Beginning mission 4p_bedum (1 Humans, 3 Computers) ***
    20:17:36.98
    20:17:37.23   GAME -- Recording game
    20:17:37.29   Activating screen: GameLoadScreen
    20:17:37.29   Got dlman msg [ack game CompanyOfHeroes allowtraffic]
    20:17:37.49   OnlineUpdateStateAsync: updated state for gid=182948970
    20:17:37.66   THREAD: Hyper-Threading Technology Processors are not detected.
    20:17:37.77   SOUND -- Initializing ...
    20:17:38.19   SOUND -- Initialization completed!
    20:17:38.21   PHYSICS: detected processor(s) capable of handling 2 threads.
    20:17:38.22   MOD -- Locating MOD for scenario 'DATA:scenarios\mp\classic\4p_bedum\4p_bedum'
    20:17:38.22   MOD -- Using Mod 'Improved'
    20:17:38.26   Unable to load/parse precache file [DATA:scenarios\mp\classic\4p_bedum\4p_bedum_precache.lua]
    20:17:38.34   Re-winding a compressed stream for file 'data:sound\wav\music_nonstream\m07_ob2_findrocketlo_load.smf'.  Expensive operation
    20:17:38.35   Re-winding a compressed stream for file 'data:sound\wav\music_nonstream\m07_ob2_findrocketlo_load.smf'.  Expensive operation
    20:17:39.79   GameObjLoader - upgrading load_count from 0 to 1017
    20:17:41.18   GameObjLoader - upgrading load_count from 1017 to 1680
    20:17:41.18   PHYSICS -- Created node factory 'HVOK'
    20:17:41.18   PHYSICS -- Created node factory 'DMMY'
    20:17:43.52   RNT_ReportPing: user 3403859:littlegeneral1 CANNOT connect pingMS=65535
    20:17:53.30   GameObjLoader - upgrading load_count from 1188 to 3765
    20:17:57.01   Transport - median kBPS [hi/cur] sent = 0.2/0.0, recvd = 0.2/0.0, #p/sec[s/r] = 0.6/0.3, max unsent 0, version err 0, merge 0
    20:17:57.65   GameObjLoader 039f4e00 - resetting counters
    20:17:57.65   GameObjLoader 039f4e00 - LOAD_DONE
    20:17:57.65   GAME - SessionSetup
    20:17:59.12   CommandBPDatabase - Unable to register function [splat_attach] due to missing CommandBP.
    20:17:59.12   TERRAINTEXTURE -- compositor added RenderTarget [0] of size 1024 x 1024
    20:17:59.12   TERRAINTEXTURE -- compositor added RenderTarget [1] of size 1024 x 1024
    20:18:07.03   GAME - CreateGEWorld in 9382 ms
    20:18:07.04   TGAIO -- TGA file 'data:simulation/deformdata/Lock_deform.tga' is RLE compressed. For optimal speed, please re-save uncompressed.
    20:18:07.18   GAME - SessionSetup finished in 9532 ms
    20:18:07.19   GAME - WaterReflectionManagerSetup
    20:18:07.19   GAME - WaterReflectionManagerSetup finished in 0 ms
    20:18:07.46   MessageInternal::CreateChannel: Created channel 474d4343
    20:18:07.46   Regenerating ImpassMap data...
    20:18:07.46       Impass Data was already valid, but regenerating...
    20:18:07.67   Generating CanBuild Map.  THIS SHOULD ONLY HAPPEN IN WORLDBUILDER!  IF YOU SEE THIS IN GAME, RE-SAVE THE MAP!
    20:18:07.67   Regenerating CanBuildMap data...
    20:18:07.67   Generating CanShoot Map.
    20:18:07.67   Pathfinder::Regenerate()...
    20:18:07.73   Generating PathSectorMap...
    20:18:08.11   Pathfinder::Regenerate() Done.
    20:18:08.22   ModWorld::LoadWinCondition: - [DATA:Scar/WinConditions/ZANNIHILATE.SCAR] succeeded.
    20:18:11.01   local host PeerID 1 CONN ack=  0 (  0ms~0) unack=  0, retry=  0, highwaterOOS=0 @WINaddr:192.168.0.139:6112; (ping=0ms) 100.00%, pending=0, dead=0
    20:18:11.01   MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=0/0, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=0/0, frag=0/0, Errors=0/0
    20:18:12.16   MOD -- Player  (unused player) (frame 0) (KillPlayer)
    20:18:12.16   MOD -- Player  (unused player) (frame 0) (KillPlayer)
    20:18:12.16   MOD -- Player  (unused player) (frame 0) (KillPlayer)
    20:18:12.16   MOD -- Player  (unused player) (frame 0) (KillPlayer)
    20:18:12.54   MessageInternal::CreateChannel: Created channel 4d4f444d
    20:18:13.16   BindingsSystem -- Cannot create binding.  Unknown type 'repair_radius_circle'
    20:18:13.16   BindingsSystem -- Cannot create binding.  Unknown type 'repair_radius_circle'
    20:18:13.16   BindingsSystem -- Cannot create binding.  Unknown type 'repair_radius_circle'
    20:18:13.16   BindingsSystem -- Cannot create binding.  Unknown type 'repair_radius_circle'
    20:18:13.16   BindingsSystem -- Cannot create binding.  Unknown type 'repair_radius_circle'
    20:18:13.72   SPEECHMANAGER -- Loaded in 0.521795 seconds
    20:18:13.77   Re-winding a compressed stream for file 'data:sound\wav\music_nonstream\m07_ob2_findrocketlo_load.smf'.  Expensive operation
    20:18:15.16   GameObjLoader - upgrading load_count from 0 to 1791
    20:18:16.87   GameObjLoader 039f4f60 - resetting counters
    20:18:16.87   GameObjLoader 039f4f60 - LOAD_DONE
    20:18:21.61   PreloadResources took 0ms.
    20:18:21.65   GAME -- Loading completed (44 seconds)
    20:18:21.65   SIM -- Setting SyncErrorChecking level to Low
    Last edited by Anonymous7246; 3rd Jun 11 at 5:23 PM.

  28. Modding Senior Member Company of Heroes Senior Member  #1178
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    This is very strange, but don't worry. I'll pack up v1.3 probably tomorrow and send it off to Lake54, who will make the installer and then release it.

  29. #1179
    For the life of me I can't get any custom maps to work with this mod. I can get the custom maps to work with plain CoH with -Dev enabled, but no matter what I do I can't get any maps to work with this mod. I even created a shortcut to the exe with the target as such: "C:\Program Files (x86)\THQ\Company of Heroes\RelicCOH.exe" -mod Improved -dev. Do you have an idea Celéstial?

    :edit:

    Scratch that, I figured it out. What’s weird is that no matter the install path this mod would not load any custom maps. What I had to do was browse to “C:\Program Files (x86)\THQ\Company of Heroes\Improved\Data\scenarios\mp” folder and copy the unpacked maps into it. Finally after several hours of chasing my tail it works.
    Last edited by CrazyAce; 5th Jun 11 at 9:19 PM. Reason: Found solution

  30. #1180
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    @CrazyAce: that's normal for SGA's and mod's. If they aren't linked in the module file, the game can't find they. Only unpacked sgb's are working normal.

  31. Modding Senior Member Company of Heroes Senior Member  #1181
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Uhm no they aren't. All my .sga maps are working correctly.

  32. #1182
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    @Cel: Your sga's in the WW2 folder? Without linking to the files? How?

    Edit: Oh and I meant working online too, not only the single player offline variant. Please inspire me.

    Edit2: No, have tried your mod and it does not work either. None of my custom sga maps in the ww2 folder are showing up in the maps list.
    Last edited by Jagdpanther; 9th Jun 11 at 12:04 AM.

  33. #1183
    Yeah how did you link the map files? After exploring the mod for a bit (looking for an answer) I see in the Data Archive tab a list of installed maps. I see one of my SGA files listed in there, but it wasn't working until I extracted the loose files into the path mentioned above. I only ask for curiosity reasons, I wouldn’t mind adapting that same technique into my mod.

  34. #1184
    So, after tweaking with my settings I finally got it to work Great Job overall and hoping for more great stuff to come from BtB

  35. #1185
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    @CrazyAce: I had a short talk with @Celestial. For me it looks like this is depending on the game version, because I have tried to use Cel's mod and CoH without any mod and all maps placed in the correct folder. I had tried this several times before, but now again. Without any luck. So it can't have to do with the module files. What CoH version do you have. For me it is "Opposing Fronts" only, no steam.

    Or something is really screwed up on my side, this could also be.
    Last edited by Jagdpanther; 9th Jun 11 at 9:17 AM.

  36. #1186
    @Jagdpanther - CoH Gold Edition (non Steam) this includes CoH and OF only. Patch version is 2.602.0.0 (according to the details tab on the RelicCOH.exe)

  37. #1187
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    Mhmm, then I think there is really screwed up something on my side, because this problem still exist for me before ToV comes out. Maybe that some special files (sgb's or sga's) have still to reside in the my games ww2 scenario folder. That's not the case in my version since a long time. Mine was blank. So I for myself have to live then with this restriction until I can fix it.

  38. Modding Senior Member Company of Heroes Senior Member  #1188
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Jagdpanther, try to clear your whole My Games\Company of Heroes folder, by moving it somewhere else on your computer.

  39. #1189
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    Have tried this - again no luck. Don't know what's wrong.

  40. #1190
    hi,
    i got scar error on PE mission when we must destroy the bridge with engineers. The game freeze with a message (but not ctd you still can navigate to everything, but all animations is stopped)

    any info?

    using 2.601

  41. #1191
    Hey.
    Hmm, I didn't play the campaign for very long. I would guess it's a problem with unit references. But it's easy to fix any scar problems once they are spotted. I don't exactly remember the mission progression for PE so I would like to ask you to do a couple of things for me to allow me to know what happened exactly.
    First, go to the campaigns menu and see which mission it really is.
    Secondly, go to my documents\my games\company of heroes\logfiles\ and check out the scarlog file from that particular game. It should have the error logged there and having that information would pretty much point me exactly to what is wrong.

    Thanks a lot for reporting and playing

  42. #1192
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.InvalidCastException: Conversion from string "1.2" to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format.
    at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
    at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
    --- End of inner exception stack trace ---
    at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
    at Back_to_Basics_Launcher.Main.mnuMainLaunchMod_Click(Object sender, EventArgs e)
    at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
    at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
    at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
    at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
    at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
    at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
    at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
    at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
    at System.Windows.Forms.ToolStrip.WndProc(Message& m)
    at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.225 (RTMGDR.030319-2200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    Back to Basics Launcher
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/Games/Company%20of%20Heroes/Back%20to%20Basics%20Launcher.exe
    ----------------------------------------
    Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
    ----------------------------------------
    System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
    ----------------------------------------
    System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    WTF???????

    ----------

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.InvalidCastException: Conversion from string "1.2" to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format.
    at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
    at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
    --- End of inner exception stack trace ---
    at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
    at Back_to_Basics_Launcher.Main.mnuMainLaunchMod_Click(Object sender, EventArgs e)
    at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
    at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
    at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
    at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
    at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
    at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
    at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
    at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
    at System.Windows.Forms.ToolStrip.WndProc(Message& m)
    at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.225 (RTMGDR.030319-2200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    Back to Basics Launcher
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/Games/Company%20of%20Heroes/Back%20to%20Basics%20Launcher.exe
    ----------------------------------------
    Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
    ----------------------------------------
    System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
    ----------------------------------------
    System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    WTF???????

  43. #1193
    lol, apparently Mr James has made a mistake of casting a string to a number instead of using the appropriate parsing function. This is an easy fix for him, I'm sure. But just so that you don't have to wait for that fix, you can launch the mod the normal way - simply create a shortcut of RelicCOH.exe file, go to its properties and add -dev -mod Improved (make sure that's separated by a space from the original value) to Target field. That has been explained a few posts back in a bit more detail, just in case.

    Oh and btw, if you want to post something as long as these logs you could use the CODE tag - that would shorted the maximum height of the log box which would prevent your post from looking huge for no reason. Also, apparently you typed in your message twice.

  44. #1194
    The problematic PE (Op: Market Garden) Mission is "BEST"

    Unfortunately, i didn't remember the time of the log and i am unable to reproduce the in-game scar error.

    Notice that in "BEST" mission i felt something strange:
    - in-game scar error happened when 30corps start sending trucks over the bridge
    - Sometimes, american paradrops are endless, even i am taken over all the points in the map* -->> scarlog.2011-06-12.00-00-49.txt
    - So far, this campaign is laggy/stuttering a lot; although there are very few units present compared to the other mission


    Updates:
    when reading some scarlogs, there are huge amount of suspicious errors found in previous mission before "BEST". The "Highway 69"
    i cant attach the log because it exceeds forum limit. Here are some of its lines.

    Spoiler


  45. #1195
    AGameAnx,

    In SUP.ai, I'd guess you didn't do this purposely? Note the "s".

    Code:
    	if (purchased==false and cost) then
    		strategy_unit_purchase.trace("Trying to use up excess manpower")
    		local modifiedRes = ResourceAmount_Subtract( availableResources, cost )
    		if (modifiedRes.manpower > 100) then
    			-->
    			-->
    			-->
    			local best_choise = FindZeroETAUnit( modifiedRes )
    			-- tries to purchase the best choice, if not it locks the resources anyways
    			local eta_purchase, eta_cost = TryPurchaseUnitChoice( best_choice, modifiedRes )
    			if (eta_purchase and eta_cost) then
    				local total_cost = ResourceAmount_Add( cost, eta_cost )
    				return false, total_cost
    			end
    		end
    	end

  46. #1196
    Oh wow, lol! I always fail between s and c in such words That's a freaking awesome catch! Thank you so much, it's definitely a problem there

    ----------

    @mcdimm.
    Sorry I didn't notice your post right away that's why I answered Nurbsico's one first.

    It is well expected for campaigns to lag in any of the mods. Thing is, campaign maps are actually more detailed than multiplayer maps. Since mods have additional textures and units it's just making the load on your computer worse. It is well known that custom maps and big games in mods tend to even crash the game, not just create lag. I guess the endless paradropping happens because of one of the rules failing and thus some things don't get executed and thus some rules don't get stopped. Some of the errors do happen even in vcoh campaign though, you don't see it only because you normally don't run vcoh in -dev mode. The scar errors are definitely not supposed to happen though, that's great that you noticed that. I'm going to take a look at campaign probably only after I'm done with my coursework though... I can't really find too much free time lately. After 21st of this month I'll be free to do whatever I want again and I definitely want to iron out all the errors from BtB campaign Thanks for posting your log and providing a detailed report, the error should now be easy to fix

  47. #1197
    Quote Originally Posted by AGameAnx View Post
    Oh wow, lol! I always fail between s and c in such words That's a freaking awesome catch! Thank you so much, it's definitely a problem there

    ----------

    @mcdimm.
    Sorry I didn't notice your post right away that's why I answered Nurbsico's one first.

    It is well expected for campaigns to lag in any of the mods. Thing is, campaign maps are actually more detailed than multiplayer maps. Since mods have additional textures and units it's just making the load on your computer worse. It is well known that custom maps and big games in mods tend to even crash the game, not just create lag. I guess the endless paradropping happens because of one of the rules failing and thus some things don't get executed and thus some rules don't get stopped. Some of the errors do happen even in vcoh campaign though, you don't see it only because you normally don't run vcoh in -dev mode. The scar errors are definitely not supposed to happen though, that's great that you noticed that. I'm going to take a look at campaign probably only after I'm done with my coursework though... I can't really find too much free time lately. After 21st of this month I'll be free to do whatever I want again and I definitely want to iron out all the errors from BtB campaign Thanks for posting your log and providing a detailed report, the error should now be easy to fix
    Thanks for the answer.
    I do like playing campaign since BtB previous releases, therefore i notice the differences. I'll keep in touch and see what can be found in other missions. Hopefully making BtB more stable for campaign lover in the future.

    anw, what i have in mind that is coh is struggling in its engine for the lags? i saw that the framerate are stable (so do the pc resources) but the actual animation is not

  48. Modding Senior Member Company of Heroes Senior Member  #1198
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Hey guys,

    Thanks for all the feedback and positive reactions on BtB! I've also noticed that some campaigns tend to crash due to AI/scar errors, and hopefully we'll be able to fix it in the future. We really appreciate feedback about gameplay, or any other issues you have. We will always try to help and fix things.

    I'm on holiday in Sweden for a week; visiting my parents, as they live here. As I sold my gaming laptop a while ago, I only have one of our crappy old computers for my use (Pentium 4 and Windows XP FTW!), so I won't be able to any modding until Tuesday. We will release v1.3 soon after that. My life has been busy as hell and I also lack motivation to mod without AGameAnx. I'm sure that we will be back in business when he's done with his university.

    I'll be around on the forums and so for this week, but as said, I cannot do any work for BtB.

  49. #1199

    Continuos Crash

    I recently downloaded your mod, but I have however run into an issue loading it. I am not a tech savvy person unfortunately so I am not entirely sure what I messed up, though I don't even know how I could have since the installer is automated to begin with haha. Anyway.......here is the crash report, I really hope somebody can help me with this.

    Thanks



    Code:
    RELICCOH started at 2011-06-28 19:23
    OS NT 6.1 (sp0.0) x64, 3828MB Physical Memory, 2424 Physical Available, 3974 Virtual Available
    RUN-OPTIONS -mod Improved -dev 
    WORKING-DIR C:\Program Files (x86)\THQ\Company of Heroes
    USER Andrew
    
    19:23:20.84   4 Logical Processors detected
    19:23:20.84   Multithreading Enabled
    19:23:20.84   THREAD: Hyper-Threading Technology Processors are not detected.
    19:23:20.84   XTHREAD: Detected 4 core(s) with 4 hardware thread(s)
    19:23:20.84   XTHREAD: Main thread now used as XThread 0
    19:23:20.84   XTHREAD: Spawned thread on processor 1
    19:23:20.84   XTHREAD: Spawned thread on processor 2
    19:23:20.84   XTHREAD: Spawned thread on processor 3
    19:23:20.84   MATHBOX -- Version=6, Cpu=Intel Pentium II:f=6,m=5, Mode=SSE
    19:23:20.85   GAME -- Company Of Heroes, 2.602.0, Build live.2.602.0, Type live, Language English
    19:23:20.86   MOD -- Mounting RelicDLC1(BtB), 1.0
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'DLC1\Data\'
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC1\Data\'
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataArtHigh\'
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC1\DataArtHigh\'
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataSoundEnglish\'
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC1\DataSoundEnglish\'
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC1\Movies\'
    19:23:20.86   MOD -- Mounting RelicDLC2(BtB), 1.0
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'DLC2\Data\'
    19:23:20.86   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC2\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataArtHigh\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC2\DataArtHigh\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataSoundEnglish\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC2\DataSoundEnglish\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC2\Movies\'
    19:23:20.87   MOD -- Mounting RelicDLC3(BtB), 1.0
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'DLC3\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC3\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataArtHigh\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC3\DataArtHigh\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataSoundEnglish\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC3\DataSoundEnglish\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC3\Movies\'
    19:23:20.87   MOD -- Mounting RelicOps(BtB), 1.0
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'CoH\Ops\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\CoH\Ops\Data\'
    19:23:20.87   MOD -- Mounting Improved, 1.13
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'RelicOnline\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\RelicOnline\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'CoH\Engine\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\CoH\Engine\Data\'
    19:23:20.87   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\Improved\Data\'
    19:23:20.88   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\Improved\Data\'
    19:23:20.88   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataArtHigh\'
    19:23:20.88   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\CoH\DataArtHigh\'
    19:23:20.88   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\Improved\DataSoundHigh\'
    19:23:20.89   FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\English\Data\'
    19:23:20.89   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\Engine\Locale\English\Data\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundEnglish\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\CoH\DataSoundEnglish\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'CoH\Locale\English\Data\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\CoH\Locale\English\Data\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\Improved\DataAttrib\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC3\Movies\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC2\Movies\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\DLC1\Movies\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\Engine\Movies\'
    19:23:20.91   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Andrew\Documents\My Games\Company of Heroes\WW2\Movies\'
    19:23:20.97   GAME -- Resetting fp control word.
    PBGM -- Group 'abilities\.71c0ba9a-78a6-4efa-88e5-bcbbf9821713.ally_air_strike_ability_strafe', was requested to load, but load fialed.  Corrupted file?
    -- FATAL EXIT --
    propertybaggroupmanager.c/606:!
    --stack trace--
    0x6FA90423: PropertyBagGroupManager::GetGroupInternal         (C:\Program Files (x86)\THQ\Company of Heroes\SimEngine.dll)
    0x77DFE023: RtlFreeHeap                                 (C:\Windows\SysWOW64\ntdll.dll)
    0x76A014D1: HeapFree                                    (C:\Windows\syswow64\kernel32.dll)
    0x73554C39: free                                        (C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4927_none_d08a205e442db5b5\MSVCR80.dll)
    0x6FA9FC0A: BuildingDynamics::OnConstructed             (C:\Program Files (x86)\THQ\Company of Heroes\SimEngine.dll)
    0x6FA9FD11: BuildingDynamics::OnConstructed             (C:\Program Files (x86)\THQ\Company of Heroes\SimEngine.dll)
    Last edited by Kapp'n; 30th Jun 11 at 2:51 PM. Reason: added 'code' tags

  50. #1200
    Hey. It looks like the issue is very much similar to a couple of ones reported before. Please try and manually create a shortcut as it was described earlier:
    Quote Originally Posted by AGameAnx
    simply create a shortcut of RelicCOH.exe file, go to its properties and add -dev -mod Improved (make sure that's separated by a space from the original value) to Target field
    The file is in your company of heroes directory, which is most likely C:\Program Files\Company of Heroes.

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